A MMORPG typically has solo content and multiplayer content. To get to the multiplayer part, somehow somebody has to take a decision: Who do I play with? And in the case of a MMORPG like World of Warcraft, where the fruits of a group effort can be random items, a second sort of decision has to be taken: Who receives what loot? In the early days of MMORPGs these two types of decision were nearly exclusively taken by the players. But more and more these decisions are taken by the game itself, by a random number generator and an algorithm in a computer. Groups are composed randomly by the Dungeon Finder, and loot is distributed by random numbers and rules who can roll “need” or “greed” on what item. How did we get there, and what are the advantages and disadvantages of such systems?
We all have our ideas how a perfect group would look like, and in some cases we even manage to play in one: Grouping with friends who all agree on a common purpose, and are understanding towards the individual needs of each other. Unfortunately such a harmonious setup is very hard to organize over a long duration. Thus sooner or later people find themselves either short of group members and need to find more, or they find more people turned up than the game allows to participate for some specific content. The great classic in WoW is the regular 10-man raid, where either less than 10 people turn up, or the people who turn up don’t have the right class/role setup for the raid, or more than 10 people want to play. Similar problems can happen when trying to form a group via guild chat, or a pickup raid group in trade chat.
Now there are lots of ways to take decisions like that. Sometimes it is a single person taking all the decisions, as group/raid leader. Sometimes guilds organize a council of officers to take decisions on whom to take on a raid. In some cases there are even democratic votes being held, for example in the current system to kick somebody from a pickup group. The problem with decisions like raid invites or loot distribution is that they are typically *for* one person, and *against* another person. Thus often enough the person not chosen is unhappy. And in some cases the one losing out on such a decision doesn’t accept the outcome, and starts complaining about the decision being unjust: The raid leader always chooses his girlfriend over somebody with the same class, or some similar complaint.
Taking decisions is not always easy, and given the added risk of people complaining about the decision afterwards, players generally try to set up some set of rules to make decisions more impartial. For example in my guild, if you signed up and turned up for a raid but weren’t chosen, you received “a ticket”, giving you priority for the next raid. And endless pages on guild forums and blogs have been written about loot distribution rules, with sometimes elaborate and complicated systems being developed to make distribution “fair”. Unfortunately rules do not always solve the problem. In many cases it is obvious that certain rule sets benefit certain players more than others, and then guilds start fighting over the rules, leading to potentially even bigger fights. Some rules are “unwritten”, and it is only when the moment of truth arrives that it turns out that people don’t actually believe in the same set of unwritten rules, or interpret them differently. If you persuaded your shadow priest to be a healer for this one raid, how does the usual “main spec has priority over off spec” rule work for his case?
When organizing groups with strangers, rules often have to be simplistic to be clearly understood by everybody. And sometimes rules become customary which clearly can’t work for everybody, for example pickup groups requiring participants to have the achievement for having completed a raid before being invited; obviously that creates an impossible situation for people want to pickup raid because they don’t have a guild, and who consequently don’t have that achievement. A vicious cycle, where not having the raid achievement means you don’t get a chance to get the achievement. It is telling that WoW had addons to fake achievements, created just to break out of such an impossible rules set.
Furthermore rule sets, whether for guilds or for pickup groups, are in most cases skewed in favor of the more hardcore players, and against the more casual players. This is a natural consequence of an inherent dilemma of playing together for a random chance to improve your gear: The person most likely to gain something is the person with the least good current gear, because everything is a potential upgrade. But of course that person is also least likely to contribute much towards the common effort. A dungeon or raid is easiest when all participants already outgear it. The same thought is apparent in loot rules which give priority to players who raid most, because they are the most likely to be present for the next raid, and help the progress of the whole guild. Thus rules designed to guarantee a maximum chance of success are inherently discriminating against those who play less. There is perfect logic behind such rules, but they lead to increased segmentation of the player base, or even inside a guild. And thus these rule systems aren’t inherently stable, with guild splits being a frequent enough outcome.
In a game where access to content is based on gear “progress”, and players set the rules on who to invite to raids and how to distribute loot freely, the resulting player base segmentation often excludes large numbers of players from much of the group content. Thus Blizzard came up with the idea of imposing a less discriminatory rule set, with an impartial computer AI as the judge, to handle group invites and loot distribution for 5-man dungeons. As far as we know the algorithm for getting a group together is even designed to deliberately always have some less geared players grouped with more geared players whenever possible, so attempts by players to still impose their own rule set and votekick less well geared players just end up in them getting another undergeared replacement. Of course that does not take away anybody’s freedom to rather group with his friends. One could even theoretically organize a pickup group in trade chat using specific gearscore and achievement criteria; but in practice it turns out that being grouped with complete strangers, even undergeared and less competent ones, still has a high enough chance of successfully finishing a heroic run fast enough to make trying to organize a group in chat less effective. Players are basically rewarded for taking that leap of faith, and adhering to a more inclusive and less discriminatory rule set judged over by the impartial computer.
Of course that system has social consequences, but unlike some distracters say, they aren’t all bad. There is some inherent social value in preventing stratification in a massively multiplayer game, in getting everybody to play together instead of splitting up the player base into small cliques. But the negative social consequences do certainly exist as well: When players decide for themselves who to play with, they can use social criteria as well, and exclude players who are behaving badly, or are uncommunicative. Some people make an effort to be polite to their guild mates as long it is their guild mates who decide who gets invited to a raid, but won’t make that effort towards a group of strangers picked by the random Dungeon Finder. There is also a conflict when people try to graft personal rule sets on top of the computer-given rules of a Dungeon Finder group; just watch what happens if a plate-wearing dps rolls need on a tank item, some people would say that is okay because that is the rules, others think a “main spec has priority over off spec” rule should apply in pickup groups as well. Of course such additional rules can’t be enforced, because there are basically no negative consequences to breaking “soft” rules in a pickup group. So it is no wonder that players used to social rules enforcing good behavior find Dungeon Finder groups to be less pleasant. Although part of the lack of social interaction in these groups comes not from the computer choosing the participants, but from the rather hectic “go go go” speed some people push for to maximize rewards per time unit.
In retrospect at the end of Wrath of the Lich King it must be said that the Dungeon Finder system is a success. The combination of the impartial computer allowing people to play without segregation and awkward social decisions with the convenience and rewards of the system resulted in 5-man dungeons being heavily used all the time. Compare that to some raid dungeons, like Naxxramas and Ulduar, which are more or less standing empty. Having unused content in the game is not an efficient use of scarce development resources. Thus I am pretty certain that we will see a Raid Finder functionality added to World of Warcraft in one of the major content patches of Cataclysm. Blizzard already modified the raid lockout system to make it more compatible with an automated system to put a raid group together.
Some people will certainly fear that a Raid Finder will destroy guilds. But I would say that if a guild is held only together by the fact that guild membership is the only way to get into a raid, that guild isn’t really worth preserving anyway. I’m rather looking forward to a future where people who like each other still have the option to raid as a guild, while the people with less social contacts or odd play schedules have the option to raid via the Raid Finder. Having a computer decide who participates in a raid, and how loot is distributed, might not always result in a perfect group. But at least the computer is completely fair and does not discriminate against anybody. As long as the more social options to form a raid group are still in the game, I don’t see how anybody could have a justified complaint against random raid groups. They would be optional, and anybody signing up for them knows what he is in for. Sometimes an impartial computer is better at making decisions, because at least a computer can’t be a jerk.
Monday, November 15, 2010
Grapes of Wrath
I had a 4-day weekend with constant rain over here, which lead to me spending a lot of time online playing World of Warcraft [Edit: 30 hours played in the last 7 days according to the play time report I just received.]. As a result I'm way ahead of my schedule, and finished all my remaining goals I still had for the Wrath of the Lich King. My bank alt shaman got to level 65, and learned his portable mailbox for easier bank-alting. And my druid hit level 80, bringing me up to five level 80 characters.
I wouldn't say I have "finished" Wrath of the Lich King, for example I am not among the half million players who killed Arthas. But that was definitively due to lack of even trying, as I found WotLK raiding not that much fun: Too much "Super Mario Brothers" or "Simon Says" or "Don't stand in the fire", however you want to call that, and not enough focus on actually playing your class, if you know what I mean. I'm looking forward to Cataclysm, where at least healing appears to require more thinking (3 of my 5 level 80s are healers), and hope that Cataclysm raiding has a bit more tactical fights that require players to think on their feet instead of raid encounters resembling some sort of complicated ballet where the most important thing is that everybody stands at exactly the right position at the right time. Maybe I'll get to kill Arthas when I'm level 85 in some fun guild outing.
For the remaining three weeks I'll still play my druid a bit. I like playing dungeons, even if sometimes I have the impression that I'm the only blogger who doesn't hate pickup groups. And as fresh level 80 running heroics is at its most fun, because you can still find loot you actually need. I spent some justice points on a relic, and bought some cheap epics from the AH, but the rest I'm trying to get from dungeons. I'd rather save some justice points for Cataclysm. Maybe I'll also stock up on justice points with some of my other characters, so I'm not getting rusty playing those. I find it very interesting to play through the same content with three different healers, because it emphasizes the differences in healing styles, and makes me understand the strengths and weaknesses of the different healing classes much better.
One thing I was a bit disappointed about was seeing on my trainer that my druid won't get any new spells and abilities in Cataclysm. He is restoration and balance spec, and all the new abilities from level 80 to 85 are for feral. I got my last new spell at level 78, Nourish. And the tooltip and description of that spell fail to mention that it refreshes Lifebloom, so I had to ask another druid from my guild what that slow, weak healing spell was actually good for. But now I already practiced using it, putting three Lifeblooms on the tank and then just spamming Nourish. That results in a pretty good and consistent healing output at minimal mana cost. Yes, I know that mana isn't an issue at level 80, but as far as I know it will be at level 85, and practicing how to heal mana efficiently might result in some vital skills for Cataclysm. As I'm old enough to remember "healing rotations" in vanilla WoW raiding, I think I'm well prepared for the announced healing changes.
So in summary, I did everything in this expansion what I wanted to, and am prepared for the next expansion. Overall I enjoyed Wrath of the Lich King a lot more than I liked Burning Crusade. But I took one long break and had several periods of low play intensity during the two years, so ultimately the biggest flaw of WoW expansions for me is that Blizzard never made good on their promise to accelerate them to a one expansion per year rhythm.
I wouldn't say I have "finished" Wrath of the Lich King, for example I am not among the half million players who killed Arthas. But that was definitively due to lack of even trying, as I found WotLK raiding not that much fun: Too much "Super Mario Brothers" or "Simon Says" or "Don't stand in the fire", however you want to call that, and not enough focus on actually playing your class, if you know what I mean. I'm looking forward to Cataclysm, where at least healing appears to require more thinking (3 of my 5 level 80s are healers), and hope that Cataclysm raiding has a bit more tactical fights that require players to think on their feet instead of raid encounters resembling some sort of complicated ballet where the most important thing is that everybody stands at exactly the right position at the right time. Maybe I'll get to kill Arthas when I'm level 85 in some fun guild outing.
For the remaining three weeks I'll still play my druid a bit. I like playing dungeons, even if sometimes I have the impression that I'm the only blogger who doesn't hate pickup groups. And as fresh level 80 running heroics is at its most fun, because you can still find loot you actually need. I spent some justice points on a relic, and bought some cheap epics from the AH, but the rest I'm trying to get from dungeons. I'd rather save some justice points for Cataclysm. Maybe I'll also stock up on justice points with some of my other characters, so I'm not getting rusty playing those. I find it very interesting to play through the same content with three different healers, because it emphasizes the differences in healing styles, and makes me understand the strengths and weaknesses of the different healing classes much better.
One thing I was a bit disappointed about was seeing on my trainer that my druid won't get any new spells and abilities in Cataclysm. He is restoration and balance spec, and all the new abilities from level 80 to 85 are for feral. I got my last new spell at level 78, Nourish. And the tooltip and description of that spell fail to mention that it refreshes Lifebloom, so I had to ask another druid from my guild what that slow, weak healing spell was actually good for. But now I already practiced using it, putting three Lifeblooms on the tank and then just spamming Nourish. That results in a pretty good and consistent healing output at minimal mana cost. Yes, I know that mana isn't an issue at level 80, but as far as I know it will be at level 85, and practicing how to heal mana efficiently might result in some vital skills for Cataclysm. As I'm old enough to remember "healing rotations" in vanilla WoW raiding, I think I'm well prepared for the announced healing changes.
So in summary, I did everything in this expansion what I wanted to, and am prepared for the next expansion. Overall I enjoyed Wrath of the Lich King a lot more than I liked Burning Crusade. But I took one long break and had several periods of low play intensity during the two years, so ultimately the biggest flaw of WoW expansions for me is that Blizzard never made good on their promise to accelerate them to a one expansion per year rhythm.
Friday, November 12, 2010
1750 Borean Leather
One of my plans for Cataclysm is to make a goblin hunter, with the skinning and leatherworking professions. I never had any character with these professions leveled up beyond the basics. But I remembered from the little I did that you need more leather for the leatherworking than you get if you just level up skinning. So as my level 65 bank alt had one free profession slot, I decided to already level him with skinning and get some leather stockpile in preparation.
So I was looking for a list for what leather I'll need, and found this leatherworking guide. And in the total list of needed ingredients I stumbled upon the line saying I need 1750 Borean Leather to get to the level cap in leatherworking. Wow! Most of it is used to transform to Heavy Borean Leather, but as that is the only way to get the heavy version, there is no way past those 1750 leathers. At 1 Borean Leather per skinning of non-elite mobs, that means farming 1750 mobs in Northrend to max leatherworking.
Isn't that a bit much? Especially when Wrath of the Lich King isn't the most recent expansion any more, there are naturally less mobs killed in Northrend. Then leatherworking could become a serious treadmill in the 400 to 450 region.
So I was looking for a list for what leather I'll need, and found this leatherworking guide. And in the total list of needed ingredients I stumbled upon the line saying I need 1750 Borean Leather to get to the level cap in leatherworking. Wow! Most of it is used to transform to Heavy Borean Leather, but as that is the only way to get the heavy version, there is no way past those 1750 leathers. At 1 Borean Leather per skinning of non-elite mobs, that means farming 1750 mobs in Northrend to max leatherworking.
Isn't that a bit much? Especially when Wrath of the Lich King isn't the most recent expansion any more, there are naturally less mobs killed in Northrend. Then leatherworking could become a serious treadmill in the 400 to 450 region.
Wednesday, November 10, 2010
You don't get to censor me - I get to censor you
I recently wrote a deliberate misquote of Edmund Burke in a comment: "All it takes for trolls to triumph is that good bloggers do nothing." Sometimes I read something on the internet that I strongly disagree with, and I feel that it is better to speak out against whoever or whatever angered me than to remain silent and just let the trolls win. And nearly every time I get a lot of comments along the lines of "you shouldn't write that", telling me that for some vague reasons of "higher standards" I am not allowed to publicly attack people or opinions I don't like, or use harsh words, because that would be "sensationalist". That is bullshit. I have exactly the same rights as everybody else on the internet to attack anything I don't like in any way that is legal. And last time I checked the rest of the internet isn't exactly shy about using their freedom of speech in that way, so why should I?
Chastity from Righteous Orbs recently had a brilliant post that applies here, pointing out the fallacy of holding public figures to higher standards. This is true especially for prominent bloggers. There are no standards on the internet, and definitively not higher ones. If Gevlon is allowed to call everybody but him a moron & slacker, and Wolfshead is allowed to call all WoW players dumb (and call me a "drooling fanboy"), then why shouldn't I be allowed to call Gevlon a sociopath and Wolfhead's latest post bullshit?
Don't think I don't understand what these attempts from commenters to tell me what I can't write about are: They are the asymmetric warfare of opinions on the internet. Some people are afraid my opinions carry more weight than theirs, because I have a blog that gets a million visitors a year. So when I write something harsh they disagree with, they are trying to guilt trip me, telling me that *because* I have a big blog, I'm not allowed the same range of expressions as everybody else. Up to the rather ironic point where they think they can make personal attacks on me for making personal attacks on others. Sorry, but it doesn't work that way. You don't get to censor me. Just the opposite, I'll just use my comment deletion option more and censor anyone trying to tell me "you can't write that".
Is that unfair? No, why? It is completely symmetrical! You have exactly the same freedom as I have: All you need to do is to create a blog and complain there about me, and you can even censor all my comments on your blog if you want. You also have the right to, as some people call it, "unsubscribe" from my blog. That is a bit like "unfriending" somebody on Facebook, pretty much unnoticeable to the person being unfriended or the blogger being unsubscribed to. It's not as if there was a paying subscription here. If anything I'm probably better off if the people who don't like what I write get lost instead of hanging out here and complaining about my "journalistic standards" all the time. This blog would be useless to me if I didn't have the right to say whatever I want here.
Chastity from Righteous Orbs recently had a brilliant post that applies here, pointing out the fallacy of holding public figures to higher standards. This is true especially for prominent bloggers. There are no standards on the internet, and definitively not higher ones. If Gevlon is allowed to call everybody but him a moron & slacker, and Wolfshead is allowed to call all WoW players dumb (and call me a "drooling fanboy"), then why shouldn't I be allowed to call Gevlon a sociopath and Wolfhead's latest post bullshit?
Don't think I don't understand what these attempts from commenters to tell me what I can't write about are: They are the asymmetric warfare of opinions on the internet. Some people are afraid my opinions carry more weight than theirs, because I have a blog that gets a million visitors a year. So when I write something harsh they disagree with, they are trying to guilt trip me, telling me that *because* I have a big blog, I'm not allowed the same range of expressions as everybody else. Up to the rather ironic point where they think they can make personal attacks on me for making personal attacks on others. Sorry, but it doesn't work that way. You don't get to censor me. Just the opposite, I'll just use my comment deletion option more and censor anyone trying to tell me "you can't write that".
Is that unfair? No, why? It is completely symmetrical! You have exactly the same freedom as I have: All you need to do is to create a blog and complain there about me, and you can even censor all my comments on your blog if you want. You also have the right to, as some people call it, "unsubscribe" from my blog. That is a bit like "unfriending" somebody on Facebook, pretty much unnoticeable to the person being unfriended or the blogger being unsubscribed to. It's not as if there was a paying subscription here. If anything I'm probably better off if the people who don't like what I write get lost instead of hanging out here and complaining about my "journalistic standards" all the time. This blog would be useless to me if I didn't have the right to say whatever I want here.
EVE Clone?
Chris has an interesting look at Perpetuum as an EVE clone over at Levelcapped. As anything I say about EVE is being interpreted as hostile by the fanbois, I decline any comment. So check out Chris' post instead.
Playing with others means compromise
My random thoughts on Cataclysm provoked some comments from people with a very different philosophy than mine. While I was discussing e.g. what class/role to play to fit in best with both my guild and pickup groups, these commenters suggested that I shouldn't compromise. They said I should choose whatever I wanted to play, and then just look for a guild / friends to group with who are compatible with my needs of what class I want to play or what raid schedule I prefer.
I do think that the difference in philosophy is probably due to the commenters and me being of different generations. I'm relatively old for a gamer, technically still part of the baby boomer generation, and not of generations X or Y. Between online games and social networks over the last decade evolved the phenomenon of the "internet friend". People have literally *hundreds* of friends on Facebook. And one of the stories about Cataclysm was people complaining that guilds would be limited to "only" 1,000 members, up from 600. The consequence of having so many friends is that it becomes easier to change your friends than to change yourself.
Now I might be old-fashioned, but my concept of guilds developed in the original Everquest a decade ago, where loyalty was still regarded highly, and people quitting guilds frequently wouldn't get invites into the better guilds. And I do not have strong preferences on what to play, of all the 10 classes and 30 possible talent trees I find over half fun enough to play, and there are only a few I'm absolutely not interested in playing. Thus I prefer to compromise, to consider the needs of other people when selecting my main for example, or to adjust to the raid schedule of my guild, instead of changing friends whenever the current batch isn't a perfect fit for me any more.
Furthermore I believe that there is value in playing with strangers. All of my current online friends were strangers to me at some point. Being able to compromise is an asset in situations where you *can't* choose who to interact with. Just like you can't select the people in your class, or the people you have to work with every day, you can't select the whole population of your World of Warcraft server. Being able to recognize the needs of the other players, and being willing to compromise on e.g. what class and role I play, gives me advantages for example on my ability to find a dungeon group at any odd time and without a long queue wait time. If I insisted to play a dps, and only in groups with my closest friends, I wouldn't be able to group when I wanted.
In the end playing with others always means some sort of compromise. If I were unwilling to compromise on what I play and who I play with, I'd be forced to compromise on when I play group content. Team sports, whether that is soccer or a WoW group, usually requires some compromise on who plays what position. If for some reason your virtual identity absolutely requires you to play a frost mage and nothing else, you can certainly do that; but there is a price to pay for being uncompromising as soon as you want to play group content.
I do think that the difference in philosophy is probably due to the commenters and me being of different generations. I'm relatively old for a gamer, technically still part of the baby boomer generation, and not of generations X or Y. Between online games and social networks over the last decade evolved the phenomenon of the "internet friend". People have literally *hundreds* of friends on Facebook. And one of the stories about Cataclysm was people complaining that guilds would be limited to "only" 1,000 members, up from 600. The consequence of having so many friends is that it becomes easier to change your friends than to change yourself.
Now I might be old-fashioned, but my concept of guilds developed in the original Everquest a decade ago, where loyalty was still regarded highly, and people quitting guilds frequently wouldn't get invites into the better guilds. And I do not have strong preferences on what to play, of all the 10 classes and 30 possible talent trees I find over half fun enough to play, and there are only a few I'm absolutely not interested in playing. Thus I prefer to compromise, to consider the needs of other people when selecting my main for example, or to adjust to the raid schedule of my guild, instead of changing friends whenever the current batch isn't a perfect fit for me any more.
Furthermore I believe that there is value in playing with strangers. All of my current online friends were strangers to me at some point. Being able to compromise is an asset in situations where you *can't* choose who to interact with. Just like you can't select the people in your class, or the people you have to work with every day, you can't select the whole population of your World of Warcraft server. Being able to recognize the needs of the other players, and being willing to compromise on e.g. what class and role I play, gives me advantages for example on my ability to find a dungeon group at any odd time and without a long queue wait time. If I insisted to play a dps, and only in groups with my closest friends, I wouldn't be able to group when I wanted.
In the end playing with others always means some sort of compromise. If I were unwilling to compromise on what I play and who I play with, I'd be forced to compromise on when I play group content. Team sports, whether that is soccer or a WoW group, usually requires some compromise on who plays what position. If for some reason your virtual identity absolutely requires you to play a frost mage and nothing else, you can certainly do that; but there is a price to pay for being uncompromising as soon as you want to play group content.
Tuesday, November 9, 2010
A living contradiction
Wolfshead proclaims that he has found a revolutionary new game which is far more intelligent and superior to dumbed down World of Warcraft: Zynga's Farmville/Frontierville. When not so long ago he was complaining about the Zyngafication of the MMO industry. How much did Zynga pay the man?
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