Posts Tagged ‘Musings’

SW:TOR, My Line in the Sand

Since this comes up on various other blogs from time to time, let me be clear on one thing:

If SW:TOR features Tatooine in any meaningful fashion (that allegedly completely backwater planet that for whatever reason has been prominently featured in every single dirt-side Star Wars game even when it makes no sense, ie KOTOR settings), in particular as a newbie zone, I’m going to totally boycott the game no matter how well it does.

In fact, in an Old Republic setting, the following Star Wars tropes and locales are going to be a definite turn-off for me:

  • Kashyyk and life-debted Wookies as henchmen
  • Anything Endor-related

Yes, I know that many many Star Wars fans are attached to all of these, and that BioWare as well as Obsidian have already felt that they just couldn’t do without the inclusion of the sand ball and the enslaved furballs-you-must-save so the chances that these won’t be prominently featured are near to none, but still…

BioWare is betting the farm on their storytelling. Either the dirt rock is insignificantly backwater (but will undoubtedly see a massive boost to its tourist industry once SW:TOR is released), or it is the birthplace to thousands of jedi and sith alike and George Lucas will have to re-edit his movies yet again.

Oh, and happy 2010 .

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The Four Learning Styles and How They Can Help Team Progression

Are any of these familiar?

  • Some of your players simply never seem to read strategies posted to the website?
  • Some others, no matter how, will always forget about vital buffs or die to ground fire at least once?
  • When you explain tactics over vent, some people may be heard sighing after a while, grow restless and want to just go on with it?
  • After a wipe (or an arena defeat), part of the team wants to jump straight back into the fray while others want to analyze what just happened, seemingly to death?
  • Do some people seem to have a hard time remembering when to blow their trinket cooldowns in the heat of battle, finding themselves short at crucial times?
  • Do you find that your arena team is split between those who want to immediately queue up for the next match and the guys who want to discuss what just happened?

If it does, the above symptoms are just a reminder that people learn things in different ways.

Two Psychologists, Peter Honey and Alfred Mumford, expanding upon the earlier works of one David Kolb, have identified four major ways by which people acquire new knowledge:

  • Activists are people who respond best to Scout Movement founder Lord Baden-Powell‘s credo of “Learning by doing”. These players will learn a new encounter or a new arena tactic best by simply experiencing it. They are the people most likely to interrupt a strategy session with “let’s just do it”, they want to be in the thick of things and will learn best through practice.
  • Theorists are on the opposite side of things. Half of what we’d call our Theorycrafters stem from this group, they have to model something in their head to grasp it completely. The better the model they build, the better their practical execution later on. These players will usually respond best to long and detailed boss strategies, the more the information you provide them with beforehand matches the reality of a fight, the better they will respond.
  • Reflectors mainly gain their understanding from analyzing and reviewing their experiences. The second half of the Theorycrafters belong in this group, as they will tend to collect as much data as they can to support their analysis. Players in this group, more than any other, will be ready to spend hours on training dummies running large sequences of tests and changing tiny elements just to find out the single most optimal cookie-cutter approach to whatever they are reviewing. Where the theorist will be content to calculate the best possible output with maths only, a reflector will thrive on maths derived from hard data.
  • Pragmatists will learn best from information which is directly tied to practical use. Contingency planning, adapting to the situation in the thick of battle is something they love, endless strategy sessions and what-if-scenarios tend however to quickly bore them unless you can tie every aspect of it to direct and concrete use. A pragmatist would be quite likely to ask “can we do it with one less?” and willing to go through with it.

Learning styles aren’t mutually exclusive. In general, people will respond strongly to one learning style and a bit less to the others in various degrees. Studies in the past tend to demonstrate that the best learning effect is achieved when many or even all learning styles are being catered to.

That’s All Fine But How Does That Help My Groups?

A fine type of pragmatist question, raid leaders and battlegroup tacticians may want to make their briefings appeal to a wider type of learning styles to maximize their progression speed:

  • Theorists will continue to thrive on strategies posted on the guild website. Keep it up, you’re most likely already catering to them
  • Activists can greatly benefit from videos implementing the strategy (if available). To help their learning, post them in a thread separate from your strategy post
  • Reflectors can be brought up to speed by linking to existing parses and combat logs.
  • For the Pragmatists, building a checklist with a direct link to in-game effects can work well. Eg: “Keep your trinkets up for phase 2 because we need to produce XXX dps in 30 seconds otherwise we wipe”.
  • After a wipe, instead of running straight back into the fray the moment everyone is rezzed and rebuffed, leave some time for the reflectors to review their combat logs, they might not only improve their own performance but also find out exactly what went wrong on the last attempt
  • Make sure you foster a climate where Activists and Reflectors in particular aren’t being singled out: both of these more than the other two will really need to experience things in order to truly understand them. Yelling at an activist because he hasn’t read your 10’000 words of strategy explanation won’t help him get better but rather discouraged, but after two or three attempts, he will probably understand the flow of the fight better than anyone else.
  • Theorists and pragmatists are the most likely to come up with intellectual leaps of faith going against the official strategy – if yours just doesn’t work, try it out their way. They might just have thought of a way to get around whatever roadblock your team is encountering.
  • Keep your pre-encounter briefing short and to the point. The theorists and reflectors will have done their preliminary research, the pragmatists only want the telegraphic style short overview and the activists want to rush straight into battle. Long explanations will just waste everyone’s time for little concrete benefits.

These, and more, can all help speed up the time your group needs to adapt to a new strategy and put it to successful use. Being mindful of the four different learning styles, and trying to cater to all of them, can speed up your preparation time and help you conquer new content faster.

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As the Year Turns

And here we are, on the brink of 2009, and as usual, it’s time to look back at what changes the year brought.

One year ago, the hot topic in the WoW blogosphere was still the PvE / PvP opposition centered around the notion of Welfare epics. When I wrote my closing post on the matter, I didn’t yet measure how different 2008 was going to be – not only has the topic practically vanished, but as Megan astutely points out, the notion of Welfare epics nowadays could, if used at all, be applied very readily to raiding, whereas PvP gear is currently a lot harder and longer to aquire.

The one thing which hasn’t changed though is that the term is still being used by certain people to demean the achievements of those who are following a different path from theirs, one they deem inferior. 

2008 was largely dominated by the long Wait for the Lich King, and like the end of 2006, the controversies have centered around the hardcore / casual divide and the raiding scene. One thing which has changed drastically though is the reputation of the few dominating figures. In 2006, even me (then still raiding) was following the race to the Naxx world first with interest. Death and Taxes and Nihilum were in a neck-to-neck race and most people were cheering them on. Even if we weren’t directly affected, we could sympathise with all uberguild’s dismay at the reduction from 40-men to the 25-men raiding format.

Two years later, Death and Taxes has suffered from problems but has at least exited the immediate consciousness of the average player rather gracefully. Their opponent, though, through countless name changes, ugly drama, questionable sponsorships but foremost through a series of graceless and classless public tantrums about the difficulty of the game, haven’t just tarnished their name but in the end effect massively diminished the interest of the community in the life and adventures of the überguilds. In my mind they have become like the spoiled, rotten elites living lavishly and criticizing the taste of this year’s caviar and champagne when the unwashed masses are having sausage and beer. In the most ironic development, while they were wallowing in their pride and spitting at the rest of the gamers (with their dwindling cohorts of me-tooers), the world first for the currently most difficult raid achievement in the game, killing Sartharion on 10-men with 3 drakes up, was snatched up by Method.

In the meantime, titles and mounts for PvE feats have become a lot more commonplace, and the introduction of the achievement system has brought an entirely new dimension to certain aspects of the game. Whether by a bit of an accident or clear design, achievements don’t just give raiders more elements to compare and measure up against each other but also allow for different grades of challenges for farmed content. A bit like all those RPGs with several party members where players have developped additional challenges (single character, low level, gametime etc…) but formalized in a quite addictive structure.

I can’t help but wonder how my old 2007 antagonist Stop the Warrior views today’s game. Might give way to an interesting argument.

So here we are, on the brink of the new year. Last night, Steptoe remarked that this was the most hardcore evening he’d ever seen me play: we ran 5 instances in a row together. Which is indeed more than I have ever done in this game. That being said, it was 2 times Violet Hold, Drak’Tharon followed by another pair of Violet Hold runs (Steptoe wanted the plate pantaloons off the voidwalker boss), and Violet Hold isn’t exactly a long isntance – according to my Blessings timers, it takes slightly less than 24 minutes from buffing to exit. It was quite a profitable evening for my paladin, too, with a couple of nice drops.

Steptoe has taken to taking with his Death Knight and is doing well. Let’s also immediatly put one notion to rest: on leveling instances, you do not need to be crit immune as a Death Knight, far from it. Steptoe was level 75 and his gear was around 435ish defense after he got the legplates, with a combined avoidance of about 40%. The healer was a level 74 priest, who didn’t really have too much of a hard time apparently (and since we ran UK the night before when Steptoe was only around 410 defense and the guy came back, that speaks for itself), and throughout the evening the amount of free FoLs I was tossing the tank’s way have decreased quite a bit.

We had two wipes throughout the 5 runs, one early in Drak’Tharon because sometimes a lifetime of experience in not standing in stuff isn’t enough to recognize the stuff you shouldn’t stand in, the second one in VH on the netherstalker boss because of an unfortunate conjunction of me getting hit by an energy sphere about a half second before critting with judgement of blood. Wipe by Bloodicide. Had to happen once.

Regarding Ret performance, I’m a bit peeved about where I was sitting on damage meters. Oh, I came out on top in Drak’Tharon Keep, that one being an undead-heavy instance, no contest. The first two Violet Hold runs, though, I was only third (not by a large measure but still), behind a mage and Steptoe, and in the last two runs, I really had to work my arse off to keep on top against a level 75 boomkin, including eating AP food.

In the end, some gear upgrades, and I dinged Coldweather Flying in the middle of the last run. 3 more levels to 80. Still with about 20 quests in Dragonblight to go, that’s just three zones I’ve seen and used so far. Glad to have my epic fyling back though.

And this concludes my last 2008 post. Whether you level, raid, PvP, and do it casually, softcore or hardcore, I wish you all a very merry evening and a happy new year. To 2009, and may your chosen activities in game and in Real Life bring you joy and merryment.

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Lore Creators and Item Designers Should Talk to Each Other

My paladin is halfway to 76 now, and it seemed like a good time to start browsing the various Wrath factions and the rewards they offer. Indeed, a good idea, since I spotted two walrus people rewards available at level 76, with honoured reputation. Since I’ve been a friend to the Walrus for quite some time, I already am honoured, so this will be a quick flight point off my next ding for a serious chest upgrade both for my grinding and my tanking sets. Nice. Beyond that, the Kalu’ak offer items which are more or less in-character, including leatherworking recipes, a combat fishing pole, a harpoon… So far so good.

Next, for my paladin, I’m looking up Argent Crusade. Now here’s a band of historical paladins all united in the goal of exterminating the undead hordes of the Scourge, so I’m assuming that I’ll find some equipment helping a paladin to do just that. Either some kit to kick some righteous butt as a Retribution paladin or spell power plate. And still good, that’s exactly what you can find, at various reputation levels.

So we go to the doomed counterpart, the Knights of the Ebon Blade, the DK’s faction. Here you should find tanking and DPS plate and weaponry for the Death Knight (and the Retribution paladin), right? Err… no, not really. There’s only one cloak offered there, a spell power cloak. Which does jack for Death Knights. No other accessories (jewelry) available there, dead people don’t need no stinking rings. One tanking plate piece, one DPS plate piece. No suitable 2-H Rune weapon, the only 2H on offer is itemized ass-backwards for DKs (any plate-wearer but fury warriors if I understand fury itemization, which I might not). It actually looks at first sight like a decent weapon for… a hunter.

Patterns? Leatherworking, Jewelcrafting and… the Revered pattern is for, wait for it, tailoring. A soulbag for warlocks, which almost makes sense for the faction. Steptoe, I apologize, looks like combat knitting isn’t out of character for Death Knights after all.

So let’s look up the magicians of the Kirin Tor. You’d expect gear more focused towards the arcane arts, wouldn’t you? Well, if you need a spellcasting cloak, you’ll find one there. There’s also a spell dagger, and at exalted, some nice robes for the clothies. But if you’re a mage, priest or warlock hoping the Dalaran mageocraty will help you beyond these three elements, tough luck. The rest of the kit appears to cater mostly to the Elemental or Enhancement shammies, the feral droods and oh, there’s also a rogue dagger in the mix. And as a bone, one tailoring recipe at exalted. Yay. From a quick glance, looks like cloth wearers would be better served to prioritize a faction like the Oracles. Makes sense.

This is the kind of disconnect which earns WoW a reputation of having a rather weak lore (despite countless quests, NPCs and storytelling elements). Now I can fully understand the overreaching requirement to give incentives for all classes and many builds to grind rep on as many factions as possible – after all, rep grinding is one of those tools which help Blizzard keep both casual and hardcore players in the game for a long time, whether it’s going to be one major long term objective (casuals) or a quick stepping stone before grabbing leet Naxxramas purplez for the less casuals. Still, I was expecting some more consistency there.

The Ebon Blade in particular strike me as an extreme let-down, and show very clearly where they could have gone a good bit further with the implementation of the hero class. As I’ve said before, the starter quests are marvelously done. But what would have been a really great addition would have been to add other class-specific intermediary steps at 65 and 75 where the DK does another series of quests strenghtening their lore and allowing them to upgrade their starter gear. And at the very least, there should be a kick-arse 2H epic runeblade available at exalted for them, and it really bugs me that there isn’t.

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Getting Wrath Off Retail? Slightly Risky Business

My nominal office (when I’m not gallivanting around abroad) is at half a stone throw distance from an airport. Which contains, despite some people’s notion about the backwardness of Switzerland, a bunch of shops. One of which, amazingly enough, happens to be an electronics shop.
When BC got released, I went to said electronics shop during my lunch break, and picked up my copy – at that time, a good dozen remained on the shelf.
Fast-forward to today. The shop opens at 8:30 in the morning. I’m flying back from my last trip, landing at 9:00. I’m at the shop at 9:15. Given that at noon last time, there was a good dozen copies of the first expansion to be bought, I was sure to find Wrath there at 9:15, wasn’t I?
Wrong. Despite several of my own work colleagues who I identified as WoW players the past couple of years quitting the game, the shop had already sold out all its copies. Most had been pre-reserved, something I hadn’t even considered necessary.
Bugger.
Plan B: go to work, then start making the rounds of the supermarkets during lunch break. I had already planned a trip which would take me through 5 different stores within 90 minutes if needed, some of these remote enough that people would have to drive there instead of just casually strolling around the corner (to my esteemed American readers, in tiny Switzerland, although we own 2 cars, 3 houses and 4 bank account per individual, we usually don’t get into one of these cars every time we have to go to the loo :) ). That round-trip was certainly immensely more attractive than plan C – downloading the whole thing on my DSL line.

So lunch arrived while my apprehension about ending up burning fuel for nothing (don’t know about you but here, Big Oil is a lot less keen on lowering the price at the pump when the Barrel price drops than they were eager to yank it up NOW NOW NOW NOW NOW when the prices were rising) and getting stuck with said plan C was growing by the minute.
Fortunately, I needn’t have worried, the first store had a good hundred copies and no lines at the cashier’s desk. I also snatched a copy of Pink‘s latest record, Fun House, at a 20% special launch discount price (I wish I could actually see Steptoe cringing while he’s reading more evidence about my hopeless lack of musical taste. Hey buddy, she’s got one of the most amazing voices in commercial pop-rock these days, at least to me, so bugger off). I’m a sucker.

Now I only have to finish slaving through the day writing a trainer’s guide for a new training programme, and it’s either off to Northrend or to Ebon Hold (depending on what area hasn’t crashed, but if BC is any indication, chances are both areas are actually on the same instance server nodes – the smart thing would be to have Ebon Hold implemented on the Azeroth server instead, bound to see less load after this coming weekend than Northrend. Sorry, my inner geek is showing). Oh, and a small personal project may be finished today too, but more on that whenever it’s actually finished.

Anyway, have fun with the new expansion. I’ll be there shortly.

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This is Why Being an Explorer Type Keeps the Game Enjoyable for Years

Nibuca over at Mystic Chicanery has a fascinating post up about the current stage of the Wrath opening world event, and the reaction of most of his guildies.

I’m currently again away on travels so I’m missing all of the fun, but as Nibuca so eloquently describes, as long as you keep your eyes wide open, the game never grows old. If however the only thing that ever matters is the endgame, you’re not really getting all your money’s worth out of the game.

Read Nibuca, it’s much better said that whatever I could piece together. I fully agree, second and concur with the entire post.

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Will 3.1 Dual Specs Become the Rug Under Which Design Issues Will Be Swept?

As you’ve heard already, Blizzard plans to bring an option to switch between two specs at the drop of a hat (probably out of combat) including switching your gliph selection in the process. A neat feature on the surface, right? In particular for all tanks and healers.

See, when you’re actually not needed in your main function for a specific fight, you can switch specs and gear and take a second role instead of being either nigh-useless (and thus a liability to the raid) or even switched out.

It is a very exciting prospect, but it also carries an inherent risk. Until 3.1 hits and the system supposedly goes live, Blizzard has to at least pay lip service into improving solo viability and possibly fun for the tanks and healers out there. After that? Not so much.

If there is currently fear that healadins switch to Ret in droves because dealing DPS is more fun than healing in Holy’s present shape, Blizzard will at least have to consider the issue (their knee-jerk reaction right now is exactly the same as last time Ret was fun to play, which takes us back to patch 2.0.1 before TBC went live: oh noes, Ret does damage, nurf quick). With dual specs, though, the standard answer risks to simply become dual spec Ret for soloing, and be a brave little one-trick FoL-bot if you want to raid.

I think the risk to see this happen as very real, and it will be supported and sustained by the droves of players who can’t just say “I experience things differently and find healing fun myself” but have to post, ad nauseam, that since they actually find something you loathe fun you must either find it fun too or be severely brain-damaged. You can find examples of this attitude in any of the o-boards’ healing class forums. Never mind that these players shoot their class in their collective foot, though, we all know that the most vocal individuals on the o-boards aren’t usually the brightest crayons in the box.

With 3.1, we will need more than ever to be vigilant about Dual Specs as an excuse. Never, ever should “just spec DPS on your second spec” become admissible as answer to issues within one specific talent tree. And players should really avoid at all costs to resort to “Spec X is fine, dual Spec Y if you don’t like it”. We cannot afford to leave Blizzard off that particular hook, at the risk of ending with a constant downward spiral in terms of gameplay quality.

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Armchair Theorycrafting: the lackluster Wrath Healadin

Wrath Spoiler warningsWith time and many tweaks and adjustments, the WotLK beta has wrought many changes from the initial beta outlook. As we get closer to patch 3.x and its class overhauls, I took a long, hard look at the current state of the healadin.

And I don’t like it.

Admittedly, it is hard to make any truly informed decision from outside the beta – the latest changes for instance are still not final, nor does reading patch notes or second-hand accounts really give a feel of how the new trees will actually play.

That being said, from the looks of things, the hopes I had been harbouring to see an evolution of the healadin playstyle seem to have been in vain.

Due to a combination of factors which include mana cost adjustments, the nerf to the Infusion of Light talent and the addition of the admittingly interesting Sacred Shield spell, complex and more varied healing cast rotations which include Holy Shock appear to be, again, on the backburner compared to using our TBC single trick, spamming Flash of Light. Granted, on longer fights you’ll be keeping Sacred Shield up every 30 seconds (Woo! Sacred Shield is the new Seals) for variety, and if you spec all the 51 points in holy you’ll even get the option of keeping Beacon of Light up every minute.

But from where I’m sitting, it looks like the Wrath healadin will be, again, mostly a FoL-bot. So much for versatile and more interesting gameplay.

Not to mention that the Infusion of Light “adjustment” just killed, again, any semblance of 2v2 and 3v3 arena mobility for the holy paladin, one of the biggest issues holding the class back and keeping its number massively under-represented in those two brackets.

On the other hand, you can spec into a solid protection tree, said to provide much more damage (and hence solo viability) in Wrath than TBC, or an extremely sexy reborn Retribution tree which doesn’t just provide better DPS than ever before (OK, let’s cross our fingers, between patch 2.0.1 and TBC go-live Retribution was massive, too) but also pretty solid healing capabilities with the Art of War and Sheath of Light talents. Add to this that you can actually spec up to 5/5 Illumination in holy with 51 points in Retribution for off-healing or 5-men main healing, and you have (as it currently stands) not merely a good, non-gimped, non-laughingstock spec but you have something even more invaluable to many paladin players.

The realization, at last, of the Paladin vision of old: the dream of a holy warrior who can both smite his enemies and keep his allies alive, by staying in the thick of battle. And that alone is heavy enough in the paladin player psyche, especially among those players who stuck to the class through 4 years of disappointment and clericking for the lack of alternatives, to make the Wrath Healadin, as it stands now, the least attractive spec to come.

Caveat Emptor: As mentioned in the beginning, I’m merely theorycrafting. Actual results, in the beta or after a couple of additional adjustments, may change between now and level 80.

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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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The Internet: Stupidity Enabler Extraordinaire

Diablo3 BulletSo the announcement and preview of Diablo III hasn’t just generated interest, it has also gotten over 53k so-called fans riled up enough to start their own online petition (blissfully unaware that these tend to be, in the grand scheme of things, the web equivalent of a fart in the middle of a trash heap). Not because nobody knows yet whether the Necromancer class will be returning, or because suddenly all classes can be played either as males or females, or to demand a release date or whatever.
Because the short gameplay trailer they have seen so far is too bright, too cartoonish, too colorful.
Oh dear.
It’s not as if (as others have pointed out already) the Jungles of Kurast or Mount Arreat had any bright colours in Diablo 2. Or as if there was an entire act with a big bright yellow desert as background. Nono, forget about all that, both Diablos were dark and brooding entirely. Nothing bright, and heaven forbid it might look even just remotely like there were some elements drawn from WoW, that other game which happens to be the industry’s most profitable game ever.

In this little specific fracas, petition proponents will pretty soon hint at the fact that Blizzard has lost most of the staff behind Diablo and Diablo 2 when Blizzard North got closed down and employees moved on to different pastures (never mind that the real exodus had taken place in 2003).

Funny thing is, part of the original Diablo team have in the meantime tried to start their own thing. Which according to all reports isn’t exactly turning out as good as the average fanboy would hope it to be.

Let’s give credit where credit is due, though. I recently picked up Hellgate: London, then waited about 2 hours until the patching brought it to a playable state, and started playing it, at least the solo campaign. And in general, it’s a rather fun game (though there’s lots of bright and coloured areas in there as well). That being said, in terms of pure gameplay, I’d be completely at a loss to cite one single innovation (aside from playing either in a isometric view or First Person) over Diablo 2 in there. There simply isn’t any, it’s reusing all the same things, under a recent graphics engine and a post-apocalyptic setting. And there starts to be just plain too much wandering around the same wrecked London Tube / Sewers decors for my taste.
On the multiplayer side, I’d be looking forward to close to a half gig of additional patching before being able to play. Not something I’ll try to inflict to myself.

Anyway, the fanboys pointing out that today’s Blizzard doesn’t know how to make a new & better Diablo because the talent behind the original one left are conveniently leaving out the fact that the same original talent has failed so far not just to produce the next evolution of the genre themselves, they also appear to seriously lack Blizzard’s knack for polish and execution.

The Internet being still neutral and free, however, nothing prevents 53k whiners to QQQry about the colours of a game at least 2 years before it gets released. And making fools of themselves writing useless petitions.

For another take on this story, the Ancient Gaming Noob also points to the counter-fools running the opposite petition, and Girls Don’t Game’s Monique reflects on the petition, fanboys and their relationship with game producers (and sanity).

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