Monthly Archives: November 2011

The Pre-4.3 Numbers

As I did back in June – has it really only been five months? – for posterity’s sake here is a screenshot of WoWProgress’s Firelands numbers as they stood on Tuesday, November 29th, at around 2am:

Since there is no 100% boss (but Shannox gets close), a little reverse-engineering results in a total of 45,839 guilds having killed at least 1 boss this tier. I would do a further breakdown as I did last time, but what’s the point? About 71% of every guild that started Firelands in some fashion finished it. Unlike last time around, Blizzard rolled out the content nerf before the patch hit, which obviously influences the completion rates in this bizarre way.

Speaking of last time, there were 62,405 guilds that downed at least one 1 boss in T11 content. Compared with today, that is a drop in activity of 26.55%, or 16,566 guilds that fell off the grid.

As always, the numbers get a little fuzzy if you want to look at the number of players instead of guilds. If we assume a generous 18 raiders per guild, 825,102 players have killed 1 boss in Firelands, down from 1,123,290 killing 1 boss in T11. Back in June I had what I assumed was a reasonably accurate count of all non-Chinese subs (i.e. all guilds WoWProgress tracks) at 6.5 million, but obviously that has changed in the midterm. Back then, it meant only 17.28% of players raided. Today that would be just 12.69%, but only if the overall population had not decreased as well.

To understand exactly how generous I am being vis-a-vis the 18 people per guild estimate, WoWProgress says that only 4934 guilds killed Shannox on 25m, compared with 39,861 10m kills. In other words, there are over eight (8) times as many 10m kills of Shannox than 25m of the same. That 8x figure is fairly consistent across all bosses until you hit Ragnaros, interestingly enough. In fact:

Boss 10m guilds 25m guilds Difference
Beth’tilac 39,165 4,821 8.12x
Lord Rhyolith 38,122 4,704 8.10x
Alysrazor 37,086 4,467 8.30x
Shannox 39,861 4,934 8.07x
Baleroc 38,320 4,574 8.37x
Majordomo 37,619 4,516 8.33x
Ragnaros 27,595 3,991 6.91x

If those 25m numbers don’t seem jarring to you, perhaps this will illustrate it better:

Boss 10m guilds 25m guilds Difference
The Siege of Ulduar ??? 31,993 n/a
Beasts of Northrend 86,187 58,801 1.46x
Anub’arak 84,044 52,903 1.58x
Lord Marrowgar 84,136 59,356 1.41x
Lich King 48,523 11,567 4.19x
Magmaw 60,390 4,395 13.74x
Nefarion 39,390 4,580 8.60x

I was not actually aware of the Magmaw discrepancy until just now, but… wow. Assuming that Blizzard making it difficult to differentiate between 10m and 25m kills achievement-wise doesn’t impact the accuracy of WoWProgress, this seems an armor-piercing argument that the merging of lock-outs (and possibly of gear) is not just killing 25m raiding, but driving it before us, while we hear the lamentation of its women.

While I understand the LFR system may address the casual PuG content gap, these numbers cannot bode well for the future of 25m raiding. Less than 5k guilds running normal 25m content means all that content is being made/balanced/tuned for the entertainment of less than 90,000 150,000 people. There will likely be three two times that number of players engaging in Pet Battles at any given time of day, let alone overall.

Hmm, perhaps the decision to include that as a major feature is not so incongruous after all.

So, In A Nutshell

From what I played over the weekend, Star Wars: The Old Republic is probably worth the $60.

This is not to say there were no pressing issues afoot. Light/Dark side issues aside, some of the game mechanics feel they came out of a time capsule buried when Gary Gygax was still alive. Talent trees? How quaint. But seriously, there was another matter which was important enough to submit proper beta feedback about:

For serious.

I am not sure who was the first game designer who thought it would be fun to present players with the dilemma of stopping mid-quest/dungeon to trek all the way back to their trainer to get Rank 3 of Explosive Shell for it’s increased damage, or simply Troopering (*rimshot*) on without it, but they deserve a Rank VII Punch to the face. If there was some kind of RP scene showing you how to get a little more juice out of your grenade shots or whatever, I could understand and appreciate that. But if I can level up in the field and magically grow stronger and tougher to kill from one moment to the next, I should be able to get that +10-20 damage in those same moments. Even Gygax let our Fireballs deal 8d6 damage when we went from 7th to 8th level!

Also, this isn’t a complaint per se, but if you roll a female anything, hope you like butts.

The Ass-Cam of Star Wars: The Old Republic

Mind the gap.

The SWTOR Ass Cam© is not over-utilized, but is something I don’t remember during my Jedi “Why so serious” Knight playthrough.

Trapeeze accident, thanks for asking.

Finally, Bieber done grew up on Korriban:

Lucas::Jar-Jar as Bioware::???

That about sums up my Star Wars shenanigans. I won’t see anyone at release, but definitely at the first price drop and/or after we see how the endgame shakes out and/or after we learn by what voodoo magicks Bioware plans to use in rolling out timely content patches. Even a phoned-in Molten Front daily hub would likely be over three hours of voiced work for 8 different classes.

I do wish SWTOR the best of luck. The better they do, the more likely Blizzard gets off their lazy “$1 billion in cash we don’t know what to do with” asses, and the more gamers win.

P.S. I hope there is an achievement for getting to level 50 with zero Social Points.

Ye Olde Republica

After spending roughly 15-20 hours with the Star Wars beta this weekend, I am telling my financial advisers to upgrade The Old Republic from “junk status” to “maybe after the first few patches.” There have no doubt been hundreds of beta impressions out there, so allow me to skip the foreplay and write the impression that I wanted to read on Friday.

Actually, let’s have some foreplay first, so we all start on the same “lights on or off” page.

Preface: Lights On

I am not that much of a Star Wars “fan.” I very much enjoy the setting and general zeitgeist, but I feel its true conflict and drama potential is irreparably crippled by the inane, one-dimensional Good vs Evil aspects of the mythology. As someone commented in SWTOR General Chat on Saturday, “Jedi strive to be as Data in all things.” Perhaps the monastic order bit makes Jedi less of the Lawful Good cliche hero, but in many ways this is worse because they do not go far enough. Going all dojo as the only means of controlling an inherently corrupting Force… now that would interesting. What is orders of magnitude less interesting are do-gooders who strive to have no relationship with any they save, and otherwise go out of their way to be as forgettable as possible. Makes for some compelling stories, let me tell you. Oh wait, you probably already know since none of the movies involved Jedi actually behaving Jedi-ish.

The above is important to know precisely because, having played KOTOR previously, I believed the talent at Bioware was criminally underutilized in making yet another Star Wars game. I was more than fine with having “good or evil” consequences for certain dialog options, but when “good” is being defined so… brainlessly, it snaps my suspension of disbelief. And on this front, I want to report two things: A) the Light side is indeed being as inanely adjudicated as ever, and B) Bioware is doing the best they can anyway.

For example (I wouldn’t consider these spoilers, but whatever):

In #5, refusing to have sex with the guy gives you Dark Side points. No, seriously.

I numbered those pictures so I could provide additional context into how monstrously dumb they are, but you know what? They speak for themselves. Well, except for #5, which still boggles my mind. In what universe does it make sense for an Imperial Agent to get Light Side points for sleeping with a guy threatening to blow her cover? And to get Dark Side points for refusing?! Now, I did [Flirt] with the guy a few times, but does that somehow justify what would amount to rape in several States (since coercion was involved)? And keep in mind that this is the same game where Jedi kissing is the inevitable path to the Dark Side.

Clearly the Light Side is in favor of prostitution and no-strings-attached casual sex.

In which case… Light Side it is.

Jedi Knight, Level 7.

This is probably everyone’s default choice, so I figured it would be as good a place as any. I did not get a chance to play every class’s starting area, but out of the ones I did, this one was the absolute worst. I almost uninstalled by the time level 5 rolled around.

It has been said by others before, but you never quite realize how unbelievably polished and solid WoW’s combat system feels until you try other games. I played in both Warhammer Online’s and Aion’s beta, and all of them (SWTOR included) feel ever so slightly off. This game is a lot closer than the others however. Indeed, by the end of my total experience I could probably accept this sort of combat as a new Normal.

There is no auto-attack, and you don’t miss it. As a melee, the time inbetween the 1.5 second GCD is filled with parries and sparks and other exciting things. Some people have pooh-poohed the fact that you will be taking point-blank blaster fire and lightsaber hits until your HP reaches zero, as if 30 years of RPGs with exactly the same goddamn thing never happened. In fact, I remember whacking on a droid in KOTOR for 5 solid minutes, because my dual-bladed lightsaber had trouble with his 20/– DR.

Combat is exciting as a Jedi Knight, and in general, for several reasons. One, you get Force Leap early, which means you are constantly flying towards mobs ala warriors in WoW. Two, and in somewhat of an innovation on the MMO formula, mobs actually hang out in logical groups, typically in 3s and 4s. Since you get cool AoE moves early as well, my Jedi was flying into groups of Flesh Raiders, stunning the weak ones with a spin attack, using a reactive off-the-GCD move when I parried something, and then working a rotation otherwise. Not as solid as WoW, but close. Then again, Force Leap (aka Charge) does actually work off/up ledges, across obstacles, and otherwise doesn’t fail because a pebble or twig was in the way.

Storywise though, I am not a fan of the Jedi Knight. No hooks to keep me interested, no interesting choices; basically a snooze-fest.

Sith Inquisitor, level 11

Now here we go. Beginning area is basically cut & paste from the Korriban area of KOTOR, including plumbing the depths of the tombs. I wouldn’t be surprised if the layouts are the exact same. Story is a lot more interesting, good dialog choices, nice conflict options. The Inquisitor plays a lot like an old-school Shadow priest, what with the 10-yard channeled snare spell and such. It felt nice shooting Lightning, but I cannot help but wonder how fun it will be doing it ad infinitum. The last two levels before I got my tank companion were brutal though, like playing a mage without Frost Nova.

One thing I haven’t mentioned is that each class has a channeled ability to recharge health/mana (etc). Jedi Knight has Introspection or whatever, while the Inquisitor has Seethe. Seethe. You literally pace with your hands behind your back, back and forth, as darkness falls around you. Way better than pushing a stein with a bread roll stuff in the top through your face ala WoW.

Also, there was a section where I could use a knockback to knock mobs off the ledge and into the abyss. They died, and I got full XP.

Trooper, level 10

This was the class experience that immediately gripped me by the balls, and threatened to never let go. You barely have time for 2-3 dialog choices before your ship gets blown up, and you stumble out into a heavy fighting zone with blasters and explosions going off every which way. My two buttons at level 1 is a stream of blaster rifle fire (i.e. Strike in WoW) and a Concussive Grenade (i.e. lol level 1); both are instant-cast, and the latter knocks mobs every which way. I’m running around, helping people under fire, getting additional objectives in the field, and suddenly realize… I want this as a game. Not as an MMO, but as a game.

True, some of the Light/Dark side choices break the immersion (recovering stolen medicine for hurt soldiers = Dark, giving medicine to the thieves = Light), but there is a lot of drama potential here. Plot hooks are planted, primed, and fired. And as a Trooper, I feel a lot more freedom to make decisions the way I would want them to be made. Hey, the ends sometimes justify the means, know what I’m saying?

Also, I feel kinda bad for having the prior impression that the Trooper was going to be like those faceless Rebel mooks in the dumb helmets from the original trilogy. I sometimes wonder if Bioware spent a lot more developer resources making them extra badass to dispel that very notion. You’ve seen the cinematic, right? When a trooper tries to take out a Sith with a goddamn knife? That’s how badass playing a Trooper feels like.

Imperial Agent, level 5

Time was running out on the beta, so I didn’t get as far as I liked. Much like the Trooper experience though, the Imperial Agent felt like it was, is, and should be its own separate game. I basically randomized the character and name, but my lithe, biracial cyborg may almost be my favorite character. It is just too bad that I don’t think the Imperial Agent playstyle – cover mechanics are kinda lame when you get accidental aggro – is going to be my cup of tea. What little of the story I have seen, I like. A lot.

In any event, this is running long. Further musings will need to wait.

Re: PC Shopping

Thanks everyone who commented earlier about the 5 Stages of PC Shopping, as I have officially broke the cycle. Le specs:

  • i5-2500K Processor (4x 3.30GHz/6MB L3 Cache)
  • 8 GB [4 GB X2] DDR3-1600
  • NVIDIA GeForce GTX 560 Ti – 1GB – EVGA Superclocked – Core: 900MHz
  • 64 GB ADATA S596 Turbo SSD (for Windows, games)
  • 500 GB HARD DRIVE — 16M Cache, 7200 RPM, 6.0Gb/s (for data)

The rig came to $1260 when the $75 (!) shipping was added in, all via iBuyPower.com. If you’re interested, their Black Friday sale has morphed into a Weekend Sale that will undoubtedly segue into a Cyber Monday sale, so you probably have some time.

I suppose the “cycle” is not permanently broken until I start buying and assembling the computer myself, but given I haven’t had a computer tower in years I figure I’ll be more comfortable next time around. When I priced the components individually on Newegg, it came to ~$818 before shipping and without certain features like liquid cooling and such. I paid a premium, but it’s an okay premium. For now.

In unrelated, albeit possibly interesting news, I will be playing the SWTOR beta starting in the afternoon.

Warlocks as the MoP Baseline

If you look at nothing else regarding the Mists of Pandaria Talent Calculator, browse the warlock section. Having looked at all the classes, it is pretty clear which among them have received the most designer attention. Which is not to suggest this pre-alpha build indicates which classes will be screwed or whatever. I’m simply saying that if the warlock design can be considered a baseline, Blizzard has a very real chance at blowing everyone’s fucking minds.

Demonic Portal alone… here, just let me show you again:

*cue the sound of one jaw dropping*

The sheer number of potential shenanigans boggles the mind. Set this up in a WSG flag room. Set this up in an AV tower. Set this up for your raid team as a handicap accessible ramp for those that struggle moving out of the fire fast enough. Set this up between the goddamn mailbox and AH. Five charges is not a lot, but I bet there will be a Glyph for more.

I don’t want to call a spell like this a “game-changer,” but I am finding it difficult to express what it does in any other terms. So many “new” spells and abilities in WoW are iterations of what came before. Malefic Grasp is the Affliction filler and acts as equal parts Drain Life and Shadow Bolt, with a speeding up of DoT damage innovation. Refreshing, and feels like something Affliction should do. Demonic Portal though is so out of the box that it feels like I have to approach the game in a fundamentally different way, even though it technically is an iteration too (“What if everyone could use a warlock’s Demonic Circle?”).

The rest of the warlock spells/talents show a similar level of left-field thinking. Look at the T3 talent line-up:

  • Spell Drain: Next single-target spell/ability focused at you deals no damage and heals you for half of what it would have dealt. Lasts 4 seconds, 15 second cooldown.
  • Soul Link: Probably same ~X% damage reduction.
  • Sacrificial Pact: Demon sacrifices 50% of its HP to make you immune to damage for 10 seconds. 3 minute cooldown.

I think Spell Drain is going to be redesigned completely by the time Blizzard is through – no way it lasts with a 15 second cooldown – but all three of those are really, really hard choices. Yeah, raiders will probably stick with Soul Link unless the boss has an uber-move you can cheese with Sacrificial Pact, but I’m looking at this from more of a PvP standpoint. Or, hell, what about leveling/soloing old instances/running heroics/etc? Tough choices.

Now, look at T4:

  • Blood Fear: Your Fear is instant, but costs 10% of your maximum health.
  • Burning Rush: Your Life Tap causes you to move 25% faster for 8 seconds.
  • Dark Bargain: Absorbs damage equal to 20% of your maximum health, lasts 30 seconds. Any shield remaining when the spell expires is dealt to you in damage. 30 second cooldown.

When I read this tier, I forgot these talents were from WoW; it felt like I was reading off some Dragon Age: Origin interpretation of a warlock. In a good way. These choices are more… warlock-y than warlocks have been in WoW since their inception. Before this, there was what? DoTs and Life Tap? Outside of the class quest to unlock the Succubus, I felt there was always a bit of weird, thin line between mages and warlocks. DoTs + pets vs nukes, sure, but once DoTs are up the warlock simply nukes too. And there never seemed to be much conceptual distance between Destruction warlocks and Fire mages. Now, with this kind of flavor and direction? Much, much better.

Everything can change between now and the Beta, let alone between the Beta and release (and the hotfixes, and mid-expansion overhauls, etc). But if the remaining classes can siphon off even a fraction of the creative juices oozing from these pre-alpha warlocks, MoP could end up making WoW feel like an entirely new, high fidelity experience to even the most bitter of veterans. I am indeed that impressed.

Thoughts on MoP Paladins

General:

  • Judgement has a 6 second cooldown, 30 yard range baseline. At level 5. Cool.
  • No Auras anymore. Crusader Aura is passive, self-only.
  • Well, Holy paladins get a ridiculous cooldown version of the missing Auras.
  • Blinding Shield has returned as Blinding Light.
  • It will surf through beta, then hotfix-nerfed Day 1.
  • Seriously, Hungering Cold gets a cast time, and another instant mass-AoE spell is designed?
  • Plus, paladins. What’s not to nerf?

Talents:

  • T1 – Speed of Light is a real oddball cooldown here. Consider that it is another 20% DR on a 1 minute cooldown for Holy, on top of Divine Protection, on top of Divine Shield, on top of Hand of Protection, on top of Devotion Aura (20% less Fire/Frost/Shadow damage, immune to interrupts/Silence for 6 seconds), on top of potentially Ardent Defender*. And you move faster with it up. The Prot version of Speed of Light increases damage done by 10% and is thus the more “raid tank” choice, but what does extra damage and moving faster have in common really? And Ret will skip it to grab the somewhat clunkier Long Arm of the Law. Or potentially Pursuit of Justice depending on how quickly Holy Power expires.
  • T2 – We already tried the 6 second stun on a 30 second cooldown, Blizz. You said it didn’t work. As excited I am about Burden of Guilt, Repentance is really the only logical choice.
  • T3 – /yawn. I want Sacred Shield as a tank, assuming the boosted healing doesn’t evaporate when the bubble pops, but I’m pretty sure Blessed Life will be required all the time, by every spec, everywhere. Constant raid damage, anyone?
  • T4 – Selfless Healer is P-I-M-P. Thank you for bringing back my Ret from Wrath. Besides, it was getting a little dumb that warriors and rogues could heal themselves better/faster than my paladin while leveling.
  • T5 – This whole row needs redesigned.
  • T6 – Ditto this row. Boring.
  • Misc – Blessed Life + Pursuit of Justice is actually a pretty funny talent “combo.” The more you damage a paladin, the faster they run around. Wish they would turn that more into a paladin kit.

Specs:

  • [Ret] Nothing too terribly different than what we have now, aside from extra polish. For example, Inquisition now lasts 10 seconds per Holy Power, up from 4, making it more Slice n’ Dicey. Exorcism is Ret-only, instant-cast baseline, has no cooldown (!), generates Holy Power, and automatically fires ala DK’s old-school Sudden Doom talent (before it got moved to Unholy). Hrm… they might be intending for Ret to not be able to push the button until it lights up ala Arcane Missiles. Actually, yeah, both say “activate.” Lame.
  • [Prot] /yawn. Could we have a few more passive abilities, Blizzard? Getting activated abilities at 10, 20, and 40 is too much. I might actually have to use a second row of my action bar.
  • [Holy] I don’t roll Holy, but I find those rolling damage reduction cooldowns to be a tad of the ridiculous side.

Overall, I may have gotten a little too excited yesterday over the legitimate 50% snare thing. Especially considering the absolutely batshit crazy insane shenanigans going on in the Warlock department.

Consider yourself foreshadowed.

P.S. Did anyone else notice that mages no longer have Teleport/Portal: Theramore, but Stonard is still on the roster? Blatant Horde favoritism! Unless… unless… Alliance mages can send careless raid/random BG members to Stonard too. In which case: well played, Blizzard. Well played.

*Obviously not all at once, or in that sequence. However… 10 second DivPro, 12 second SoL, 10 second ArdentD, 6 second DevoAura, 8 second DivShield… which leaves you with 14 seconds until DivPro comes back off cooldown. Which you can fill with a 20 second Avenging Wrath, Guardian of Ancient Kings, or you know, actually healing through normal damage.

Paladin Ranged Snare

They did it, they really did it.

*cue We Are the Champions*

Obviously it is on the same row as a 30 second HoJ replacement and the paladin Sheep, both of which are likely to be better picks in a general sense. Obviously it is not game-breaking and who even knows what will be considered “balanced” at level 90. But… my god, gentlemen. To be denied for seven years, to endure the rationalizations as why paladins don’t need a proper snare, and to have this appear at 4 am on a random Wednesday… it is a sweet, sweet release.

A more thorough examination of the newly revised talent trees will have to wait until tomorrow.

P.S. My god, it’s full of stars…

*cue the sound of one jaw dropping*

Great Timing

When I originally saw the MMO-Champion post about free SWTOR beta keys, I was excited. And, hey, I actually got a key! Oh… what? It’s a key to enter the drawing for a chance at downloading and playing a 20+ gig client for more than a day 1.5 weeks from now? Wow. I am still trying to imagine a scenario in which downloading a 20 gig game to play for 24 hours or less is not a thinly-veiled “fuck you.” I do not suffer under bandwidth caps, but there is absolutely a cap on my attention span and tolerance for bullshit.

That was a week ago. Last night at 3:23 am, I get the email talking about how I was magically selected for the upcoming weekend beta. I quickly click the link in the email, because apparently the speed at which you click determines the duration of the cock-tease. Fantastic, there is an error. Apparently SWTOR wants everyone who registered before a certain date to reset their passwords. I press the password reset button and wait for the email. And wait. And wait. It arrives at 4:29 am, having taken the equivalent of Pony Express speeds through the Internet tubes, about fifteen minutes after I went to sleep.

Today, I finally reset the password, and attempt to log on to redeem my weekend beta code.

Couldn't they spend, say, $5 million of that $300 million making a goddamn website that works?

Gee whiz, guys. With how concerned EA/Bioware is with a smooth launch, one would assume their goddamn website would be able to handle the traffic generated by the miserly metering of beta codes a week ago.

But you know what? I’m over it. If you notice down at the lower right of the screenshot, there is a Steam notification that Aquaira finished downloading. Aquaria and Crayon Physics Delux and Darwinia and other indie titles for $3.53 care of the latest Humble Bundle that went up today. Not to mention the next Indie Royale bundle will be going up on Friday, along with the inevitable Steam sales over Thanksgiving.

When I quit WoW, I was somewhat concerned about what I would do with all the time freed up by no longer doing daily quests, running heroics, playing the AH and so on. After all, when you averaged the ~7700 hours out it was in the neighborhood of 5 hours a day (albeit most of that encompassed when I was unemployed). What I discovered is that time gets filled up no matter what I do – there is never a time when I am bored for lack of games to play, blogs to read, or things to do. And so I am wondering if I will even have the time or inclination to fit in mediocre MMO gameplay propped up by social strings and glue anymore. Having friends is great; making friends is an awkward pain in the ass.

And unless/until SWTOR starts impressing me a lot more than it currently is, I may stick to the vastly cheaper, and amusingly better quality indie gameplay.

Raiding with “Friends”

Checking up on Tobold reveals an interesting post about the “failure” of the F2P model in Facebook games, or at least the way Zynga goes about it. However, there was a specific section of the post that piqued my interest (emphasis added):

By making paying to play so expensive and annoying, Facebook games thus make the “social cost” of pestering your friends more appealing. That very quickly leads to players realizing that the person least likely to be bothered by a constant stream of gift requests is somebody already playing the same game. MMORPGs like Everquest started out with a social model in which guilds were there to play with your friends, and over time that social model degraded to guilds where you play with people who have the same goals and play intensity as you have, even if you don’t actually like them. Facebook went through the same development much quicker. Every Facebook game forum has “add me” threads. My new Facebook account already has 67 friends, just by clicking on links in various “add me” threads like that.

I am not entirely sure whether the designers of Everquest actually expected people to join guilds with their IRL friends, but that almost seems like a moot point anyway – MMOs have a way of stratifying the playerbase into those willing and able to perform at X level and those at Y level. As may be implied by the tone of prior posts, and the existence of a blog to begin with, I tend to take things much more seriously than regular people… of which my friends qualify as, more or less.

The irony though, is that I am not even sure whether raiding should be a friend-based activity, or even could be one in the long-term. I certainly would never raid with my IRL friends specifically because raiding presents scenarios that only complicate things in (external) friendships. Loot distribution. Healing assignments. Interrupt duties. Punctual log-ins on raid days. Choosing who to sit out when 11 people are online. Deciding whether heroic modes are worth the time/hassle of attempting. It is the same strain I imagine must exist in a friendship between a supervisor and their employee. There is no good choice between the job and the friendship; it is always Lose-Lose.

The in-game friends I made via the guild and raiding in general understood when certain decisions were necessary as a Guild Master and/or Raid Leader in ways that my IRL friends could/would not. Then again… now that I think about it, there was quite a bit of drama when I continued bringing a few people along to the raids for the good of progression, but whom otherwise detracted from the enjoyment of everyone else. They probably should have understood why my actions were necessary, but I cannot help but imagine my having the same negative reaction if the shoe was on the other foot.

Raiding is often called the pinnacle of the MMO experience, but I am beginning to question that precept. Is there something wrong with the model? Or is (the possibility of) interpersonal conflict simply a given in any social endeavor? It almost seems like you could avoid conflict by making raiding so easy that any friction becomes irrelevant, but what of the people who enjoy a challenge? Or, hell, wouldn’t an easy endgame preclude the usefulness of a guild to begin with?

Designer Responsibility

How responsible are game designers in the balancing of their (single-player) game?

Syncaine swerves to the right:

One theme I’m seeing is the debate about what is OP [in Skyrim], and how easy it is to min/max the game. I find this… odd. As Nil’s himself pointed out, you can turn godmode on if you want, and be as ‘maxed out’ as you can possibly get. Hearing that people are ‘exploiting’ the game by running into a wall for hours while hidden to max out stealth makes no sense to me. Why waste all that time, just go into the character file and put stealth to 100. […]

“Am I to blame?”

Yes.

Luckily the solution is easy; remove one or more of the enchanted pieces, or up the difficulty, or RP a reason why you no longer require mana to cast spells.

I’d rather you do that then Bethesda spend time hardcoding a solution over adding yet-another-quest, or whatever other content they could do in that time. Or have the hardcoded solution prevent me from play “how I want”.

If this was an MMO, 100% valid point. If it was a multiplayer game like Dungeon Defenders, still 100% valid. An sRPG that is far more about the journey than the end-goal? Naw, non-issue IMO.

Nils has a more center-oriented approach:

I agree that it is partly in the player’s responsibility to not optimize the fun out of his game. An example would be sneaking against a wall until you have maxed out stealth in Skyrim.

On the other hand, I just uploaded a video to youtube that shows how I enchanted four items and now can cast destruction and restoration spells witout any mana cost. This is a game changer, as the mana constraint was important in the game – until then. Many of my perks in the talent trees are suddenly useless. The game becomes worse. Playing it is less fun if I can just spam a single spell without looking at mana.
I optimized the fun out of Skyrim. Am I to blame?

The problem is that I ended up enchanting my equipment this way not by sneaking against a wall. I simply skilled enchanting and then used reasonable enchantments on my equipment.

My point is this: A game cannot use the cartot, that character power progression (CPP) is, to increase the player’s engagement with the game, and at the same time allow him to optimize the fun out by hunting the carrot in a reasonable way.

My own left-leaning approach is the same as I outlined in the Culpability of Questionable Design, the very first post I made under the In An Age banner. Essentially, it is (almost) always the designer’s fault.

Don’t Hate the Player, Hate the Game

As I commented on Syncaine’s post, I find it bizarrely apologetic to state that it is a player’s responsibility to not ruin the game for themselves. The specific situation in Skyrim Nils had brought up was the ability to eliminate all mana/stamina costs of spells and abilities via Enchanting. Nils had gotten his Enchanting skill up “legitimately,” as opposed to, say, getting 100 Sneak by auto-sneaking into a corner for a several hours. For the record, I see zero difference between those two activities – both are simply examples of incredibly poor design ridiculous failures of imagination.

In Oblivion there existed a Magic College where you could invent your own spells and magic items, within certain constraints. Making a Fireball spell that dealt 100 damage was expensive, whereas a 50 damage Fireball cost less. Similarly, a buff/debuff that lasted an hour was more expensive than one that lasted for only 1 second. After about an hour of playing with the various sliders, I left the College with a ranged spell that decreased the HP of the creature it touched by 100 for 1 second. The practical effect was that it instantly killed everything in the game, at least until I gained many more levels – even then, if I fired it quickly, the second hit would kill anything with less than 200 HP since it stacked with itself. I called this spell Finger of Death, and later added it to a sword along with the Soul-draining property so that as the sword instantly killed who it touched, it refueled itself.

I did not set out to break Oblivion, nor did Nils set out to break Skyrim; the both of us were simply using the tools the designers gave us and taking them to their logical conclusions. It is the responsibility of the designers to ensure that incredibly obvious things (at least in retrospect) like “-25% mana usage” does not stack with itself, that temporary decreases in HP scale the same as damage abilities when their effects are indistinguishable, and so on, are balanced. Arguing to the contrary is to admit that WoW leveling is not too quick since the player can manually shut off XP, that facerolling mobs and instances is a player failure as said player could play with just one hand, play with a gamepad, play with Resurrection Sickness, or any number of entirely arbitrary self-imposed restrictions. It is to abdicate, wholly and completely, any responsibility of the designers to present a balanced, well-paced experience.

Syncaine is right about these games being about the journey, not necessarily getting to the end as quickly as possible. And yet I derive deep satisfaction in the execution of strategies, figuring out how rules/objects work, and finding more efficient ways of doing tasks; those things constitute the journey to me. Turning on god-mode in the console may have the same end result, but it skips all the fun, thinking bits inbetween, just like skipping to the last chapter of a book. In other words: optimization is fun.

And so I believe it is – and has to be – the designer’s responsibility to ensure that if a game can be optimized, that it still continues to be fun and challenging when it inevitably is. Anything less is laziness, incompetence, or both.