A fun exchange of opinions about “voice chat”

I’ve written about “voice chat” in the past (1, 2, 3, 4) and pointed it as a danger for these games. The danger isn’t its use, but its imposition on all the players. Simply put: another process of exclusion. Another barrier used to discriminate.

It can be “optional”, but in a game with support for it, if you don’t use it you are excluded by other players.

The sad part is that I see this process (toward voice chat) as something that cannot be fought back. So, while the rants and dangers can be justified, it’s still something to which you’ll have to adapt.

Yes, voice chat can be a slight advantage and, yes, players will always take the shorter route to the carrot. But it is still not *required*. It’s an ease of use, it helps trivializing some forms of content and transform other players in just puppets. That’s why 5-man instances can be so much more fun. The players can regain their will and play the game in “first person”, instead of being there just to be a number and hit a button when yelled at.

Brainwashing could make some production processes more efficient, it’s true. But brainwashing doesn’t really lead to competence or people who are really good at what they are doing.

Voice chat can “compensate” for the presence in the group of some very bad, careless or distracted players. But it doesn’t really help to make them better ones.

From the latest thread on FoH’s.


Zehn – Vhex: One of the chief aspects about Vent I really like is that I don’t have to keep scanning the chat box. Anything that helps me spend less time staring at components of the UI and more time watching the game is a good thing. That’s why I have pretty much every ability with a cooldown tied to a sound to play when it refreshes. I’ve known many mages who rely on the sound the netherwind bonus or clearcasting makes.

Voice is becoming more and more important in WoW simply because you don’t have the time to type shit out. I miss the days of having our guild leader type, “JSSUFHCKING CHRIST SOMNE TANK THS SHTI” when a mob gets out of control…but I welcome the days of him screaming over vent, “You fucking cocksuckers need to go learn how to dodge the giant fucking red beam” with open arms.


Abalieno: Yeah, laziness.

As in that example, like if it wasn’t obvious enough that the mob gets out of control and should get tanked. If your players suck, it’s another problem. The voice chat can be an help to babysit people, but again it’s just not *required*. Its advantage is a false one because it requires maybe less attention from each player. But it’s something that you can easily compensate with some attention.

Let’s say this. Flipping the difficulty of the game to “easy” doesn’t mean that the game was impossible otherwise. Just that you settled for something slightly simpler because you are lazy, don’t want to pay attention to a chat box, don’t want to learn coordination, don’t expect awareness from all players, don’t expect them to take initiative and so on.

Voice chat works for “herding”. It isn’t really necessary if your players are competent and are really trying to learn the game. Which, then, it’s about ALL the fun you can have in the game.

Executing commands without even understanding them is what makes raiding so absolutely dull, pointless and unfun. You are just a puppet and the true challenge of the game is one: stay awake.


EmiliaEQ: And a God Send blessing for Fucktards.
Because now those fucktards will have their fucktardness hidden.

Want a simple example ? Chromaggus

CTRaid Emote : AE Fire DoT INC in 10 Seconds
TS/Vent (Raid Leader) : 10 Secs to AE ! GET THE FUCK OUT OF THERE

Do you need TS/Vent to dodge the AE ? Nope.
Hell i remember people using stopwatches with EQ (hella lot harder)

Who’s willing to bet there is more than a handfull of players that couldnt dodge the AE without TS/Vent.

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Diablo 2’s fun core mechanic was discovered in 1981

Just an observation I made on Q23 on a thread discussing the recently released Titan’s Quest along with the unavoidable comparisons with Diablo 2. The thread is particularly interesting because one of the game designers is there discussing and explaining how they arrived at some of the solutions, also taking suggestions and critics (which is also a good demonstration of what I wrote here).

Anyway, beside the loot system and the mood/setting of Diablo 2 (graphic, animations, sounds effects and all), what really made it “fun” was the visceral gameplay. It was rather fast paced and action packed, and you got to fight droves of monsters all at once, often mixed types. To the point that most gameplay is about pure slaughter and “crowd control”.

And while other elements are kind of obvious and universally recognized, it’s the crowd control that is one strong element. I compare it to Qix, that classic game where you need to draw and close rectangular areas in a finite space till you reached a certain percent of completition.

In those massive battles in D2 you didn’t just had to click on every monster. In fact the important mechanic, the “fun” one, wasn’t clicking quickly, but it was the movement. In this game you had to constantly move on the screen, trying to “circumnavigate” the monsters to prevent them to surround you and trap you without a possibility to escape. D2 was ALL about movement. Territorial. The moment where you were trapped and couldn’t move anymore, you were dead.

Which is also (not a case) a basic gameplay pattern used in God of War, another game not short on “fun”.

I write this also because this draws a sharp line between those games and that kind of “visceral” gameplay patterns, and mmorpgs. In mmorpgs “movement” is often irrelevant. It can have a role in the group-play but it isn’t really used for what it is. In a mmorpg you cannot try to circumnavigate the monsters or use terrain and distance to your own advantage. It’s just not something part of the combat mechanics. It’s completely missing. If you are fighting against a group of monsters you cannot move around them so that you can manage to hit and get hit just by only one of them, because “distancing” is not an available mechanic (if not when you are fleeing) and with no collision detection all the mosters will stack one on top of the other.

Another proof of what I’m saying: I think in Diablo 2 most of the mosters moved *slower* than you. Again to let you exercize your movement superiority. If you didn’t have the possibility to move “faster”, then the circumnavigating patterns and “space managment” (or how the hell you want to call it) couldn’t have been possible.

In a mmorpg all that is missing. Everything is “intangible”. You swing your weapon at the air, you don’t see your enemy recoil, you cannot “reach and touch”, you cannot push. There is no contact. And, in the end, there is no space. And “space” is an extremely strong element of our reality and perception, so obligatory for a game to be “fun”.

Remember that it was not the clickfest to be fun in D2. And that mmorpgs are “not so fun” because they are “nerfed” on some founding values.

(then it would be interesting to discuss possible solutions to minimize that innate limit, since the connection latency will always prevent a direct fix)

Eve-Online to add potions, socketed items and the Auction House

I’ve read in the past that the auctions in WoW could be considered a form of player-driven questing (“bring me three gems and I’ll give you three gold coins”), I’ve also imagined a reversed system where the crafters don’t just have an unified marketplace, but where the buyers post orders directly (the consignment system) that then the crafters can take and fulfill. It would be a system more driven by the demand than the offer and that I think would be more usable.

One of the main features of Kali (Eve’s next expansion that will be delivered in smaller chunks along the next months) is a “Contract System” that seems to unify some of those ideas.

But let’s go in order. In the last weeks the devs have been quite prolific with their blogging and have released more details about what they are working on. I’m going to parse the interesting bits.

To begin with, the first Kali “chunk” should be still on track for a September release. It is unsure if it will include even some updates to the graphic engine that are almost ready or if they’ll deliver them all at once at a later date.

Before this first patch that is going to add some significant new features there will be another one that, I suppose, should be out for mid/end of July. Its content wasn’t really specified:

One of the first thing we’re considering to do is release our Dragon code branch to Tranquility. Currently you are in the Red Moon Rising/Blood code branch. Dragon is the branch which has the localization and translation framework, tons of improvements, optimizations and a couple of minor features. This is the code branch currently running on Serenity in China and is approaching a release state.

The reasons to release it are numerous. We want to seperate it from the first Kali release to minimize risk. The Dragon branch contains a lot of refactoring and rewriting of code and we don’t want to be troubleshooting that at the same time as the new big features in Kali 1. The second is that it contains previously mentioned optimizations. These are general improvements rather than any specific thing. It also allows us to concentrate our testing efforts on current core functionality.

So they split the patch in two even here. A first part to be delivered within the next few weeks with general tweaks and improvements and another one still slated for September that will plug in the game some of the new features planned for “Kali”.

What are these new features?

In the recent dev blogs they have written about Combat Boosters, System Scanning, Invention & Reverse Engineering, Salvaging & Ship Rigging and the Contract System.

The “Combat Boosters” are supposed to be something tailored for experienced PvP players that have access to high-end resources. Even if there will be different kinds of boosters, more or less accessible, I believe that even the simplest version isn’t something that will be simple to obtain.

From their description they will be temporary bonuses (think about potions) that may trigger negative side-effects if you are unlucky (random dice rolls). The goal is: “Ideally, they would not be so powerful that everyone wants to have them to PvP but good enough so they are worth manufacturing”.

From a design point of view I’m not sure how adding an higher degree of randomness can add to the fun (not having control is frustrating), but these combat boosters are supposed to be occasional and slightly situational, so they may still fill a role in combat that is appropriate instead of disruptive. Though they also say that the effects should last “hours”, which would lead to another frustrating mechanic if a player is unlucky and triggers some nasty negative effects without any way to purge them. One thing is about using them *during combat*, with the effect lasting some minutes. Another is having them as an incentive to min/maxing BEFORE combat, trying to get the optimal result and only then move out to look for the action. So I really do hope they change this part of the design to make these boosters more situational.

If you think about it, this could lead to similar issues of buffbotting, where players never move out to fight till they are all full buffed and ready. The real point is about designing these booster to be in-combat items instead of preemptive out-of-combat setups. And this can only happen if the duration expires in the arc of a few minutes at max.

As I said it doesn’t look like these items will be easily available for all players. To manufacture even the simple booster you need to be in 0.0 space (open PvP area) and have access to a player-driven starbase with the modules to create boosters active. Plus ingredients that are again only available in 0.0 special regions (COSMOS).

System Scanning will lead to changes to the UI and changes to the gameplay. There should be a new “seamless” map that allows you to zoom out of the whole universe and in till inside a solar system.

The new feature about the System Scanning is also related to the addition of new things to discover (they call this “exploration”). To scan a solar system for these new “objects” you’ll need to deploy probes. Before you needed three of them: “three probes to create a pizza-alike triangle to find objects within”. With the new system each probe will work as a “singleton”, with two statistics: scan radius, scan strength. With a possibility of mistakes (inaccuracy) depending on the stats of the probe and the stats of the object to find.

With the new seamless map you’ll also be able to monitor the probes radiuses. And they also merged the types of objects to scan into only five categories. So, concretely, usability changes and some new content added.

Invention & Reverse Engineering. Reverse Engineering won’t be in the September patch, while Invention will. The two should still be somewhat related.

They are quite original ways to toy with the crafting process. New interesting and definitely appropriate (for the setting) patterns. Reverse Engineering will let you “break” an item to study it, with the possibility to figure out its recipe. While “Invention” is a type of research made through new skills and modules that lets you discover higher quality recipes by studying basic modules (from T1 to T2 tech).

Even here it is unsure how much they will be accessible. “Invention” will depend on a side-profession that is only available in special systems (COSMOS), while the other component should be simpler to get since it is acquired by running research missions (then it depends on the level of the mission, I guess).

Salvaging & Ship Rigging. Even here the system is curious because inspired directly to Diablo’s socketed items/jewelcrafring that will also be one main feature of WoW’s first expansion. Each ship will have some free slots: “T1 ships will be given 2 slots for ship modification and T2 ships get 3 slots”. Then you can plug “rigs”/jewels into these slots, that will be permanent and won’t be removed anymore. To craft “rigs”/jewels you’ll need a new skill/profession (“salvaging”) that will be used on the “wrecks” of the enemy ships you destroy to extract those materials that you’ll need in the manufacturing process.

The other interesting part of this new feature is that the ships won’t leave anymore just a loot container when they explode, but a more realistic “wreck”. Quoting:

This feature has me pretty excited because it addresses one thing that’s always bugged me about EVE. When your ship blows up a pristine can floats in space with some modules inside it. This immersion breaking feature will be no more when Kali1 hits. When your ship blows up a smoldering wreck will be left behind. The wreck will have a few modules intact of course but will also have other items of value only extractable by a skilled salvager.

Due to technical / architectural constraints on the client and server, most of the ways that you could do individual wreck models for each ship type would be bad (inability to preload in warp / type spam in the DB / increased disk access / extra CPU load ).

It’s likely that we’ll see something like a wreck type per race and class, ie. “Amarr Cruisers”. It’s a fact of life that we have to evaluate everything not just by how neat an idea it is, but also by the practicality of implementation (in game design, typically a wider self-critical analysis as well) in ways that can be inscrutable from the outside – lots of nice ideas return from that fight somewhat worse for wear.

And finally the “Contract System”. This one will have a significant role when the Factional Warfare will arrive in the game next year, since it will be the backbone of the new, “automated”, mission system. But already this September it should have a relevant impact on the organization of players’ corporations and the interaction outside, toward other players.

The latest news is what I’ve anticipated above, they will integrate the new mission system with a type of orders that look exactly like WoW’s Auction House. See this image. You have “Current Bid”, “Buyout Price”, owner of the order and a vague “Time Left” definition as in WoW. The only two differences I notice aren’t so small, though. The first is that in your auction you can bundle different items together instead of just one (or stacks of the same type) as in WoW, the second is that the AH in WoW is an unified place and items are delivered right into your mailbox, just a few meters away. In Eve the “Auction House” should be just an interface, always accessible (in WoW you have to walk to it), but where you need then to travel to the system where the item is located if you want it, instead of have it delivered to you (time for automated NPC transport systems?).

My first worry is that this could overlap with Eve’s complex market structure. I’m not sure how this new Auction House fits with the way the current market works and which role it will take. So I see this as a risk and CCP should be careful to implement such a thing.

Despite the possible problems it is quite interesting to see the devs taking ideas from a game so different from Eve. We have potions, jewelcrafting and the Auction House, all perfectly adapted and integrated that they may finish to feel more appropriate in Eve than in WoW. As I said there’s a risk about the AH, but the rest looks like solid design and not just a mess that contradicts the premises of the game, trying to steer it in a direction that doesn’t belong to it.

Oh, and don’t forget the BattleGrounds, that should become a reality the next year, with the arrive of the Factional Warfare.

Again CCP seems committed to let the game develop as it needs, focusing all their resources and reinvesting on it. Doing a very good work in particular with that seventh commandment that is so important for these kind of games and that CCP respected better than everyone else in the mmorpg space till today.

While a menacing cloud appears on the horizon:

As long as there are players playing EVE, we’ll be there evolving it, but we also have plans for world domination, like all respectable game developers have (right?) so there will be other titles.

Please don’t be so stupid. Do not ruin the recipe for success that you used till now. Don’t throw everything away like that. Don’t start to sound exactly like every other, clueless mmorpg producer.

I fear the success they are currently having will ruin things in the end.

And you know, I would love to write these kinds of comments about a bunch of juicy features every few weeks even for other mmorpgs, but it looks like CCP has no competition on this front. Everyone else is asleep.

About The Commandments

I’m impressed.

And I personally like #1 (masterpiece), #4 (the “why all is as it is” part), #7 (the idea of “cultivation”) and #10 (because it’s just true).

I’m starting to seriously think that #8 is overestimated (edit: Oh, and Matt agrees). People are picking Raph too much on that one.

Not much else to add. He wrote something that I suspect will be quoted a whole lot. which, I guess, was the point (and a risk, when they will be used against him as blunt weapons).

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What I’d do if I was Bioware

Nothing about mmorpgs, I just wanted to dream about something that I know will never happen. You’ll have to let me wish impossible things.

Put together a small/medium sized team, but with all the key roles covered (artists, programmers, writers, designers etc..), take the 2D Infinity Engine and give it another round of polish, make sure it is up to date and compatible with the latest hardware, add support for a couple of new features and nifty effects, then take the whole pack (the original Baldur’s Gate + expansion and BG2 + expansion) and work to streamline and unify it into a single, seamless game, add to the mix David Gaider’s Ascension (here), Tactics Mod and Baldurdash fixes (odd coincidence: Kevin Dorner seems still alive and updated his site just yesterday after a LONG time with the release of the “unofficial” Oblivion patch), add an handful of new monsters, revise and enhance all AI scripts, polish the whole content throughout the two games and expansions, making sure the flow is good, add some new rooms and locations here and there, some new dialogues, fun bits, some spice, a few new items, and a brand new charismatic NPC with related side-stories and content, to fit with the whole storyline, from BG1 to the very end.

Then let this team work full time on this project for about a year, a year and half and then repackage the whole thing as a remastered edition to be sold for $30-$40.

I wonder if it would be possible even if they wanted to, since the rights of those games may be spread between Interplay, Bioware, Black Isle, Atari and WoTC. I guess it isn’t so simple as I imagine.

And yeah, I know that various mod teams have already tried to hack something like this together in a playable state, but it just cannot be compared with something done by a professional team working full time on it.

The point here is that I bet it would be a HUGE commercial success with a very good cost/profit ratio. It could be a very interesting experiment and I truly believe that it would outplay most of recently released games.

Note: While digging the recent developments of the mod community I found out that there has been a significant progress. It looks like what I pictured is now possible and is supposed to work well enough. Project’s name is Baldur’s Gate Trilogy or BGT in short (forum here). Since BGT is now WeiDU-based I guess it can be easily integrated with Ascension. There’s also another named BP+BGT which not only unifies the two BG and expansions, but also incorporates all the major community mods that were completed along these years. The installation process is looking crazier that the “Falcon 4 dance” and I suppose you cannot expect the same quality of Bioware in the art assets and content, but it’s still quite amazing what these communities have accomplished.

Again, game companies should take notes.

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Trapped in a cubicle with transparent walls

More things to say. In the previous post I underlined the other perspective. The fact that a “dialogue” can be a necessity of the developer with a priority over a need of the community.

Another important assumption is that the dialogue is collaborative, two-ways. For example in this case Lum wrote something, but it’s *me* who started a dialogue and it’s Lum that will kill it by not replying (a reasonable assumption).

You know? I really do HATE these latest trends with the “blogs”. It’s not a case that I’m still quite active in the forums. I dread a scenario where everyone has a place where to write and is entitled his own opinions. Everyone with his own ideas and beliefs, his protected, secluded space. Blogging is a danger.

Where the fuck is the dialogue if there is no real confrontation? If there isn’t a conflict, an exchange of opinions, a challenge? Where is the synthesis? The dialectic?

It’s like if we have all these blogs, but we all ignore each other. Like if we live trapped, each in his own cubicle with transparent walls, but you cannot move to reach out and actually have a confrontation. Everything passive, convoluted and, in the end, absolutely useless, meaningless.

This past week I’ve seen an amusing Argentinean movie hypothesizing a society where people don’t cook anymore. They simply order food from “Tiffany’s”. The food will arrive in record time, delivered directly to your home, still hot. They don’t make food, they fulfill your dreams. They can prepare every kind of food you can imagine, the exact way you desire it. In this kind of society noone eats together anymore. Every single person has his own particualr favourite food that is different from everyone else. In this society there aren’t anymore any kind of relationships because everyone is on his own, with his own personal desires, promptly delivered and fulfilled. No need anymore to deal with others, confrontate, find compromises. To the point that the only normal relationship will be the result of a mistake: two orders are accidentally swapped and the wrong food delivered to the wrong person, which will lead to two people meeting and then rediscover a kind of relationship that didn’t exist anymore (basically they make sex).

That’s pretty much the awful trend I’m noticing. We have all these blogs but it’s like a new way to completely ignore each other. Everyone just has his own personal space. Instead of creating a community or a culture, instead of participating together, we are just sailing toward isolation. We are losing identity, belonging to a group. Building something together.

And you know the trend. We are moving toward a future where each player will be able to create his own, personal mmorpg. What a FRIGHTENING NIGHTMARE!

If we don’t meet together anymore, if we don’t confrontate, if we don’t work together, well… we are going to lose everything.

Everything.

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Too scared to move steps

This is in reply to what Lum wrote about community managment. I couldn’t disagree more.

Picture the guy who’s been plucked from the community of gamers and is LIVING HIS DREAM! He gets to WORK ON GAMES! WOOOH! And MMOS! HOOAH! It’s the big show, and every day… every FREAKING DAY he’s sitting in on a meeting planning out incredibly cool stuff that is going to ROCK YOUR WORLD OFF, and he just has to tell SOMEONE… and then the producer gets to deal with the community seeing yesterday’s brainstormed three bagger as a promise with the weight of Holy Writ.

I just cannot picture a situation in which a significant portion of the players are playing a game because of devs promises. That only works for beta hype, and not so well even in that case.

Players choose their games and get deeply involved in them when they like them. When they are caught in. And when they are caught in, as it happens with every activity you dedicate to, they develop their own ideas, perception and expertise. The dialogue here can be good for a very simple reason: it could lead to a better game.

It’s the “better game” that the players judge and react to, in the end. Nothing else. If one of the devs goes to explain and discuss an idea in detail this just means that he is analyzing a potential, opening a confrontation, a research. It just means that he considers that idea potentially interesting for the game and he is examining all the different faces it presents.

It can be then implemented or not. In stages or all at once. It’s mostly a matter of prioritizing what needs to go in sooner than later. Have a good grasp of the overall structure, define a good long term plan and “vision” for the game.

All these things are possible and useful again for a precise goal: make the game a better game.

And at the end the players will decide to play if the game is good enough. And not because of devs promises.

If they rant, let them rant. The problem isn’t about keeping them quiet. The problem is about interpreting what they are saying. And search a dialogue in the measure you find it useful. It’s a need that should come spontaneously and not imposed. What is important is to remove the self-censorship, the discouragement. Which is what Lum actively promotes, instead.

It has been my whole point for all these years: there’s nothing to be scared about. No reason for damage-control. What matters in the end is the game. The dialogue is useful only in the case where the necessity of it comes directly from the developer.

From a pragmatic point of view: NEVER force the developers to talk with players. But instead let them absolutely free to establish the kind of relationship they find more useful. Without any form of self-censorship, control, inhibition or whatever. There isn’t really anything to worry about, if not the potential loss of one of the most useful resources that a mmorpg has: the community.

Is this too naive? Or maybe just free of unfounded fears.

A note: CCP is *contantly* promising and failing to deliver. This becomes a delusion for a lot of players, me included. But it doesn’t change the fact that they are keeping pushing the game, set interesting goals, trying to make the game a better game. And people are there for the ride because they recognize themselves in those objectives. Both in contemporaneity (what the game is today), and future (what the game will be tomorrow). The journey between those two states will be always filled with mistakes and misunderstandings. The points is about deciding whether the community can hinder or help that process.

Another example: the Honor system in WoW was firstly implemented around April of the last year (If I remember correctly). I, along with others, started to rant heavily against it in January, when the first details were disclosed. More than one year later Blizzard recognizes that the system didn’t work as they expected. There was no dialogue to be had.

Maybe even with a dialogue the Honor system would have been implemented exactly as it is now, maybe the dialogue could have lead to a better acknowledgement and a better solution. At the end the dialogue or lack of it wouldn’t have created a greater discontent or a dissatisfaction. The game did.

While the endless efforts from the community managers to justify the system, doing damage-control, trying to convince how the system was going to be open to casual players just because casuals are the majority and so on. All superfluous for a very simple reason: it was a fake dialogue with a puppet.

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Young and naive

It is really surprising how FoH’s fans had their mind warped after playing so much EverQuest. It’s like brainwashing. They can just rinse, repeat and desire what they’ve been taught, without any hope to recover.

There’s a real masochistic nature, here. From a comment I spotted:

UO had no level system, and very little progression in their skill system. There was thus little barrier to consuming content, making UO a short term game.

Levels (or a good substitute) add a great deal to any game. The key points being the limiting of consumption of content and the game world as a dynamic place through the change of the player.

I mean, for some experienced players who actually understand game mechanics these claims are rather ridiculous and shouldn’t even deserve to be discussed since they are so obviously wrong. But what amazes me (and the reason why I’m writing about this) is the way a game “shaped the perceptions”. EverQuest somewhat damaged the mmorpg space, pretty much as Diablo was able to kill a true “RPG spirit”.

This kind of process is both negative and positive, I think. It can be positive because I see a demonstration of the fact that the players are like “believers without beliefs”. Waiting to be seduced. A good game doesn’t really build on top of previous values, instead it creates them from the void. Those values weren’t there before, but then they exist and they become tangible for so many players. It’s an active power of influence.

About that quote here above, what about publishing books written so small that you get an headache after a couple of pages? This, obviously, in the interest of the writer, the publisher and the reader. Let’s make thing harder just for the sake of it. It’s really a completely warped perception of value and worth. And it’s obviously masochistic from every point of view.

You could argue that the process is positive because it leads to a stronger community (harsh environment, social ties needed) but then it’s kind of obvious that you do not encourage community-building through barriers or processes of selection. While it can work better if you remove those barriers and go for processes of inclusion. Instead of actively going against them.

The point is quite simple. There just isn’t any concrete relationship between a satisfying “progression” and barriers between players and content. That was just a blunt system that stupidified the progression in a simplistic, elementary scheme that was just the bare minimum of an idea that was supposed to develop and evolve from there. It’s like taking the “progression” term and apply it literally, losing completely the idea of what it really meant.

Then it is obvious why EverQuest is considered a game for obsessive-compulsive players. It’s like being a “marine”, you are taught all you need to know and do. From there onward you are supposed to shutdown your brain and just execute instrutions. It’s the obliteration of the “roleplay”, or better: the free will. EverQuest is like the industrial age. People are taught to be cogs and be functional to the system. Do not take initiative, no questions, no doubts, no consciousness. Just an hypnotic repetition that slowly brainwashes you till your mind is shaped to understand and be functional only to those elementary structures.

Where’s the “progress” in this? Where’s the progress in the absolute repetition? In the total absence of the new?

Isn’t “progress” all about creating new dynamics? And where are the new dynamics if the world is so precisely defined and structured that nothing within it can change. Where is the progress if nothing can be learnt or discovered? What a wicked idea of progress is this if it doesn’t include any kind of choice?

This is what amazes me. Not that a game like EverQuest imposed a model that could have been perfectioned, but that it convinced the players to believe in values that are the EXACT OPPOSITE of the truth. A “negative” of the real world. And this is again why I find this process wrong and good at the same time. Wrong because it’s teaching people wrong things and having a strong, negative influence that seem to contaminate and spread more and more, uncontrollably. Good because it’s a demonstration that NOTHING is set and you can easily overthrow this stupid, wicked system if you only try.

It’s an open door. A game can easily build its system of values and shouldn’t worry at all about offering something that the players aren’t used to. Because those values and beliefs are volatile. It’s a kind of space where the strongest founding rule can be blown away in a second. Insects with an inch-sized perspective. I believe that players are ready for “something new”. Just because the traditions we can see and analyze now are so weak and temporary. There’s really little of what we see now that is solid enough to be able to resist for years.

And that’s again the point. What is missing in the mmorpg space is an “opportunity”. The opportunity to try something new that is based on more solid principles and that can work better. The “audience” is irrelevant because right now the public is used to a system so broken that just exists and is strong because… there are no worthwhile alternatives. No other perspectives. A narrow sight that is persisting just because noone is standing up to go open the window.

I mean, the games we have today are a demonstration of a complete lack of faith in the intelligence and perception of the people. As if we believe that the players out there really only understand “progression” as a linear, numeric one shaped as a treadmill and that their brains cannot grasp anything slightly more complex or dynamic. Brainless games because we believe that people don’t have a conscience or the possibility to think with their head, the possibility to learn and discover new things, but just execute the commands they’ve been passed and repeat them endlessly.

If you start with that mindset then, obviously, you can just ruin things with your own hands. Nothing good will came out of that.

I cannot believe there’s so much lack of faith. There isn’t really any reason or motivation to create games if we are doomed like that, if a game is just a way to waste some time.

I don’t see all this as “progression”. In fact that’s the absolute absence of it. And one day I’m sure we’ll all laugh at those silly ideas as we do today when thinking to when people believed that it was the sun to move around the earth.

A matter of perspectives. So young and naive we were.

Out for a week

Should be back next Sunday. Bah, had things written half-done…

Memo for next week:
– Comment Mark Jacobs interview on Gamespot (and Sanya on EA fiscal year and DAoC)
– Write critique/precisation about Raph’s design (puzzle-like games, mechanics/metaphor again)
– Join Moorgard and Nerfbat with the discussion on crafting
– Read FFXI census, comment maybe (subs: “over 500,000 players logging in”)

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