I Asked For This

If you have been reading this site for a while, you probably know I have an aversion to paying full retail price for videogames. So much so that I created it as a tag: Day 1 Embargo. Why pay $60 for something when it will be half off (or more) three months from now? It’s not like we don’t have 50+ games in our Steam backlogs anyway, right? Better to avoid the hype and save money.

Oh, hey, what’s this:

In the gibberish language of Twitch, let me say: H Y P E B O Y S.

Adam “I didn’t ask for this” Jensen is back. Michael “holy shit this music is amazing” McCann is back. Out of all the game worlds I have experienced in the last few years, the one presented in Deus Ex: Human Revolution has been the most authentic and immersive. Or perhaps it would be more accurate to state that there is something about Deus Ex in general that presses all the right buttons for me. Cyberpunk morality all day, erryday.

Seriously, have you seen the “movie” trailer for Human Revolution? Still gives me chills.

So, yeah. I shall be preemptively lifting my standard embargo on new games for Deus Ex: Mankind Divided, whenever it is that it finally gets released. Because I want to believe. I want to believe so bad it hurts. Hurts like Neuropozyne withdraw.

As the WoW Token Turns

You probably heard about the WoW Token already, and might even be aware it was finally implemented yesterday. What you might not know is that it does strange things to people.

Strange, terrible things.

Damn, so close to 2 years.

Damn, so close to 2 years.

What I knew going into this is that I wanted to jump on the opportunity the WoW Token represents, which is: a gold sink for the AH goblin that has (had) everything. Shit man, back in the day I was experimenting with selling stuff like Vial of the Sands, which was a crafted mount that required an extraordinary sunk gold cost right at the start. If it was not profitable, I would move on with the next bit of expensive AH R&D. It wasn’t millions of gold (Glyph spamming the AH was boring), but I was making gold just to make gold, you know? I couldn’t really bring myself to actually spend it on anything as I knew most things would be irrelevant by the next patch anyway; I wasn’t raiding, so who cares?

Queue my slight anxiety at the following error message:

Been down this road before.

Been down this road before.

Was I hacked? Had my sizable stockpile been removed? I mean, I can clearly see my fully-dressed namesake there in the background, so I wasn’t stripped bare. Plus, the Authenticator was still humming along, not to mention my frequent bouts in Hearthstone, which I assume might have been in jeopardy had my characters in WoW been banned. Then again, maybe not. Whatever the case, I wasn’t able to purchase WoW Tokens from the character select screen.

And the story might have begun and ended there. Purchasing game time so I could log in and purchase more game time kinda defeats the purpose of WoW Tokens, yeah? If you’ll notice in the first screenshot though, I was still able to redeem my free 10-day trial of Warlords and take full stock of the situation.

Where I logged off two years ago.

Where I logged off two years ago.

Observations:

  1. Damn, the default interface is still really terrible.
  2. I’m glad I set up the Curse Client all those years ago to manage my addons.
  3. Oh hey, the Curse Client updates addons but doesn’t save any of the settings.
  4. Recreating an interface I actually want to use is going to be an all-night project.
  5. I’d rather be playing Dead Island: Riptide.
  6. Oh, right, WoW Tokens.

I ended up purchasing four WoW Tokens at around 31,000g apiece. Before I logged off, I poked around the AH some to see the general prices of things. Even though I’ve only been back for a hot minute, my mind already sees the dollar signs creeping in:

It has begun.

I can’t turn that part of my brain off.

It’s just a matter of time until someone writes a tiny add-on that projects these prices in-game.

But will it actually matter in the scheme of things? It’s hard to tell. I ended up buying nine (9!) WoW Tokens before calling it a night. The limit is supposedly ten tokens per month, and I might end up shuffling gold around to do just that. You know, to say that I did.

But then it hit me: I now have nine months of WoW subscription. Assuming I play the game at all, that means pretty much any gold I generate between now and the next expansion will be pure bonus. So while I can still see those dollar signs in a general sense, what they represent (i.e. additional game time) is not nearly as valuable as before I had nine tokens.

By the way, between the time I originally bought four tokens and the last five, the price had dropped to 26,000g.

Now the fun (?) begins.

Now the fun (?) begins.

It shall be an interesting dynamic, yeah? On the one hand, I find it hard to believe that enough people have spent $20 on tokens to sell in the ~2 hours between the first batch I purchased and the second. On the other hand, Blizzard has so warped the playerbase over the years that $60 boosts and $25 character transfers have long ceased raising eyebrows. I personally know a few people who have transferred characters a half-dozen times (or more) following a migrating guild or chasing progression. In that sense, what’s another $20 here and there for gold?

The alternative theory is a bit more grim. Perhaps instead of there being too many extra sellers, maybe there aren’t enough buyers? If there is indeed an account-level limit of 10 tokens, there can’t be a mass-dumping of gold into the economy as even AH barons cap themselves out. We also know that the vast majority of MMO players are poor. So the actual market for these tokens will just be a narrow wedge of players who can make gold easily and don’t care about raiding, else they would be chasing the BoE epics that give them 5% better stats. And as I mentioned before, even these players will likely tap themselves out before too long – once you go past 3-4 months of paid time, what’s a fifth month really worth?

It will be an interesting year for WoW, that’s for sure. And if for some reason it isn’t… well, I’ll just let the account lapse and then revive it once it gets interesting again. For free. Forever.

Age of the MOBA

According to EEDAR, by the end of 2015 MOBAs will generate more revenue than (F2P) MMORPGs in the North American market:

"Meteoric" pretty much covers it.

“Meteoric” pretty much covers it.

The difference is small – $501m vs $499m – but it’s impressive nonetheless for a genre that didn’t (formally) exist five years ago.

One thing is for certain though: MOBAs are the “new” hotness and are poised to overtake F2P MMOs either this year, or Soon™ in any case. Which is a fascinating turn of events for someone who really has less than zero interest in MOBAs specifically. Indeed, nearly every mechanic that make MOBAs “deep” are the same mechanics that make many MMOs terrible. For example, the whole Last Hit mechanic. Or having over a hundred different characters, many of whom are direct counters to others, requiring one to memorize a truly voluminous amount of minutia to succeed. You thought the whole Raid Dance memorization was dumb? Just wait until you spend time researching dozens of characters who don’t even get picked. Oh, and hey, I heard you like 40+ minute LFG fights were you (ideally) lose 50% of the time.

On the other hand, in the Venn Diagram for MOBA and MMO I wonder how much overlap there really is. Did some people leave WoW for League of Legends? What did they find on the one end that they did not on the other? Perhaps nothing, and the audiences are from two entirely different sources. Which really doesn’t answer the question of where the MOBA audience came from. Is this an entirely different generation of gamer coming to age during the rise of MOBAs? Or was this a deep pool of potential players who hitherto weren’t being serviced by existing products?

Maybe the answer is less complicated than I am making it out to be: MOBA players seemingly sprang from the earth because it’s all F2P. Easy to get into, easy to get hooked, and then easy to get monetized. As revenues approach half a billion dollars in NA alone though, this clearly is not a flash-in-the-pan phenomenon. Despite the MOBA saturation, revenue still increase almost 20% last year, according to the chart. You will undoubtedly have winners and losers in the market, but MOBAs are here to stay.

Which is… well, good for them. I’m going to play something else.

Impressions: Blackrock Mountain

That was a fun 20 minutes. See you next week, I guess!

I think I actually cackled.

I think I actually cackled.

Yep, beat even all three bosses on Heroic. Or should I say “beat them on Gimmick?”

In the above screenshot, I went with Freeze mage against the 2nd heroic encounter and won on the back of a single card. Literally, the same card, as it got traded back and forth every turn by the AI’s Lorewalker Cho. The plan was to wait to kill the AI via Fatigue damage, but I got bored halfway through and decided I had enough removal plus Mirror Entity up. I clear the opponent’s board with some Explosive Sheep and watch it play Deathwing. Oh lordy. I get a copy of the 12/12 creature, the opposing Deathwing gets BGH’d, I drop another Mirror Entity in the off-chance of some top-deck shenanigans, then sail home to victory.

I enjoy this sort of content, but I feel there’s not really a good way to go about it in card games. The adventures in Hearthstone are one-and-done content, for example. Hex has at least part of its PvE content up and running, and yet that is more focused on grinding low drop-rate rewards, from what I hear. I suppose in the latter case there is at least a reason to continue reusing the AI content.

Hmm. Yeah, it’s a tough design to crack. Even if you faced a sort of “random enemy” opponent that didn’t have a gimmick to play around (e.g. just a bot), what’s stopping you from just playing your tournament netdeck every game and likely wiping the floor with them? Random decklists for players too could be fun – the Mage class challenge in Blackrock Mountain was amazing – although it might be tough to stay motivated if you keep losing because the deck you were assigned was garbage.

Lasting card game content may just be other players only.

Blackrock Mountain Cards

First off, April Fools day is one of the dumbest “holidays” ever conceived, and I think less of anyone who participates. Remember when pinching people not wearing green on St. Patrick’s Day was a thing? Think you could get away with that kind of shit today? My earnest hope is that sometime in the future April 1st will no longer be Dead News Day, or a celebration of deception and trolling. The self-deprecating Blizzard was okay last year, but most everyone else misses the mark.

Anyway, the 31 new cards of the Blackrock Mountain Adventure for Hearthstone were revealed on Monday:

For the most part, the internet seems to be fawning over Emperor Thaurissan and Chromaggus the most, with a dash of “Fireguard Destroyer makes Shaman viable!” All of those are very good cards, mind you, and sure to see some play upon release. The problem is that none of them really do anything to stop Face Hunter¹, as pointed out in this reddit comment or this one. Face Hunter doesn’t care about your board position or how cheap your spells get, assuming you are even still alive by turn six to play those cards – taunts or healing or GG.

In a sense, it’s a bit unfair to dismiss all the enthusiastic theorycrafting with a Reductio ad Aggro as not every match is Face Hunter. However, it is an unfortunate reality that net decking requires you to entertain the possibility that you will face a much better-tuned engine of destruction. When I look at the revealed cards, the first ones I gravitate towards are the “meat & potatoes” cards like Imp Gang Boss and Hungry Dragon and even Axe Flinger. As fancy and clever as some decks can get, I find the more unassuming albeit blunt instruments like even the vanilla 4/5 Chillwind Yeti to be the most comforting. They might not win games by themselves (although they sometimes can), but forcing your opponent to spend two cards taking out your one usually puts you on the path to victory.

Speaking of Axe Flinger, am I the only one (still) excited about this 12-damage wombo-combo?

Never see it coming. Well, they'll see part of it coming.

Never see it coming. Well, they’ll see part of it coming.

Play Axe Flinger. Next turn, attack for 2, then play Bouncing Blade, which should trigger Axe Flinger 5 times. This combo requires a lot – no enemy minions on turn 5 (or turn 4 with coin), no damage to Axe Flinger – but it would get massive style points from me. In fact, I’m incredibly tempted to try it myself, as I always thought Bouncing Blade was an underrated card considering it automatically kills any minion if it is alone on the board.

But, alas. The powergamer in me can’t help but ask which cards from the currently successful decks can be cut to make room for the fun ones, and if I’m not running a net deck myself, then how do I expect to win against those that are packing tournament-worthy deck-lists? Metas naturally ebb and flow – witness the meteoric rise of Demonlock and Oil Rogue – but the end result is efficient, predictable wins. In this regard, Hearthstone is exactly like Magic: the Gathering, and why I am sometimes loathe to boot up the game even to do dailies. Arena bypassed the blues for a while, but the introduction of the GvG expansion feels like it diluted the card base too much with crappy commons.

Still, I have been surprised by Hearthstone and the meta-bending deck wizards on more than one occasion. Here’s hoping I eventually find a deck or archetype to call home.

¹ Face Hunter is an aggressive Hunter deck which basically ignores everything the opponent does (with a few exceptions) and simply attacks face every turn. It is depressingly effective.

System Shock 2: That 90s Feeling

System Shock 2 (hereafter SS2) is a game I’ve heard about a lot, but up to this point didn’t have much of an interest to play. I mean, I immensely enjoyed Bioshock and all, but I have found by experience that “spiritual successors” tend to make their source material difficult to play. Which makes total sense, considering a game is a spiritual successor if it emulates and expands upon all the good things about the prior title while discarding the rest.

Plus, you know, 1999 was a long time ago. There is a whole swath of games that are more or less forever unplayable by me simply because I can’t get over the terrible (by today’s standards) graphics. Watching the intro to SS2 did not inspire much confidence:

I'm trying to remember a time when this looked amazing.

I’m trying to remember a time when this looked amazing.

Luckily for everyone, there is a wide selection of mods out there that more or less brings the game to at least 2004.

I was actually somewhat impressed.

I was actually somewhat impressed.

At this point, I am roughly 10 or so hours into the game and I must admit that SS2 still has value to give. For example: it’s pretty damn scary, but not in the way you might be used to. FEAR has some great moments, Silent Hill definitely gets the horror angle correct, and Resident Evil does “crash through the window” better than most. None of those really capture the unique (as far as I know) dread that is hearing the “whisk” sound of a spaceship door opening behind you. In fact, I find myself developing somewhat of a complex with these doors, as evidenced by nearly jumping out of my chair from the sound of one door – that I had just activated – closing behind me.

Aside from the evil doors, I want to spend a moment and praise the overall sound design of the game in general. For the most part, you can hear nearly every enemy before you actually see them. Which, now that I think about it, is not as common a gaming trope as it should be. What this allows SS2 to do is make the various types of enemies resistant or vulnerable to specific weapons without the player feeling cheated. If you hear a robot walking around nearby and aren’t switching to your energy weapons in anticipation, it’s your own damn fault.

Another thing I can appreciate about SS2’s design is the overall upgrade mechanic. Your character has like four tabs worth of various stats and abilities you can upgrade/purchase with Cybernetic Modules. While you do receive some periodically as “quest” rewards, the vast majority of Cybernetic Modules are stuck in desks, on dead bodies, and sometimes hidden in plain sight on the floor. Combined with a traditional (the de facto back then) non-regenerating health system and the necessity to collect currency for ammo/hacking/etc purposes, Cybernetic Modules provide an immense incentive to explore every inch of the ship. Contrast this with, say, Bioshock Infinite which has painstakingly-designed nooks and crannies without any reason at all to search them.

As an aside, I can understand why some games might not go that route. If you hide a bunch of upgrade currency throughout your game, you are then faced with a dilemma: either that upgrade currency is necessary to realistically defeat the final boss, or it isn’t. If it is necessary, you are forcing everybody to comb your game for supplies, including the people who find that sort of thing tedious. If all the upgrades aren’t necessary, the people who enjoy looting all the things are “rewarded” with trivial encounters for the rest of the game. It is much easier to control your game’s pacing by directly tying upgrades to specific plot points, so no one is ahead or behind. That does make your game more boring and empty however. Hence, dilemma.

In any case, I am likely closing in on the System Shock 2 endgame and should be done in the next day or two. While I do not consider it to be as groundbreaking as something like the original Deus Ex, it is at least in the same parking lot as the ballpark. If you picked it up as part of one of any number of bundles in the last two years, go ahead and spend the 20 minutes or so it takes to set up all the mods and give it a whirl. Part Deus Ex, part Half-Life, and extremely atmospheric.

On Randomness, Again

A little over a year ago, I talked about randomness in Hearthstone. Since that time, the amount of RNG cards has only increased. In fact, the Goblin vs Gnomes expansion added a full 24 cards with the word “random” on it, some of which have gone on to be staple cards in many decks:

The one of the left is an auto-include in every deck.

The one of the left is an auto-include in every deck.

At the time of the article, I mentioned that Blizzard’s stance on RNG was possibly at a turning point given how Hearthstone’s nascent e-Sports scene was starting to take off, much to the surprise of Blizzard itself. As we well know today however, Blizzard has stuck with their RNGuns and doubled-down on wild board swings.

And… I think I can appreciate what they’re doing.

The downsides to randomness are rather apparent to most people, insofar as you can go from winning to losing by virtue of a coin-flip. Watching Pro Players losing tournaments on the back of a 1% chance (or even less) of bad luck makes the game look like amateur hour sometimes.

On the flip side (har har), an element of randomness allows one to stage surprising comebacks. Top-decking just the right card to win a game has always been a staple of even the highest levels of the Magic: the Gathering professional scene. Since Hearthstone has less than half as many cards as Magic (and no land cards to gum up the works), Hearthstone arguably needs the extra randomness just to be less deterministic. Nobody likes playing unwinnable matches.

The real upside to Hearthstone’s randomness though? The stories.

If you were the other guy playing this match, you would probably be justifiably upset about how utterly screwed you got from that Piloted Shredder outcome. Or would you be justified? As I mentioned before, randomness is just another consideration that skilled players need to account for in their strategies. Getting Lorewalker Cho out of a Piloted Shredder as Oil Rogue is bad, but there was always a 1.5% chance of it happening in every game; if you don’t want to sometimes lose to the randomness of your own card, take it out of your deck. About 70% of the time, Piloted Shredder summons a better-than-expected minion, which is why so many people run it.

But as I was saying, that match went from “just another video demonstrating a deck” to “high-class entertainment” in my eyes. You can see the gears whirling in the streamer’s head as soon as Cho hit the board; it was unexpected, and the unexpected is much more fun for the viewers at home. Even if I were playing that game though, I think I’d be alright with it. Nobody really cares that you won yet another game as Oil Rogue or whatever is Flavor of the Week. Winning in spite of Cho? That would be epic. And even though the other rogue loss due to Cho, he/she now has the option to mentally blame bad luck instead of being outplayed. That attitude can prevent new players from improving of course, but it can also prevent new players from simply giving up in the face of veterans.

The next Hearthstone Adventure set, Blackrock Mountain, is due to be released sometimes in April. We haven’t seen nearly all the cards yet, but we already know about a reverse-Shredder card called Hungry Dragon, which summons a random 1-mana minion for your opponent. So at this point, I believe it safe to say that randomness is here to stay. Time will tell if Hearthstone in general does the same.

(I give it a 92% chance.)

Winning for Losing

Way back before I got distracted with Crowfall news, Rohan had an interesting few posts exploring the challenges of structured PvP vs transient PvP. Namely, how do you solve the “3rd/4th faction” problem of people migrating to the winning side in structured PvP? The clear answer involves incentives to stay on the losing/outnumbered side, but the implementation is tricky.

Or is it?

I consider one of the gold standards of loss incentives to be Titanfall’s Extraction phase. At the end of each match – be it CTF, Death Match, etc – there is a no-respawn phase in which the losing team tries to make it to a waiting drop ship. If all losing members make it, the entire team receives a significant bonus (less than a win, but not by much). The winning team will of course try and kill the stragglers, but they can also destroy the drop ship and get bonus points. While it is still possible to queue into a complete blowout match in which the other team practically insta-kills the drop ship, most battles end with the drop ship taking off. Not only do the extra points for an Extraction soften the blow of losing perhaps a close match, the psychological reward for “escaping” is immense.

You lost, but you didn’t lose. And, yes, there is a difference.

This might seem weird to say, but I actually enjoy hopeless defenses in many games. Whenever I play used to play PlanetSide 2, for example, I looked for the bases under attack by near-overwhelming odds. From my perspective, such bases present A) easy opportunity for kills in the chaos, B) no expectation for success, C) small chance for epic comeback. Being spawn-camped by tank spam is miserable, but anything less can be great low-pressure fun.

The same sentiment existed even in WoW PvP for me. Being farmed at the Graveyard in WSG is enough to make one ragequit. Dial it back a few notches though, and I found it immensely entertaining simply being annoying, e.g. by tanking DPS as a healer, taking potshots and then forcing someone to chase me for two minutes, and so on. My team might lose, but I still won. Some of my favorite PvP memories was on my Rogue, when I ran around Sapping everyone into diminishing returns and watching their futile attempts at unstealthing me.

All of the above examples (except for PS2) are from transient PvP rather than structured PvP. Still, I think you can achieve a similar incentive structure using the same principals. For example, if a certain team is way behind or outnumbered, start giving them an alternative currency (call it Honor or whatever), or even a bonus to the normal PvP currency. In this way, winning becomes much less of a zero-sum game, and offers an “out” for those players who would, strictly speaking, be better off defecting to the winning side. Plus it would attract goofballs such as myself to hopeless defenses, thereby making the match more entertaining for everyone involved.

Impression: Kingdom Rush

So… anyone got mobile strategy(-ish) game recommendations? I’m on a bit of a kick here.

I am currently playing Kingdom Rush and finding it rather fantastic. Tower Defense is one of those genres that seems sort of shallow on the face of it – and perhaps even is in the scheme of things – but I’m liking how it’s presented here in Kingdom Rush. You have the standard lanes, tower placement, and varied enemies with their rock-paper-scissors attributes. Even the implementation of a somewhat controllable hero and magic powers seems almost standard these days.

The very attractively stylized graphics doesn't hurt either.

I could go AFK for the next two waves, honestly.

The thing that strikes me though is that the lanes in KR are wide. In other words, the enemies marching down the road and the resulting battles feel a bit more organic, as your soldiers might engage near the edge of the lane and allow a few enemies on the far end slip past. There is a granularity there, a sense that slight tweaks to troop or hero placement will result in better outcomes. Tower choice is such a huge change that there are clearly better options given the enemies you face (high magic defense vs high armor defense). Moving your troops just slightly to the left of the corner though? The result might be better just 5% of the time, but that 5% chance gives you the opportunity to demonstrate mastery over the game mechanics.

Of course, just like with most other Tower Defense games I have played, discovering OP combinations of towers usually results in me going through the motions for the rest of the game’s duration. I am definitely at that stage with Kingdom Rush right now, although it has lasted longer than other, similar games like Bloons.

So, yeah. I’m also playing Clash of Clans (near max TH7 base) at the moment. I have enjoyed the aforementioned Bloons TD 5, iBomber Defense, and the Anomaly series. I recently picked up Ironclad Tactics from the latest Humble Bundle but haven’t played it yet. Heard good things about Card Crawl too, and might actually pick it up if I can mentally prepare myself for playing on my tiny iPod Touch screen. Speaking of iPods, that reminds me of Hero Academy… another good one from back in the day. And presently perhaps? It’s been a while.

Give me your best strategy, Tower Defense, and/or card game games. Apps. Whatever.

Performance Enhancing F2P

As I was browsing reddit a few days ago, I found my way into a thread talking about how you can play the Star Citizen alpha for free until March 15th (or March 20th depending on the code used). This is a game that I am somewhat interested in playing, but not 22gb of files interested. Makes you wonder about what the final download size is going to end up being. The Secret World is already over 40gb and making me think deleting it would be better than keeping it around in the off-chance I feel like… Googling the answers to ridiculous in-game riddles.

In any case, I continued reading the various comments to try and glean where Star Citizen was in development. As it turns out, they’re still in the “sell $2700+ ship packages in the store like it ain’t no thing” stage.

A bargain at twice the price.

A bargain at twice the price.

The Completionist Package is actually much more expensive at $15,000, although for some reason the $2700 tier galls me a bit more than the other. I think it’s because at some point the amounts are too ridiculous to contemplate, but these smaller ones are more “reasonable.” Could you even build a gaming PC that cost $15,000 without spending money on the equivalent of Monster Cables?

Once the game officially launches, the idea is that the cash shop for ships is going to close; thereafter, the only things sold for real dollars will be customization options… and a “small” amount of in-game currency, with a daily cap. The amount is supposed to be “miniscule” and the equivalent to whatever it costs to refuel and rearm a ship. Whether that amount will just cover a normal ship maintenance cost or one of the $200+ ships you can outright purchase right now, is anyone’s guess.

What is not anyone’s guess are the fascinating arguments being made that such purchases aren’t P2W:

There is insurance on the ships, if you bought the ship early you are granted free insurance.

Insurance will be cheap though, so if you lose your ship without insurance you kinda have to blame yourself. You won’t get a huge advantage with free insurance.

And what’s the problem with buying ingame cash? If I only have 6 hours/week to play the game I should be able to spend cash so I won’t get left behind by the players sitting 6 hours/day.

This bolded sentiment simply boggles my mind. I don’t even know where to start.

Perhaps I could start with an analogy: performance enhancing drugs in sports. If you only had six hours/week to train for a competition whereas your opponent trained six hours/day, I think everyone would still say that that is fair; if you wanted to legitimately compete with this person, you would put in the necessary hours to do so. I don’t think there is anyone here that would say you should just pop some steroids so you “don’t get left behind” by the person who is clearly more committed to playing the game than you. But suppose you do believe it’s fair, and everyone should have freedom to take whatever drugs give them an edge. In such a scenario, what happens to your advantage when the 6 hours/day person just, you know, takes performance enhancing drugs themselves? You end up where you started, except now everyone with even a modicum of desire to win is taking drugs.

Meanwhile, the people selling steroids are making bank.

The other problem I have with the bolded sentiment is what it says about time spent playing the game. If you are paying dollars to skip content, that implies the content being skipped is the unfun, grindy parts of the game. Which means all the players you are bribing your way past are stuck doing content they probably don’t find fun either. Which means that the game designers have a dilemma: they can either make the unfun, grindy parts more fun for everyone (and lose money), or they can do nothing and make more money. Or, you know, make that payslope even steeper.

This is not even my final form.

This is not even my final form.

Is that a little too tinfoil hat thinking? Maybe. Maybe there are good, legitimate reasons why my Air Defense tower in Clash of Clans takes six real-world days to upgrade. Whatever those reasons are, they can’t be too important though, as I can buy my way past the timer. As I’ve mentioned before, these sort of cash shop designs immediately throws every designer action under suspicion.

The final problem I have with the bolded sentiment is difficult to put into words. It’s like, when did we start expecting to have better outcomes than other people who play a game more than us? I would agree that a design in which no one can catch up to Day One veterans is bad, but I feel like there is a crazy expectation that skill should triumph over time-spent and yet the game still have character progression somehow. How would that work, exactly? And when did it become unfair for someone else to spend six/hours a day playing a game? And then fair for you to bring resources completely outside of game (i.e. cash) to make things even?

Sometimes I feel like we’re all just lost in the woods here.