Archive for the ‘blogosphere’ Category

The Threshold / Wikipedia story, 10 months later

Wolfshead’s excellent blog (on which I can no longer comment because I’m sitting behind a proxy) took the opportunity of a sensationalist news report about Wikipedia losing contributors to revisit the Threshold fiasco, and it’s interesting to go back to what I wrote then, having followed this fascinating train wreck as it unfolded.

For those unwilling to read up the entire background, in January, after a long edit war on the Wikipedia entry for Threshold, one of the more well-known MUDs ever produced, the article was proposed for deletion for lack of notability. Followed two bitter weeks of fighting and concerned / angry / outraged posting throughout the online gaming blogosphere, including reactions from people like Richard Bartle, Raph Koster or Scott Jennings.

Many posts painted a picture of a Wikipedia subjected to the whims and tantrums of the so-called Deletionists, a dark troop of book-burners intent on building reputation by deleting thousands of articles on the flimsiest grounds, about to doom the free encyclopedia with their antics.

I was largely under that same impression – for instance I commented on Wolfshead’s initial post with “The problem I have with the whole matter, like Wolf(shead) pointed out, is that based on the Threshold (and other similar matters, eg the webcomics purge of 2007), I have a hard time conceiving the displayed behaviour as an exception rather than the norm.”

I believe this isn’t too different from what most of the gamers reading about this at the time were thinking.

It’s also pretty much entirely wrong.

In the 10 months since, the English Wikipedia has passed 3 million articles. The Threshold article has remained entirely untouched by anyone since March, and is since then getting between 200 and 300 clicks per month.

And from a critic, I actually turned into an editor myself. See, after the Threshold fiasco passed and my temper cooled off, I read a gaming article, found something that was not correct, created an account, and fixed it. 5’000 edits later, and I’ve found that I was wrong back then.

Deletionists, and their counterparts inclusionists, may make for good headlines because their clashes are always loud, spectacular and sensational, but they are a tiny, tiny minority among regular contributors. There are far more people called deletionists in anger (it’s Wikipedia’s equivalent of Godwin’s Law) than true deletionists among regular editors.

The claim that deletionists build their cred with the internal Wikipedia cabal by getting stuff deleted is patently false. Since I started editing, about 150 editors submitted themselves to the community’s appraisal through a “Request for adminship”, to become administrators with the tools to, among others, delete articles. Among these 150ish editors, how many true deletionists  have been promoted to administrators?

Zero.

Yes, not a single of those decried book burners has been successful in getting access to the tools that would allow them to delete more content. In fact, during all these months, the two most important criteria the Wikipedia community has looked at before voting whether a candidate should get access to administration tools (beyond deletion, they also include the ability to block users and protect pages from editing) were their interactions with other users, in particular in conflictual situations, and the amount AND quality of their content contributions. Or, in other terms, what they have done to build the encyclopedia rather than destroy it.

In 10 months of contributions, I haven’t run into any of the Threshold antagonists, I could probably count the interactions I had with true hardcore deletionists on one hand, and I’ve had exactly two articles I contributed to deleted, on what I found to be valid grounds in both cases.

What is true is that the inclusion standards are strict and become stricter as time passes, and these rely on the four core content policies: that an article be written in a neutral tone, its content verifiable through independent, third party reliable sources and that they contain no original research. The oft-decried notability criteria isn’t even a policy (and is unlikely to become one for quite some time), and in general, pure rationales of “it’s just not notable” aren’t considered in a deletion discussion at all.

Notability itself is a bit of a misnomer anyway. What the notability guideline tries to do is to specify some (relatively) objective criteria a topic must adhere to in order to be written about, most importantly, that the subject has been noticed and commented about by these famous reliable sources in a sufficiently non-trivial fashion that a neutral article can be written on it. If nobody ever heard about a topic before, Wikipedia cannot, and should not, be the first place to talk about it.

Threshold was a typical example of the kind of train wreck that happens when the need for reliable independent third party coverage clashes with a topic that is extremely familiar to a (all things considered) small group of people, where most coverage is available only on specialized, user-generated sites. Many MUDers of old and most people who dabbled in MUD content design or coding are intimately familiar with TopMudSites or TMC, probably used its forums, and have a relatively decent notion of what MUDs were / are imp0rtant to the genre. The older among us will also remember using Usenet rec.games.mudding.* discussions and will definitely be familiar, for instance, with Michael Hartman and Threshold from these days. We probably all remember the MUD Commandos and the design discussions we held there, and from that, we have a good feeling of what is / was key to our hobby and what isn’t.

The problem is, none of the above fit Wikipedia’s criteria for Reliable Sources. And that’s where culture clashes happen, and Threshold is a perfect example of that. The thing is, when trying to build an online, entirely volunteer-based encyclopedia, you need to draw a line somewhere on what kind of information you base your articles. Stupid marketing slogans put aside (If you’re really trying to find “The sum of all human knowledge”, Google + archive.org are probably the closest you will get), should Wikipedia have an article on my pet cat or the great maths teacher I had in 3rd grade (OK, I lied, he was anything but great but you catch my drift)? Should this blog have an entry on Wikipedia? Of course not. My own personal delusions of grandeur put aside, nothing I did so far has been noticed and commented upon sufficiently to warrant an article in Wikipedia, and that’s probably unlikely to change for that matter.

But back to the original topic, or rather, this new round of “look at the disaster that is Wikipedia, people are leaving in droves”. Well, first of all, this statement is pretty much similar to all the doomsday prediction we get when WoW’s overall activity level decreases. Yes, people stop contributing, and yes, you could very easily measure the decay then make a projection on when Wikipedia will die off if you speculate that the curve is entirely linear, and like WoW keeps proving, those predictions would probably end up quite wrong.

That being said, the learning curve for a newbie is steep, in particular since while Wikipedia can be edited by anyone, creating a new article for the first time is usually a quite unpleasant experience.

What typically happens to an article created by a new contributor is:

  • It gets first checked by a bot against obviously copy / pasted material, if the bot comes up with a positive result, the article will probably be deleted very swiftly. Wikipedia does its best to weed out copyright issues as soon as it is made aware of it, and many people simply do not understand that just because a text has no copyright notice that doesn’t mean it is free for taking. On average, between 30 and 80 copyright issues are identified and manually verified every day, of which about 50 concern new articles exclusively. This is a first deterrent to new contributors, but one that is difficult for Wikipedia to bypass, because of the legal ramifications.
  • Next, it will be visited by the so-called New Page Patrol, and this is where the user experience can become negative pretty fast. The average new user will start an article and write a couple of sentences, then save it, and continue working on it, in a quite natural editing process. Between the first and the second save, though, chances are that a patroller will have visited the article, and, in the best case, placed a series of maintenance templates highlighting its most glaring defects (it’s a draft after all), or nominated the article for speedy deletion. When that happens, the article is often gone before the new user has finished reading through the warnings (provided he got some). This is definitely where the process can be improved, and a discussion is currently underway to seek venues to improve that. Wikipedia has also recently created an Article Wizard which guides new users through a series of key questions to cover in order to build an article that has staying power.

One other reason for the drop in active contributors is that with over 3 million articles, topics with abundant third party coverage become more rare. Also, undeniably, when I talk about a steep learning curve, the trend is definitely worsening as the years pass – at the same time, we’re now in an age where less and less people bother to RTFM before they do anything (I still remember the old Netiquette recommendation that people lurk for a while before posting on a new forum, it seems outlandish nowadays).

Wikipedia has its problems, and among them, the biggest is that when you purport to be the free encyclopedia that anyone can edit, anyone does, and that includes teenage pranksters who believe it’s great to insert swearwords into articles or make up stuff in biographies of personalities. It also includes politically motivated people who will try to influence the perception of the side their backing or of their opponents, it includes PR representatives from small or new companies who want to use Wikipedia as an extension of their advertising campaign, and many people editing sensitive stuff in which they are way too emotionally involved, like national topics or, let’s say, their own MUD’s entry. But protecting biographies of living people is currently the biggest issue, and it’s one of the core reason why the New Pages and Recent Changes Patrols exist.

Because of the fallout generated by vandalism, regardless of pranks or pure malice, many well-meaning contributors get turned away at the door as well. As indicated above, in order to ease the learning curve a bit for new contributors, there’s the article wizard (Wikipedia’s newbie zone if you will), there is also a feature called Articles for Creation where people can start on their drafts and get reviews before their article goes live. In a Blizzardish “soon” way another feature is due to be piloted called Flagged Revisions, which will hide from public view any changes to an article as long as they have not been reviewed by a human – to ensure some of the most well-known fiascos and defamation scandals that have happened in the past will no longer be repeated, and to provide a better layer of protection when events like Thierry Henry’s infamous hand action in a highly disputed qualification match for the 2010 FIFA soccer world cup happens.

The other reality is that in the grand scheme of things, you cannot rely on Wikipedia alone for information. Some articles are excellent, some are abysmally poor. In any case, you should stay well clear of re-using it in a school work for instance. Two things are valuable in any case, though: the footnotes on a well-referenced article will allow you to cut short a bit on bibliographic research and provide you with a good starting point on any topic. And on most articles’ talk page, you will find a quality assessment of the article that should help you decide whether you’re dealing with something Wikipedia’s community has self-identified as decent work or not. Articles are classified on a scale which starts as a Stub (a couple of lines, barely more than a draft), then from Start class to C, B, A, then Great Article and Featured Article. The last three quality classes are subject to multiple reviews and more stringent criteria, and while far from perfect, will give at least some measure of the article’s content quality.

To conclude this overly verbose post, let’s go back to what Wolfshead had written in the immediate aftermath of the Threshold trainwreck:

“The other problem is that the fastest way to earn points is to delete articles, which has the deleterious effect of removing information from Wikipedia instead of adding to it. It is far easier to destroy then it is to create. A project like Wikipedia that deems to hold the public interest with regard to being a virtual library of the “people” like Wikipedia should be held to a higher standard then it currently is.  Their current admin policy which incentivizes and rewards destruction and penalizes creation is woefully flawed and should be overhauled immediately.”

In over 10 months of contributing, I’ve found this assessment wholly without merit. Despite my own initial impressions, generated in the same context, and pretty much in line with Wolfshead’s sentiment at that time, the Threshold case, from what I’ve since experienced, is a rare exception rather than the norm, and the current community’s overall sentiment is, on the contrary, very unforgiving of the few people who try to earn points through deletion of information. Once a contributor is identified as a true deletionist, he has less than a snowball’s chance in hell to get the community’s trust for any additional responsibilities.

The reality is that the majority of the regular contributors are reunited around a single goal, to build the online encyclopedia along the above mentioned content criteria, to remove the “suck” still remaining in way too many insufficiently referenced pages, to weed out plagiarism, copyright violations, vandalism and libel wherever they find it.

They strive relentlessly to produce and improve content, driven with one unified passion, to share knowledge. And they all could do without the drama of these rare, but visible, exceptions like the Threshold affair.

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Phoenix Reborn?

It most definitely was a Blizzardish soon, but there we go. A new post after a semester-long hiatus.

So, what happened to Altitis?

Real life, that’s what happened. While I don’t want to dwell on things too much (or turn this into a “fishing for sympathy” post), I went through a situation not unlike what Big Red Kitty went through. Oh, the circumstances were different, and WoW was a mere symptom of what had gone wrong in my life, but the background is similar.

Except in my case, I went a bridge too far, and almost failed to mend and amend what I once thought would be lasting for the rest of my life. My family was on the brink of dissolution, and I moved out for about six months, convinced it was the end. And while I used to qualify blogging as cathartic, I never found the strength to blog about that at all. That explains the long hiatus.

In the middle of it, I thought I would be able to resume blogging, but for some reason, I never managed to do so since that cryptic one-worder a few months back.

Against my pessimistic outlook six months ago, though, events took a turn for the better, and we finally worked things out.

This isn’t however a sob-story serving as the testimonial on how MMORPGs have ruined (or almost ruined) the life of yet another family. As I said, it was a mere symptom of things gone wrong – spending too long in the game, investing too much into the completely wrong thing. And it wasn’t just gaming either, my job had taken an overblown importance too. What happened is probably just one in a million similar stories, where the people change, the context changes, and the symptoms change, but to keep this short, where we went wrong was that my significant other and myself started to take each other for granted and stopped communicating on tiny issues at first, and then on bigger and bigger issues, and this almost brought our couple down.

So the only advice I can give to any gamer out there, in particular if you’re in a stable, long term relationship, and more so if you have kids: you may want, periodically, to examine your gaming habits and ask yourself if they are an innocuous hobby or have become escapism for you. If it’s the latter, it may be worth taking a honest look at your life,  figure out what you’re fleeing, and address the issue, because trust me, leaving your home while your 4-year old daughter starts asking “why is daddy taking his pillow with him?” is not an experience you will enjoy.

But that’s enough background already. This was then, and as I said, we finally worked it out a couple of weeks ago.

What is going to happen to Altitis?

Frankly, I don’t know really. When crap hit the fan, I jokingly remarked to my friend Adventsparky that at least I’d be able to play during raiding peak times. In reality, that never happened.

I continued playing WoW pretty casually for a while, first on my mage, and then I picked up my shammie and eventually reached level 80 with her.

At the same time, for the first time since joining in May 2005, I actually let my subscription run out, and didn’t notice for several weeks. And it happened a second time more recently – a few weeks ago, before moving back, I wanted to check out something in the game and found, again, that I could no longer do so.

I haven’t resubscribed since.

Interestingly enough, Adventsparky once asked me whether I was still playing the game, explaining that some evening this Spring he just logged out after a raid, and never logged back in. The heart isn’t in it anymore.

Oh, I read the cataclysm announcements, but they failed to raise any kind of enthusiasm. I think the only thought that entertained me was when reading about the split of the Barrens zone, I started wondering whether this would be the end of the Mankirk’s Wife jokes.

In reality, like many other commentators on the blogosphere, I now find myself playing various different games extremely casually, either purely single-player games, or trying out one of the several viable Free2Play MMOs out there: From Wizard101 to FreeRealms, over Jade Dynasty, World of Kung Fu and Runes of Magic. I’m currently exploring Dungeons and Dragons Online (which recently went Free2Play) a bit, when I have time. I’m not really far in the game.

World of Warcraft? A while ago, I pondered resubbing for the anniversary pet and the headless horseman event. I probably won’t do that any more. In reality, the Free2Play games out there, and their microtransaction schemes allowing you to buy and consume content at your leisure, represent simply much more entertainment value for my money than shelling out 15€ / month for WoW when I might play it for little more than a couple of hours at best, if at all.

And while I could definitely afford it, I also find that the subscription fee actually participates in generating a compulsion to play in me, at the exclusion of other games, becoming enough a narrow focus that it might again draw me in and provoke another spiral that may, next time around, no longer come with a happy ending.

So the future of Altitis is similar to what a few other former WoW bloggers have done – altitis no longer confined to one game, but offering, perhaps, comments, reviews but also broader thoughts on several games.

Or maybe not. Time will tell.

In the meantime, the tagline of the blog has changed (I actually changed it when I posted the “Soon” message already), it has now become “Seeking Better Worlds”.

It is a combination of Dr. Richard Bartle‘s continuous action to try and push developers and players alike to create and demand better, richer virtual worlds. At the same time, it is also a play on the fictional Weyland-Yutani (of the Alien movie series) corporate slogan, “Building better worlds”, as a reminder that the quest for better virtual worlds in itself may very well become perverted if it turns, again, into a threat to my real life.

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Altitis Goes on Indefinite Blogging Hiatus

Just a quick note to my readers, due to real life circumstances I am currently (as has become obvious in the last month) not in the required mindset to keep on blogging. I can also not predict how long this state of affairs may continue, or whether I’ll ever resume writing.

I will therefore thank all my readers, commenters, respondents, and the fellow bloggers in the WoW gaming community for your participation, interaction and readership over the roughly 18 months during which Altitis has remained active.

Of course, since an inactive blog doesn’t actually take too much space in your feed readers, you can always keep it in in case I get back to blogging about WoW in the future. If not, thank you for the shared journey, and the best to all of you.

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SEO Basics for the WoW Blogger

Following Yashima’s mishap with one of the scumbag gold-selling splogs we all hate, it struck me that some WoW Bloggers may have little notions on how to improve their search engine visibility.

This post will be focused on self-hosted WordPress blogs, but some elements may be applicable to other platforms as well.

First, what is SEO, and why would your WoW blog want it?

SEO stands for Search Engine Optimization, a field of activity which covers an innumerable amount of methods to promote a website. These methods are in general roughly divided into so called white hat activities, considered fully legit by search engines, and black hat, which if caught will get your site blacklisted. While most search engines have different rules of what is black hat and what not, as a very rough rule of fist, anything which is devised to deceive a search engine or artificially inflate your search results is to be considered off-limits.

The purpose of starting to apply some SEO techniques is to boost your search engine traffic and ensure all the wonderful, smart, funny, witty, insightful posts you write are positioned properly.

A word of warning before we begin, though. No search engine has published how their indexing mechanisms work exactly, nor how they rate content internally.  As a consequence, the field of SEO theory has always been full of exploratory techniques which would turn out, later on, to be totally worthless. Fortunately, we’re going to focus on the basics and these are quite straightforward.

As to the question of whether it’s worth it, well, in the grand scheme of things Altitis is a very small blog. Before Wrath (and due to a low posting volume), my readership was in average below 150 visits a day. If you were to Google last Friday (when I started writing this post) and type “death knight macros” as the search term, though, I was sitting in 4th position with my post about the ghoul leap suppression. Ahead of scores of sites focused on macros, ahead of wowwiki, dedicated DK sites, and even the o-bards.

Since Wrath was released, my readership sits between 400 and 600 visits a day, without ever getting linked by the big names (EJ or WoWInsider). All of the additional visits come from search engines, mostly Google.

Worth it? Well, I don’t have advertisements on the site, but I still like the fact that my posts are being read, so I’d say yes, it’s definitely worth it for me.

Setting Up

First thing first. Before anything else, make sure your blog is actually allowing search engines. On WordPress, it’s under Settings -> Privacy. Blogger definitely has that setting as well, under Settings->Basic->Let Search Engines find your blog. Others? You tell me :)

Second, make sure your blog is known and recognized by Google. Blogger users have a slight advantage over others here as they will be included in some capacity even if they do nothing beyond changing the privacy settings. Nonetheless, start by visiting Google Webmaster Central and follow the Submit your content to Google procedure. Next, sign in to webmaster tools, and authenticate your site. Webmaster tools aren’t really good for a lot of things as much of the information is stale, inaccurate or way too plentiful to be of any practical use, but the diagnostics page can point out a couple of interesting elements to check and fix. Among these, keywords and meta descriptions.

For WordPress users, a good way to improve drastically the context of your posts – that is, providing some additional information to search engines to help them catalog your posts, or in other words, to give them some clues what your post is about, is to grab the plug-in All-in-One-SEO Pack.

The reason you want to use and configure this plugin is simple, it gives you a simple and handy way to edit meta keywords and descriptions for all your posts, which will appear as an additional set of fields in your edit post page. The settings are pretty self-explanatory, but basically you will want to fill in some generic recurring elements (like “world of warcraft” for the home keywords”) in there at the very least, for the general context of what you’re writing about.

In the post editor page, under the All in One SEO Pack menu you will have an opportunity to enter some specific keywords and a short description of what the page is about. Note that while not all search engines will use these, they are better filled in than left out. Descriptions should ideally have between 80 and 160 characters (more might get ignored, less are flagged as “short descs” by Google) and should be unique for each post.

Next, a very important element, the post slug, or permalinks – in short the url under which an individual post can be reached. Blogger users have little in terms of options here but in your Settings->Archive Settings make sure you have Enable Post Pages active. This is important so that the search engines index each post individually instead of just an ever-changing front-page where whatever search results fall off every 10 posts or so.

For WordPress users, you have many different choices in how to configure permalinks, under Settings->Permalinks. There are many schools of thought about permalinks, but one of the most basic one is to make sure these actually add to search visibility. That is, your permalink should be explicit and probably reflect your post title. The default setting in WordPress (both self-hosted and on WordPress.com) is to a simple numerical value. This is bad, as the numbers not only aren’t telling any story at all, but if for whatever reason you migrate your database the posts may get re-numbered, and all search results pointing to any specific posts will end up in a wrong place. You could further improve visibility by making the permalink text a rephrased version of your post title. For the rest, there are divergent opinions of what else should be part of the permalinks – just the post’s name, or the full date, just the month or just the year. The majority opinion seems to be the shorter the better (so no dates at all or just the year), but full dates are quite popular on some SEO trendsetters’ own blogs as well. As long as the permalinks are explicit, you’d probably have to work at Google to know which of the other options are best.

Last but not least, to improve the search engine’s knowledge of your blog’s content, you will want to generate a sitemap. The best way to do that is to use the Google XML Sitemap plugin. Once you create your sitemap, make sure to go back to Webmaster Central and link to the sitemap from here. As you will see in the plugin’s settings, you would be well advised at that stage to also follow through with the other search engines, use their own webmaster tools and make sure the sitemaps are registered there as well.

Duplicate Content? We don’t need no duplicate content!

In general and due to years of abuse by spammers and black hat SEOs, search engines will penalize duplicated content. The problem here is that WordPress in particular is very generous in the way people can access an individual post: by its permalink, by its category (../category/MyCategoryname/permalink)  and by its tags (../tag/MyTagName/permalink). A post in two categories will therefore appear in Google’s index at least thrice: by it’s own normal permalink, Category 1 and Category 2. This is bad because Google is said to penalize all results on the theory that it may actually be spam posted all over the web. If you use tags, you can add one additional individual result per tag, which will rapidly dilute the value of your post the more tags you’re using. Last but not least, WordPress 2.7 has added comment pagination, which means you may end up with your normal post’s permalink duplicated with permalink/comment-page-#/ by search engines. Not good.

The best way to fix that is twofold: For most search engines, noindex directives to categories and tag archives will be honoured. The simplest way to implement that is to use a plugin called Robots Meta, it’s configuration is still pretty straightforward. Google is however pretty bad at honouring noindex and nofollow directives, so for these guys, you’ll want to make sure the following is set in your robots.txt file (create this one at the root of your blog’s path, eg altitis.treehuggers.info):

User-agent: Googlebot
Disallow: /category/
Disallow: /tag/
Disallow: /comment-page

This will simply prevent Googlebot, the automated scanning engine, to access all links containing these three elements, and sort the issue.

We’re doing it with Style!

Last but not least, remember the good old html heading tags, <h1> to <h5>? Since the advent of CSS, they have often become underused, but in terms of search visibility, that’s probably a mistake. Headings are important as they give additional context, so do use them properly to provide a clear hierarchy to your content. Again, there are a couple of options available to you, but roughly, you should decide how you will build up your blog’s brand. Is each individual post the key element you want to promote? Make sure your post title is styled with <h1> tags. Is your blog’s name the brand you want to promote? Make your blog name a <h1> tag and your individual posts <h2> tags. Everything else should have a lower heading that these, your posts however should probably not be lower than <h2>.

Content is King

Beyond the above basic technical measures, there are almost as many tricks and methods as there are SEO specialists. Whether to investigate the field further for a hobby WoW blog is worth the time or not is up to each individual blogger, but you can easily get lost in the wealth of additional stuff to do (popular things include link-building and the realtively new but still not proven pagerank sculpting, for instance). That being said, the best way to have a good search visibility remains to simply write quality content matching the purpose of your blog. The better your posts, the more people will read it, comment on it or comment about it. In the end, a trackback from your blogging peers will remain a high-value testimonial to the quality, relevance, importance or wittiness of your writings, and no amount of additional SEO techniques can replace that.

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Ghostcrawler on Current Raid Difficulty

Says the designer crab:

“A couple more points about Naxx: many of the guilds who cleared it quickly already knew the encounters from 40-player days, AND were allowed to practice extensively on beta. By contrast we gave players very little exposure to Kil’jaeden on the PTR.

But really, trying to slow down worldwide progression by making encounters insanely difficult is a losing proposition. We’re in the world now of professional guilds with corporate sponsors and players willing to put in enormous numbers of hours and attempts. We can certainly (and will) make very challenging encounters for which guilds can take pride in server firsts. However, I would not expect to see encounters that are so difficult that the entire WoW community wipes on them for months before achieving success. I just don’t know if that game exists anymore.”

That pretty much sums up everything there is to say. As much as Nihilum Curse SK Gaming 25th November Ensidia Whatever-They’re-Called-This-Week and the other handful of überguilds hate it, the C’Thun days appear to be gone for good.

There’s another piece of wisdom hidden in that statement. When the world’s biggest überguild has fully beta access, sees the content, remains absolutely silent about the difficulty then race through the content on release in order to bitch about the lack of challenge, it isn’t just faux outrage and manufactured controvery. It isn’t just a clear demonstration that whatever firsts they achieve in the future is no longer properly legit and completely meaningless (as opposed to the merits of every single guild who was NOT in beta, clears the content and remains out of the limelights monopolized by what has in the meantime devolved into WoW’s biggest collection of attention whores and drama queens). It also shows that they are a total failure as beta testers and haven’t understood the purpose of all these shiny passes they have recieved.

The game too easy for you? Sod off. You should have said so in beta. Now get off the headlines.

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The Mandatory Paladin QQ Post

Being away and with little playtime to try out things has some advantages, I don’t get to react to strings of nerfs + partial reversals as they happen.

I got some playtime on my paladin (now Ret with the blue honour PvP set), and did some Shattered Sun dailies. And currently, despite the nerfs already live (and before the rest to come), from a pure solo PvP standpoint, the changes definitely feel good. Stuff dies a lot faster than before 3.0.2.

PvP? Haven’t had a chance to do more than one single AV, and I don’t think there’s any justification for me to start playing pretend DPS. Healing remains an extremely rare commodity in BGs, my PvP healing set is half season 1 and half season 2 kit from back in the day, I’ve only started to use some of the Ret healing toys a bit in the mix. In other words, I haven’t had a chance to experience that so badly decried uberness which has led to this uncessant string of nerfs.

That being said, what this past month has, again, amply demonstrated, is that Blizzard still has no clue about the paladin class. The sequence of “Ret is fine, stop QQing” leading to “it’s a bit too high, we’ll tweak a bit” followed by the implementation of “To the Ground, Baby”, a modification to the TTGB nerf, and now the backtracking on Avenging Wrath / Bubble / Forebearance, combined with the dramatic side effects on prot threat generation and holy solo-ability, shows a team of class designers in total disarray.

There is no plan, there is no coherent vision, there is also no consistent message and there is ample evidence of QA (including player testing on the beta and the test realms) being a shameful mess.

Ghostcrawler, initially applauded for a new approach to dev / player communication, is seeing his credibility dropping week after week.

An example, when he answers the forum questionHow do you come about your decisions and numbers to boost or nerf paladin class related abilities?” with the following gem, illustrates that we’ve moved from open communication to defensive PR bullshit:

We do very extensive testing on all aspects of combat balance. Remember, as a large company we have access to testing capabilities far beyond that of the average player. As developers of the game, we also have access to a large number of tools that we don’t make public.”

Sorry, Ghostcrawler. When 3.0.2 went live, you first told us Ret was fine, then perhaps slightly too strong in PvP, then massively too strong in PvP and PvE and again still too strong in both aspects (oh and we don’t know how to handle burst damage sorry but in another couple of months we’ll revert a lot of the nerfs because contrary to what we’re saying now Ret won’t be scaling well at level 80 beyond Naxx). I’m not questioning the reality of the class’ balance state, I’m simply unable to reconcile the evolution of your claims with the notion that you do extensive testing.

Or perhaps you’re simply unable to interpret the results.

The final nail on the Paladin class designers’ coffin is this gem hidden in the announcement of the next nerf (they said to the ground, after all):

Yet bubble+wings currently is used a lot in BGs and Arenas and helps contribute to the feeling of being destroyed by a Retribution paladin while you are unable to respond.”

Hello, Blizzard, ever heard of stunlocking? For four years, you have nerfed every other class who had the capability to kill another player while they were unable to respond. Never has stunlocking been touched. If rogues are to be the exception, fine, but you could start being open about it, and cut the crap like shown in the post above. As a former warlock main who’s had chain fear nerfed time and time again, I’m getting really tired of this.

That being said, since Blizzard has no clue, there are extremely smart bloggers out here who’ve come up with many suggestions to diminish the frontloaded burst potential of a Retadin in PvP without affecting PvE damage on longer fights nor holy / protadins.

The first, repeated often, is to stop seals proccing on special attacks (and adjust damage accordingly to make up for it). Almost every Retribution paladin who has given some thoughts to the matter recommends the same thing.

Blessing of Kings’ Rohan, perhaps the smartest of us all, has an extremely well thought out post with a whole set of measures to fix the issues. While I encourage you to read the whole thing for yourself, here’s the TL;DR version:

Have Judgement, Crusader Strike, Divine Storm, and Consecration share a 3 second cooldown (in addition to their normal individual cooldown).

    1. Change Judgement as follows:
      1. Increase cooldown to 12s.
      2. Increase damage by 20%.
      3. Change Improved Judgements to increase damage by 10/20%.
      4. Increase the duration of the debuff to 30s.
    2. Change Divine Storm as follows:
      1. Increase cooldown to 12s.
      2. Make it do Holy damage once again.
    3. Remove Seal procs from specials, and tune abilities upwards as appropriate.

If the burst frontloading is the issue, address the frontloading. What Blizzard is currently doing is lessening the value of every talent point invested in Ret more and more. They should make up their mind. If they want a holy-based burst class in the game, they should fix the frontloading. If  not, they’ll have to rethink the holy-based burst aspect from scratch. Either way, this is the fourth time they’re messing up the class in the same amount of years. Whatever they’re doing, it’s not working.

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ChainTrap Takes on Blizzard Packaging Madness

Chaintrap recently ordered an authenticator with a paperback novel. Like many before him, he was wondering about the causes behind the quite steep shipping costs tied to the authenticator.

When he finally recieved his order, the packaging explained much. In this day and age, over-packaging should become as unfashionable as smoking. Chain Trap’s contribution, in form of a mail to Blizzard, is something you should absolutely read.

Call me a treehugger if you want to, but we’re way past the stage where we can continue to blissfully ignore the impact we’re having on the environment. While I’m not advocating going back to living in trees, it is nonetheless high time we start changing some of our habits, and asking of corporations that they do their part in this.

Reducing excessive packaging is but a small step, but it is also an easy one, which further should allow both corporations and customers to save money in the short or longer run. I’m with Chain Trap in this, and if you’re at all concerned by the matter, I encourage you to join the movement and drop off your own e-mail to raise the point with Blizzard.

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BBB on Ferals in Wrath

If you’re interested in Wrath analysis and in things shapeshifting, the Big Bear Butt Blogger has a very in-depth analysis and commentary on Bear tanking here.

Only avoid reading it in case you don’t want to be Wrath-spoiled, of course.

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MUD’s Heritage to MMOs, a Short Sample

Readers who pay attention to commentators writing about MMO design or industry questions at large may be familiar with Raph Koster’s statement:

“MMOs have removed more features from MUD gameplay than they have added, when you look at the games in aggregate.”

Raph happens to be one of those many former MUDders who moved and populated the MMO industry, so he knows about these things. To the readers less familiar with MUDs, it probably bears expanding a bit.

First and foremost, let me immediately preface this by stating that in absolute terms, the statement is true, and I will give some examples of this later on. But my purpose here isn’t really to reminisce about the good old days where everything was better and the black colour of our telnet session backgrounds darker than the darkest black you find in MMOs (and gosh! you should see what we did with stone tablets before!). I think the statement makes a quite unfair and slightly twisted comparison, for several reasons.

A little bit of context first though. Coincidences being as they are, this year MUDs are entering their 4th decade. MMOs in the modern sense are in the middle of their second one. If you’re unfamiliar with the concept entirely, you basically would connect to a server through a simple telnet terminal and enter a world described in text (possibly with ASCII art and maps for some of them), interacting with text-based commands.

I came to MUDs relatively late, in the mid-90ies. In those days, there were already several hundred different games available, with a playerbase ranging from 5-10 people to a couple of hundred for the most successful ones. In terms of gameplay, the variety available was immense… provided you knew how to search for it (end of the 90es, the generalization of the web granted us online directories like the Mud Connector simplifying the process a lot). Most of them were completely free to play, and staffed by passionate hobbyists generally called “wizards”, which tended to be separated into builders (the guys and girls writing the texts for zones, areas, quests, monsters, NPCs and whatnot) and coders (the people tweaking the back-end to add features and functionality).
When I started MUDding, the field wasn’t entirely a vibrant ecosystem of infinite innovation, though. In 1989, one game released its code open-source, AberMUD, and from that source sprang three major families of codebases. The most widespread was to become the DIKU-family two years later, initially developed in Denmark by three passionate students to make a code which was easy to maintain and borrowed heavily from Dungeons & Dragons. DIKU sired a vast offspring of derived codebases with various improvements or additional features, but a couple of years down the road, DIKU and its descendants were also blamed in the MUD community for stifling innovation and hampering creativity.

DIKU and most of its publicly released descendants were written in C and became so-called stock MUD codebases. Provided you had some server hosting space and a C compiler handy somewhere, you could download one of those stock codebases, compile it and run it on your server space, and you had a preset world (most of it reusing the exact same newbie zone written by some nameless builder in the early 90ies) ready to play and expand upon. There was also an ever-growing collection of small code templates (“snippets”), which you could simply copy-paste into the codebase to add more functionalities, and many of these were so popular that they became almost a must-have for any new game.
The above also hints at the problem we saw back then. You could have a running environment up in less than 30 minutes and start building away. And by 2000, there were something like three thousand different MUDs listed on the MUD connector, of which 2/3rds were DIKU descendants… and the vast majority of them were only minor variations from each other.
At any given time you could find dozen if not hundred DIKU-descendant Dragonlance MUDs, for instance, which basically differed only in the way the Builders would describe them. Let me hasten to add that I don’t want to minimize that feat, though, because there were a lot of very gifted Builders with a knack to make each individual description unique – imagine if you will that you want to build a round cavern, which will be separated into, say, a 4×4 square (each is called, technically, a “room”, but I digress). That’s 16 individual squares, and a good builder would find 16 different ways to tell you that you were in a dark & damp cave. However, in the grand scheme of things, the same hundred Dragonlance MUDs would all feature the cave in some form or another, and since the codebases were mostly similar, the games were too.
If you look at the totality of MUDs, the variety in terms of gameplay is immensely rich and vast. At the same time, 95% of these were cut off the exact same cloth.

At the same time, MUDs were and remain the realm of near unlimited freedom. When a designer comes up with a new gameplay mechanic for an MMO, some of the very important worries to have early on will revolve on how this will translate into the graphical world, and that’s a huge element from the get-go. In a MUD for instance, a NPC wandering around moves from one room to the next – in technical terms the only thing you have to do is remove it from the description of the room it leaves and add it to the next one. On 3D you have to worry about pathing, line-of-sight, aggro radiuses and much more. And a bit further down the road, you will also have to worry about how the representation of that new feature will be brought to the customer (ie how it can integrate into an ever-increasingly bloated client). A worry completely absent in MUDs, since the client always remained a simple text terminal. Those are already limiting to an extent (especially if just afterwards you have to start worrying about how to prevent the ever-ingenious cheaters from abusing the new feature).

Near unlimited freedom: let me illustrate this through my own experience. I moved from player to staff (wizard had such a nice ring to it, didn’t it?) on a MUD stemming from a slightly different family than DIKU called LP-MUDs. In that particular family, you basically had one C-written component called the driver which would create a virtual environment in which your MUD was run (for today’s techies we’d now call that a Virtual Machine), the MUD itself being entirely coded and run off a codebase (called the mudlib) inside that virtual environment. The mudlib was described in LPC, a custom-tailored script language based on C with a couple of very nice tweaks allowing novices to start working on it relatively easily.
In layman’s terms, the mudlib was based on an inheritance system which gave a builder / coder a set of templates which he then completed with descriptions and other amenities. As an example, you could picture the following situation: there was some code in the mudlib which held the template for generic objects. This template would just give you basically the means to add text description to a new generic object. But then below that, you could have a “child” piece of code which inherited all the features of the generic object and which was called an NPC. The NPC had the code to give it text descriptions, but also some code allowing interaction with it, talking to it and so. In turn, a further descendant template would add the functionality to turn it into a killable monster: combat, death and decay. So if I wanted to create a new monster, I’d a new file, tell it to inherit the features from the “monster” template, and I had something I could add a description to, give stats and eg skills or levels to, some loot if it were lootable, and there I went, I now had a piece of code describing a little rabbit, and the last thing I had to do was to attach it to a room so that whenever a player visited, the driver would spawn either a live version of the rabbit I made, its corpse or its bleached bones.
If someone had created some code template for skinning, I could tell my rabbit to also inherit the features from that particular template, and now you could also skin the dead remains of the rabbit and get a specific item, a rabbit fur, into your inventory.

What if I wanted new gameplay features, though? Well, as long as I was merely adding to the mudlib, only my imagination (and my coding skills) were the limit. On the MUD I was coding for, innkeepers could offer you a bed, some drinks, and take your money in exchange for that. I found that a bit bland, so I wrote a code template which gave innkeepers not only some conversation, but also some activities (making them shuffle around from time to time, serve beers and meals, remove plates and so on). A bit later on, inspired by a description of a bot called Julia, and knowing that there were 2-3 inns where players liked to hang around and socialize, I added some code which basically let innkeepers pick up /say conversations, sample those, and later give these back as gossip “I heard player X say such and such”. Which actually led to some hilarious side-effects akin to what you get nowadays when you say something in the wrong chat channel.

From that, I moved to a new MUD which was in its early development stages and started thinking that the only generic of gameplay available to the average player was that of a fighter (even if it was actually a magic user). Oh, there was to be professions and all that, and you could accumulate wealth by killing stuff, completing quests and selling drops or stuff you crafted, but you couldn’t build a career as a merchant and impact the MUD that way. So I started working on a system where each of the game’s nations had it’s own currency, which could be strengthened or weakened depending on how much players would buy and sell goods around and convert currency. This lead to giving merchants code which would change the inventory of goods they would offer depending on the current economical state of their nation. In turn, an impoverished nation couldn’t very well have roads and buildings in a pristine state, could they? So this led to writing some code which would change the descriptions on village and city areas depending on their nation’s economy.

And from that, I thought, heck, you could expand that to monster areas as well. In my own little corner I started designing the Hive code – basically a template spanning a large area which would generate eg some goblins in a forest who’d start gathering wood and stone, and build some huts. After a while, they’d grow their little hamlet into a village and build some defences, all the while gathering more resources and food and whatnot in an ever-increasing radius while their population expanded. And when players came around to hunt or work wood or pluck daisies for their alchemy, they suddenly found themselves at odds with a strong goblin stronghold which wasn’t there a couple of days ago, and the Hive would also handle the collapsing of the same settlement if the players were victorious and burned it down.

As I’ve said often, I’m not really bright. It took me the best part of another decade to realize that the wheel I had just reinvented is the core upon which part of an RTS’ AI is built.

The key thing here though isn’t to brag about my leet coding skills (I actually sucked at it and took way longer than what was reasonable), what I’d like to point out was that the staff was 5-10 people, and if one of us had an idea, he could just go ahead and write it. We had a semblance of QA process (we actually called it QC, Quality Control) which simply had one of our peers review whatever we’d code trying to act as if he were a player and then check for bugs and so on.
There may very well have been a vision guiding the overall development, but beyond that, at the very least as long as you were not modifying or changing the core mudlib but adding to it, if you had an idea you knew how to code, you went away and did it.

No limits, no constraints, no budget, no project framework, no deadlines, no nothing. If you didn’t like it, you moved to another MUD or started your own. In a purely free environment, it was the exact same for the players. If you didn’t like something, you either managed to join the staff and do it better, you moved on to a different place, or you started your own MUD.

In essence, MUDs were and are like sandcastles (and coming back from a sea-side vacation, I’m now a journeyman sandcastle builder, so I know what I’m talking about). The medium allows for an immense freedom and creativity. But could you live in a sandcastle you built? Can you translate it into proper brick-and-mortar at the drop of a hat?

In this sense, I think Koster’s statement, while literally true, is a bit unfair, because he’s comparing 3’000+ oranges to a couple of dozen apples. Yes, they are all edible fruits, and share some additional common traits, just as a sandcastle and a brick-and-mortar building share common traits, but they are also very different beasts, if only because MUDs have very little which stands in the way of almost unlimited creativity and allow for endless experimentation, whereas today’s graphical MMOGs have a long series of constraints, starting on the technical side, through scalability to financial sustainability. And to paraphrase Richard Bartle, WoW currently acts as a giant black hole in the industry due to its sheer size and financial success. The very second a studio starts thinking of making a MMO, you have an enormous blue elephant in the room which distorts everything around it, from the financial aspect to customer expectations, defining not only a standard in terms of polish but also what kind of features, gameplay and functionality will go into a new game either in continuation / expansion on what WoW has, or in opposition to WoW’s own.

The real problem is that all together, the whole industry is still quite young, and as a whole, having one single major and towering juggernaut emerging when it did without directly comparable competitors does and will continue to crystallize things around it for a couple more years. If in the post-WoW era, several fundamentally different titles come to a place of prominence, a new round of innovation and creativity can take place. If there will be just another WoW-alike? Probably not so much. Still, in two more decades, I think we can look forward to having much of these features (and more) which were present in MUDs to be returned in tomorrow’s MMOs, and also much more. All it needs is one game to manage sizeable commercial success while breaking with a couple of fundamental design “need-to-haves” which WoW has turned into a de-facto standards. After that? The sky will be the limit, again.

Don’t believe me? Look at the movie industry, over a century old. Take the superhero flick genre. After the first Superman movies in the 70ies, no real blockbuster until Tim Burton revived the genre with his two Batmans. His immediate successors pretty much killed the genre in the late 90ies, and I believe the first X-Men and Spiderman in the early 21st century were quite a tough sale to get a producer. And in this new wave of superhero movies, who would have thought much of the chances of picking up the Batman franchises after the state it was in in the 90ies? Yet Batman Begins and the Dark Knight are undeniably huge commercial successes and bring perhaps just as much novelty to the franchise and the superhero genre in general than Tim Burton did before.

What the movie industry teaches us is that a specific blockbuster creates a bubble around it which will start restricting creativity and innovation for a time, until its final descendants become so bland and frankly bad that no more money is available at all. And then comes a new vision, fresh blood, another approach, and the next bubble starts around it, until this one, too, degenerates to a point where the public does no longer follow. During that last stage, creativity starts anew and explores new directions.

How long will the WoW bubble last? Difficult to say. Contrary to the movie industry, MMOGs are still a very young market and it hasn’t even scratched the surface of what it can do. In a year or five, something else will emerge on the scene, broaden the horizon, unlock new venture capital to encourage creativity rather than conformism, and a new cycle will start tapping into much more of the MUD’s incredibly rich heritage of features, functionality and gameplay.

And the good thing is, if you’re actually a simple player enjoying WoW or AoC or LotRO today already, the best is yet to come.

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Muckbeast on Raiding Design

Cambios is a game dev who may just have started his blog recently, yet posts interesting stuff from day one. Taking on some of the more visible flaws in raiding in current MMOs, he writes:

So 10, 25, 40, 50, or 100 people work together to mindlessly clear trash, follow their little script of brain disconnected button pushes to beat the boss, and now he drops 2 or 3 pieces of loot. This loot will often be useful/needed by multiple players present, so someone loses out. The same item might drop many times in a row, resulting in certain classes feasting while others enjoy famine. Or sometimes loot will drop that nobody can use, and it just gets blown up or sold to an NPC Vendor. NEVER is the entire group happy with the loot that drops or the way the loot gets distributed.

Indeed. One of the major issues at heart of the old Welfare Epics feud of 2007 lies with the difference in loot distribution between PvE and PvP. I think Blizzard recognized the issue when they started expanding the badge system, but I also think they need to make it really pervasive. All instance drops should be token-based in some form, and there has to be in-game rewards for participation for every raid member (as opposed to out-of-game only systems like DKP).

So may elements of boss encounter design are absurdly arbitrary. I have fought bosses who did incredibly ridiculous things that were clearly designed solely with the idea of nullifying a specific class, tactic, or ability for no logical reason other than the devs thought it would be funny. I have fought raid bosses that were immune to all sorts of standard abilities for no apparent reason other than to make you feel impotent. I have participated in raid encounters where mages had to tank a boss… just because. People don’t make mages because they like tanking, folks. They make mages because they like to make things go boom. I have fought bosses where they you have to interrupt some of their spells, but not all of them, because being too good at interrupting their spells triggers some kind of Uber Spell. If the boss possessed the ability to perform this Uber Spell, why isn’t he just doing it all the time? Why punish people for being GOOD at a core mechanic (interrupting spell casting) with this arbitrary result?

In their currently stated best intentions, Blizzard claims to be trying to design designing new encounters more for roles and less for specific classes:

We are adding a new class to Lich King, as well as improving the raid viability of specs such as Arcane mage, Survival hunter and Balance druid. That means you have 30 available specs for 25 slots. There are two ways to design around this problem. One is that there are 25 mandatory specs and 5 that shouldn’t be raiding. Boo. A more fun, interesting and ultimately fair direction is that you actually have some choices in who to bring. Imagine running a raid with no warrior tanks at all. :)

These are good intentions, though. Designing encounters in a way that any combination of these 30 specs can successfully fill the roster in broad categories like tanking, healing, dps, CC and decursing will probably require quite a lot more overlap between classes than we see in TBC. And the first raid to put that theory to the test will be the new Naxxramas. Because unless memory fails me, frost and shadow-heavy builds for mages and warlocks respectively didn’t exactly fare well in there.

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