Monthly Archives: November 2012

Cynical Dynamism

No, really, I was not going to bring it up again. Through a series of coincidences though, I read this post by Bhagpuss (referring to GW2’s upcoming Sea of Sorrows event):

The press release is fascinating, showing, I think, just how extraordinarily difficult it is going to be to balance a genuinely “dynamic” virtual world with customer expectations of a commercial product. Taking ANet’s description of the event at face value, there’s an intrinsic and apparently insoluble problem and in just three-paragraphs they hammer home relentlessly precisely what it is :

we want to make sure that you are not missing out”

“an Event in Lion’s Arch that you don’t want to miss”

“make sure you will not miss it”

“this will only run once, so make sure you will be there!

Whether the event will live up to the hype, whether it will be truly world-changing, that doesn’t matter. What does matter is the insistence that this is something all Guild Wars 2 players must not miss. That raises expectations that simply cannot be met in full. A lot of people aren’t going to be there, no matter how much they’d like to be. The balancing act between building excitement and fostering resentment is a high wire to walk, that’s for sure, and the fall is steep on either side.

Then I received an email notification about this comment from João Carlos:

I am sure Azuriel will go crazy bitching mode when she knows about the one time events at 16-18th…

But I am sure GW2 at XFire will go up that weekend.

As an aside, if I were not actually a dude, I think I might have been offended by the “crazy bitching mode” characterization.

Anyway, mere minutes later, I browse down to NoizyGamer’s latest Digital Dozen post:

Event Aftermath – Another trend is that following in-game events interest in a game tends to decline.  Two games that held in-game events on 28 October saw the Xfire community spend over 20% less time playing those games on Sunday.  Vindictus fell out of The Digital Dozen after a nine-week run with a 22.1% decline following the celebration of the Nexon game’s second anniversary 27-28 October.  The second game, Guild Wars 2, experienced a 21.2% decline with the end of its Halloween event.

So, I would respond to Senor Carlos by saying: I would hope GW2’s XFire numbers go up the weekend of the 16th. Because, ultimately, I think that is sort of the entire point of having these Dynamic Events By Appointment, vis-a-vis to drive engagement and capitalize on gaming news-cycles.

Even if they really are being earnest when they say it is all about making the world feel alive, it begs the question of “what is the world missing, that it needs one-time events to feel alive?”

In any case, this is not an ArenaNet-only thing – every seasonal event in MMOs basically amounts to the same deal – and I am not even saying developers spicing things up is necessarily bad. These sort of events simply hold zero interest to me, even if they were not starting at 3pm EST (are they timing it for the schoolchildren?). I never considered showing up for a raid at 9pm on a Tuesday evening particularly dynamic, and I have to wonder how many scheduled one-time events someone can consume before the suspension on their disbelief finally gives out.

If you made it past 1, you are doing better than me.

Seen in the 5.1 Mists PTR Notes

I still occasionally browse Blue posts. I spied the following in the latest ones:

  • Several classic Raid bosses now have a chance to drop new Battle Pets. The new pets can be obtained from bosses in Molten Core, Blackwing Lair, Ahn’Qiraj, and Naxxramas. […]
  • Raid groups are no longer necessary to enter pre-Mists of Pandara raid dungeons.

Of course, the game loses nothing had these old raids been removed.

*whistles*

In other news, I have no idea how to feel about this entire section:

Brawler’s Guild

  • Underground fighting rings have sprung up in Stormwind and Orgrimmar that will give brawlers who have their mitts on an invitation a chance to earn bragging rights by testing their solo PvE mettle against some of the toughest creatures found in World of Warcraft.
  • Players will prove their skill, and increase their rank with the Brawler’s Guild, as they win matches against some of the most difficult solo encounters in World of Warcraft.
  • Entry into the brawler’s guild is by invitation only. Invitations can be found on the black market auction house or by invitation from somebody within the guild.
  • As their Brawler’s Guild rank increases, players will unlock additional rewards and activities within the Brawler’s Guild.
  • Brawlers on a realm will gather together into the blood spattered ring to watch as their peers face down their own opponents. They can watch the battles in progress to learn from hardened Brawler’s Guild veterans as they wait for their own turn to fight.
  • If this is your first night at Brawler’s Guild, you have to fight.

Obviously, more details are needed. Will gear be normalized? How will this be balanced across all the classes? Can one dude just send out a bunch of invites or is it capped somehow? I will find it amusing if the bolded section actually makes it Live though. Reading it reminded me of those heady days of the internet when people were auctioning GMail invites on eBay for $200+. I can see it now: “WTS Brawler Guild invite 50k pst.”

Once More, With Feeling

Allow me to revise my previous post a bit. The fundamental question I was asking was:

“Is it a good use of designer resources to specifically construct one-time events (in MMOs)?”

The traditional sort of knee-jerk response would probably be “Yes.” My answer is No.

A one-time event is essentially the most extreme example of planned obsolescence in MMOs. If you get upset at the idea that nobody does Tier N content when Tier N+1 is released, then you should be grabbing pitchforks at the very mention of one-time events. Were you upset when ToC made Ulduar irrelevant? Were you sad when Cataclysm redesigned the entire leveling experience, including removing your favorite quests? Do you support attunements as a means to make all raids relevant through the duration of an expansion? Are you sad about how fast leveling has gotten in WoW, or how many dungeons are being “wasted?” If you answered Yes to any of those questions and yet still enjoy the idea of the AQ gate opening just the one time ever, then you have some serious cognitive dissonance going on.

A raid being rendered moot by the next patch’s 5m heroics is just another form of planned obsolescence; it is another form of one-time events, same as the leveling speed changing, dungeons becoming empty, and so on. The only difference is one of duration, e.g. months/years versus an hour on a Sunday afternoon.

There is, however, an important distinction to make here.

When ToC made Ulduar irrelevant, Ulduar still existed. In fact, you can still zone into Ulduar today and go have fun. Will it be the same experience as it was when it was the new hotness? Of course not – you can never cross the same river twice. The difficulty changed quite a bit following the months of its release, to say nothing of the changing abilities of players, the higher level cap, and so on. But fundamentally the place is still there and still capable of generating new memories. The planned obsolescence was social in nature, not structural. Blizzard did not simply remove the raid portal, or leave all the bosses dead. Few people wanted to do Ulduar after ToC was released because better gear was available elsewhere, they had gotten their fill of Ulduar content, they wanted to tackle new challenges, or whatever.

This brings me to a smaller point I was trying to make yesterday: social obsolescence happens naturally, automatically, and inevitably. If ToC was released with just sidegrades available, there still would have been fewer people raiding Ulduar; the exodus might not have been as abrupt, but it still would have occurred. Even in horizontal-progression games, you do not see an evenly distributed population. People generally crave novelty, and will mob whatever new content is introduced, leaving barren ghost towns in their wake. Nobody cares that you have got the Kingslayer title yesterday.

And so now we have arrived at my larger assertion: making events only occur once adds little to nothing to the experience.

Liore and Syl in the previous comments said that the AQ opening would have been less epic/less people would have showed up if it were repeatable. Based on what? Did those people know, for sure, that the gong would never be struck again? Would the significance of the first opening have been diminished in any real way if the event was available the very next year? Or weeks later? I have a hard time believing that could be the case, because Firsts are always special. Neil Armstrong is the first human to step on the moon; his accomplishment is in no way diminished by the fact eleven other dudes have also stepped on the moon. Have you heard of Eugene Cernan or Harrison Schmitt? Those are the last two people to have rung the gong on the moon, so to speak, but no one really cares. Neil still is/was the man.

Ultimately, to me, it comes down to a question of where best to utilize limited designer resources. When new raids and dungeons are released, there is always a special moment attached to it. A camaraderie that exists as thousands and thousands of players try something for the first time, race to the top, and otherwise share an experience. Undoubtedly that is the same goal of one-time events, to evoke those same feelings and perhaps pretend that this is a game world that is always changing (at 12:00 PM Pacific Time/19:00 GMT this Sunday only). The difference is that with the latter, the content is thereafter removed, generating no new experiences, no new memories, and no lasting history beyond the recollections of an ever-dwindling veteran playerbase.

I want game worlds to get bigger by having more things in them, not less, and not temporary things. Designers should stick with making the tools and toys; let the players bring the dynamic themselves.

And if you need something to only happen once to enjoy it the most, 1) I feel bad for you, and 2) the first time only happens once already. Enjoy the feeling as it lasts… don’t just take the ball and go home.