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Clashed Out

I’m real done with Clash Royale.

My trajectory was set for a while now. I have been playing near-daily for over four years now, after all. While there have been a lot of new cards developed in that time, systemic issues made them functionally useless – when you are playing in the top leagues, you need max-level cards to succeed, and all new cards start at level 1. Still, Supercell managed to make a few intelligent changes along the way that kept things moving. For example, nowadays new cards are “boosted” to your King Level for a month, meaning I can actually use them straight away.

The problem is that Supercell hyped up the “Clan Wars 2” changes that were aimed at breathing new life into the clan part of clashing. And the delivery wasn’t just flat, it actively destroyed what existed and replaced it with some real shit.

Odds are none of you play Clash Royale or particularly care either way, but hang with me a second.

The old system had a two-day cadence. On Day 1, your clan had a rotating set of three “collection” battles. For the most part, these battles were way different from normal battles: you had options like Draft (build a deck), Classic Deck (get a random pre-built deck), Sudden Death, and so on. The important bit is that these game modes are quite fun AND don’t require max-level cards. Win or lose, your clan gets X amount of random cards that they will later use for the actual clan battle. On Day 2, your clan all has to use the same cards that were collected to build the best deck they can, and fight other people under similar limitations (but different cards). Your card levels matter here, and sometimes the card selection forced you into a deck archetype you aren’t comfortable with.

The new system? You need to build four decks using your own cards, and none of the cards can overlap. Then you participate in a “River Race” in which you… use those four decks playing 1v1 battles. Just like you were playing ladder, aside from being stuck with sub-par decks due to the no-overlap limitation. Each deck has a 12-24 hour cooldown. There is technically a wrinkle insofar as you can instead attack enemy ships directly, which results in a weird PvE-ish situation, and can cause said enemy clan to be forced to repair their ship instead of doing attacks and acquiring more Fame (which determines how fast your boat goes).

My clan completed the race within 2-3 days and netted 1st place. There doesn’t appear to be any particular reason to keep playing the River Race after that. Maybe you can still get some gold or something?

Regardless, this update took the one interesting part of the game – the unique game modes – and jettisoned them away. There still is a rotating game mode that can be fun, but it only changes a few times a week and there are some stinkers in the rotation. Everything else is basically just 1v1 ladder. Well, it’s ladder for the first game, and then you are stuck with whatever shit decks you can throw together with your remaining cards as you face three Hog Cycle decks in a row. I’m better off than most insofar as I have mostly max-level cards… but I hate ladder. It’s the same shit meta month after month, and all I’m doing is just grinding gold to upgrade cards I don’t actually use.

Enough.

The funny thing is… some people will say this is a success. After all, I have given Supercell $100 or so and I have gotten untold hours of entertainment over four years. From a mobile game! And yet I could not possibly be more burned out, worn down, disgusted. Well, I could, and have been, with other games like MMOs. But I haven’t played MMOs in a while precisely because of this level of burnout, and I don’t like experiencing it from a mobile game too.

That’s my own damn fault, of course. I could have been wasting (more of) my time on Reddit or whatever instead of still playing a game I was growing to dislike on a daily basis. Nevertheless, I suppose that is the price we pay for seeking games to worm into our daily routines: they leave holes when you eventually root them out.

Small Changes, Big Effects

I was thinking the other day about small changes in a game’s design that end up radically changing the entire approach I take with the game, either mechanically or just emotionally.

For example, many moons ago I was playing Candy Crush Saga on my phone, and reaching the limits of my patience with the game. I still had a few of the free special abilities left (e.g. your first free hit of crack), and was realizing that losing the level by one move was dumb when it often took extraordinary luck to even to get to that point – it doesn’t matter how skillful you are when success relies on clearing a row or column and having some helpful color replacements drop in. So, I used the free stuff, and then basically stopped playing the game.

A few weeks or so after that, the next time I booted the app up, King had introduced some sort of daily roulette wheel where your first spin is free. One of the prizes? A random special ability. Not all of them were as powerful as the Lollipop Hammer, but they were something. And knowing that I could accumulate these advantages by logging in every day provided an incentive to do so, and continue my progress through the game knowing I could use the special abilities should I need them. The move might have been a cynical cash grab considering you could buy additional roulette spins, but getting one free chance at nabbing a special ability enormously extended my interest in the game.

There have been similar changes going on in Clash of Clans in the past month or two, although cumulatively they might not be able to be described as small anymore. Originally, I was feeling like I had reached the natural end of my progression curve, as I was losing more resources to raids than I was gaining from raiding others. My alternatives seemed to be either spending money, or committing to playing more than 3-4 times a day. Then things started to change:

  • Town Halls started containing many resources themselves, invalidating the old strategy of keeping them outside your base and hoping someone destroyed just that building to give you a 12-hour shield.
  • Only lose your shield if you actually commit to an attack, rather than simply browsing bases to attack.
  • Attacking only reduces your current shield by 3-4 hours, instead of removing it entirely.
  • Added a daily quest to earn 5 stars via attacking, gaining bonus resources based on rank.
  • Reloading traps is cheaper.
  • There is a broken “loot cart” after you get attacked, which refunds a percentage of what was stolen.

The approach I am taking with the game is completely different now. The bonus rewards you get for winning a raid (getting at least one star) was often not worth it if you could fail but still nab most of your target’s resources. Now that I’m in Crystal 1 Master League 3 though? 70k 110k bonus is nearly a 100% increase in what I can usually acquire, so now I’m pushing for full-clears. I also attack more often now, since there is less of a penalty for doing so (losing shield), and even more of an incentive (the daily). The end result is that not only am I more actively engaged with the game, I am still actually progressing at the same time. That these changes might actually end up squeezing more money out of F2Pers in the process – by encouraging buying boosters to speed up attack frequency – is good for Supercell, but ultimately irrelevant to me. Technically, it’s win-win.

In terms of MMOs though, I am mostly drawing a blank. Perhaps the introduction of dual-spec in WoW? Or that one glorious period of time where dailies were weeklies and you ended up burning yourself out running 21 dungeons across three alts on reset day?

…okay. Maybe not all little improvements are good.

Asocial and Antisocial

There was an interesting blue post a few days ago explaining why Blizzard had yet to embrace the GW2-esque open-tap philosophy:

The main reason we don’t embrace a fully open-tap world is that we feel that those mechanics are asocial. To be fair, that is certainly better than antisocial – no question there, and antisocial experiences usually reflect spawning and mechanics that we need to adjust. However, while a world in which everyone runs around damaging things a few times (or however much is needed to qualify for credit) may be one in which you don’t feel bad about other players being around, at some point it also makes those players nearly indistinguishable from NPCs or bots with decent AI. You don’t need to talk, or ask if someone has room in their group or would like to join yours. You just attack a few times, and then move on.

The blue dev (Watcher in this case) went on to assert that they “commonly” saw transient groups forming for daily quests, and perhaps some of those groups became less transient over time. And to an extent, I even agree that games like GW2 might have inadvertently crossed some line wherein other players are simply irrelevant when questing (as opposed to registering as something to think about).

At the same time… are we playing the same game? Even as far back as Wrath, there was basically no interaction between me and the random strangers who were competing with me for spawns. Any time that I did buckle down for blind social interaction, the majority of the outcomes were A) waiting around for them to get back from being AFK, and/or B) them being barely pulling their weight, and/or C) them trying to wheetle me into doing more of their daily quests for them. Indeed, that whole awkward parting scenario is generally why I avoided any stranger contact that I could.

I suppose that I am not exactly the sort of player that Watcher was talking about or even want to socially engineer. After all, not only am I naturally asocial, but I was already a part of a guild that wasn’t recruiting, so there really was no upside to stranger interaction. Given the generally accepted churn rates of 5% per month, eventually there are going to be hundreds of thousands of new players cycling in every year, and getting them into guilds and such is paramount.

Hmm. I gotta say though, I feel that the WoW-style tagging system is archaic and antisocial at this point; Wildstar tried to split the baby and ended up with two halves of a baby too. Going forward into 2014 with an assumption that players are going to just accidentally stumble into good relationships is kinda ridiculous. How often is someone going to pick up an MMO blind without any friends from either real life or friends they met in other games? Perhaps the idea is that you can recruit from the pile of random people killing quest mobs in daily hubs? The whole thing just feels kinda sketchy considering it is a linchpin in the entire social game design edifice.

There is something to be said for needing a reason to need other players to ensure social interaction takes place. In other words, dependency (or perhaps more charitably: profit) is the impetus to take that first step towards interaction. There is also something to be said that if you have to force social interaction between two parties that otherwise would prefer not to be bothered, perhaps you should reexamine what it is you are doing in the first place and to what end.

Shouldn’t it be enough that an impromptu group gets quests done faster? It is not even as though you are punishing the solo player as it is undermining the very thing you set out to foster in the first place, e.g. social interaction. By default, all non-party members are detriments to one’s gameplay. That does not encourage me to group with them, that encourages me to endure them or move to a less busy corner of the world. If I wanted to make more friends, I would make more friends regardless of whether or not we had to expressly group together to get quest credit.

Unabated

My WoW playing continues unabated.

I have reached Exalted with Anglers and Klaxxi most recently, and the Tillers/Cloud Serpent weeks ago. I am a step away from Honored with Shado-pan, and stopped at Revered with Shieldwall and Golden Lotus (may whomever is responsible for Golden Lotus dailies burn forever). Since I am neutral with the August Celestials and they have nothing of interest for my paladin, I have not bothered doing any quests for them.

Of my 10 alts, the highest remains stagnant at level 88; dailies and/or LFR consumes all of the WoW time I permit among my other diversions. With me hitting so many reputation milestones though, this may change.

My (high) opinion of LFR has not changed, although I did have a few bad experiences. During the first fight of Vault of Mysteries, we had a AFK warlock leecher, who stood by the stairs during the encounter. While it was annoying knowing that he/she could possibly get rewarded for doing so, the greater issue was how the encounter was reset TWICE when he was targeted by one of the bosses’ abilities. The reason why it took two resets to kick the warlock was because it was not immediately obvious why the encounter reset.

The luck I experienced with my first run of LFR has not held up to repetition. Two weeks ago I received nothing, maybe 1-2 of those coins, and this past week I received naught but a tier helm. I will agree that the “failbags” do indeed start to feel worse than not winning rolls under the traditional model… although that is more a psychological artifact than reason to go back. I think it is easier to believe you pessimistically expect nothing to drop, when you are not immediately reminded that you had a discreet chance via the roll. The difference between Blackjack and slot machines goes much further than the mere odds.

For the second week in a row, I have also cleared out Black Temple solo. I am not entirely certain that every class can do it, but my Retribution paladin with 474 ilevel does not have much trouble with a full clear in 50 minutes. The 2nd phase of Reliquary of Souls is the only time things get truly dicey – Council also requires frequent Word of Glories while kiting – but beyond that it is fairly easy at this level and gear. I got the T6 pants and shoulders on my first run, and picked up some other Transmog-worthy pieces along the way.

Unfortunately, both the T6 chest and Bulwark drop off Illidan and he has yet to drop anything useful for the 3rd week running; clearing the place is easy, but 50 minutes is still 50 minutes. I could probably “cut my losses” and spend a ridiculous amount of honor for the Season 3 off-color chest (seriously, 1000 honor vs 175 honor for the S4 chest), as I grow increasingly weary about the odds that one of the legendary blades will drop. In many ways, getting one of those on the paladin, an item I could not even equip let alone Transmog (…yet), would almost be worse than never getting anything from Illidan.

Gaming psychology. Such a twisted thing.

LFR is a Better LFD

A few days after my friend ran me through some of the MoP heroics, he asked what I thought about them. To be honest, I did not think about them much at all. They are much easier than Cataclysm heroics, of course, which should be a reason to like them as much as I did the Wrath heroics; I am solidly in the “random pug content should be easy” category. At the same time… something felt off about them. It was not until I queued for LFR that I realized what it was.

LFR is everything that LFD strives to be. It is the final evolution of the LFD process, if you will.

Like many people, I was annoyed to find out that Blizzard backslid on reputation gains with MoP, removing the two-expansion precedent of running heroics with tabards. On one level, their argument makes sense: daily quest hubs are one guaranteed way to get people back out into the world. And while Blizzard has a long way to go with their stubborn “strangers are competition” design – Guild Wars 2 fixed it so thoroughly that anything less feels archaic – the daily quests became a quasi-guild event for my group for at least two weeks.

But there is a longer con going on here, and Blizzard is being a bit more clever than I thought. Put simply: Blizzard is intentionally marginalizing heroic dungeon content. The decreased difficulty is irrelevant compared to the fact that there isn’t really ever a reason to run heroics anymore. When tabards gave reputation, you always had a reason to run X number of dungeons far beyond the possibility of upgrades. When (BoP) Chaos Orbs only dropped from bosses, crafters had a reason to run dungeons. When Valor was only easily capped from heroics, you had a reason to run them every day (or at least 7x/week). None of those things are true or relevant anymore.

Raid Finder as a solution to the endgame problem is goddamn genius. The biggest problem with the raid scene in WoW was with how low participation has been; no matter how awesome raids like Ulduar are, it gets hard to justify the expense when less than 25% of your players see the first boss. Solution: LFR. No matter how much they bribe tanks to queue for heroics, I do not think I have seen a DPS queue less than 40 minutes long. Solution: LFR. Seriously, I had an 8 minute DPS queue for LFR the other day to possibly get gear 20 ilevels higher than heroics. Random jerks that you can’t kick harshing your vibes in heroics? Solution: LFR. People Need-whoring your drops? Solution: LFR. If there was ever a clearer indication that LFR is in and LFD is out, it would be how LFR has the new looting system and LFD is stuck with “mage won the healer trinket.” Once they start letting you win off-spec gear in LFR, there won’t be a reason to do anything else.

Oh, and how many new 5-mans are coming out in 5.2? Exactly.

So if you are wondering what I think about the Raid Finder system, I think it is fantastic. LFR is not perfect by any means, but it is probably the biggest improvement in WoW’s endgame structure since LFD. It provides practice for the “real” raids; it provides complexity in a somewhat more forgiving environment; it provides something more substantial than endless heroic runs; there are/will be enough of them to take up a good chunk of your playtime if you wish it; better loot with less grinding; and, finally, LFR offers an elegant solution to DPS over-representation.

I sometimes question the decisions they make over in Blizzard HQ, but whoever designed the integration of LFR into the game proper deserves a raise.

Reinventing the Wheel

Other games have pretty much killed my attempt to slog through Guild War 2’s storyline, but I still rubberneck around the forums and dev posts with a sick sort of fascination. Some of their decisions make you wonder if they have been living under a rock for the last fifteen years of game design.

Hey everyone.

We are looking into an additional reward system to add to bosses so that killing a single boss feels a lot more rewarding than it does right now. We are gathering data internally on it and will release information on it as it gets closer to being implemented.

Being stuck at the last boss and unable to finish the dungeon thus receiving now reward is a terrible feeling for any player, hardcore or casual. We are looking to remedy this.

Iteration is the name of the game (source)

Hello, William Fairfield, Game Designer. Maybe bosses should, I dunno, have some loot associated with them instead of a chest filled with vendor trash to complement the same vendor trash we have been collecting from the hundred mobs we slaughtered on the way in? I think that worked in every MMO prior to this one.

We’re very aware our LFG system is lacking, an it’s high on our list of things to rework. We have some other very pressing issues to handle first, but as someone who built/runs dungeons, and often PUG them, I dislike our current obscure and non-informative system, and re-building it is high on my list of things-to-flail-my-arms-about-to-talented-people-who-can-do-something-about-it, so that they do something about it. (source)

Thank you, Robert Hrouda, Content Designer. You get 50 points for honesty. And lose 50 points for letting the game go Live with a LFG tool actually worse than the one WoW had six years ago.

[Nobody running Story modes anymore] is absolutely an issue as the game matures and we are working on ways to make running story mode with someone worthwhile even if you have already run it so players just reaching these dungeons can more easily find groups to play with. It will probably take some experimentation before we find the right motivator.

Jon (source)

Hello, Jon Peters, Game Designer. Perhaps if you did not nerf subsequent Story mode runs into the fucking ground, more people would do them? Your anti-botting protocols should already handle multiple playthroughs back-to-back, so… what was the point in such a huge reduction?

That last one really gets me. Think about it for a second. The pool of available players who have not yet ran the Story mode for a dungeon is always decreasing. That is a fact even if GW2 has increasing sales because, even ignoring server differentiation, the magnitude of new players coming in is unlikely to be higher than it was immediately after launch. The pool is always getting more shallow.

“No big deal,” I hear you say. “WoW dungeons have planned obsolescence the same way.” “Nein!” I say to you. GW2 auto-levels you down to match the dungeon mobs, which means you’ll always need a group; the longer you wait to start doing dungeons the less likely any such run will actually take place. Conversely, if I have some morbid curiosity about the story of Auchindoun Crypts in WoW after all these years, I could stroll in there with a max-level character and solo the place (barring any weird mechanics). And even if you manage to guilt four guild-mates into running a GW2 Story-mode for a second time, they are getting absolutely hosed for no goddamn reason.

Seriously, why? Oh, that’s right, there is some ridiculous fear about “farming.”

For the longest time, I could not understand why all the posts on the GW2 forums were talking about farming, diminishing returns, botting, anti-farm code, and so on. Why is this such a uniquely critical problem to GW2? Then it hit me. “You have entered too many instances lately.” Blizzard has instance caps and lockouts. PROBLEM SOLVED. Maybe I should be giving ArenaNet some credit for letting people run the same Farmable Explorable Mode as many times as they want in a day… but honestly? All this backhanded DR and anti-farm mechanics cheapens the lipstick on the pig.

I have never truly appreciated Blizzard’s methodology of instance design until seeing the alternative. People can complain about Reputation and daily quests as chores, but it is better than the wink-n-nod alternative of “we KNOW you are going to grind your face off, so let’s treat you like the little farming bots you are.” The equivalent would be for Blizzard to have removed the 25 daily quest cap (like they already did) but mathed out a decreasing reward slope to “enforce” a 25-daily limit. I do not feel that is actually any more humane, and it comes across as patronizing as well. It is the Skinner Box without the box; just some dude in a lab coat fondling your nucleus accumbens until you collapse.

If limits are necessary – and there are good arguments that limits are indeed necessary to save us from ourselves – then just give us the goddamn limits and call it a day. You can do A once per day, and B once per week. Done. This whole “do whatever you want… except that, and that too, and maybe you should go outside for a while, eh?” is just dumb. It all ends up making more rules, not less.

More Blizzard Heart to Heart

Remember last time when WoW lost a bunch of folks? It appears that we have another data point on the graph indicating that subscription totals and surprisingly frank design discussion are inversely related, at least as far as Ghostcrawler is concerned.

Spinks already pointed out this gem, but I will do so again for mine own posterity:

No developer wants to hear “I want to play your game, but there’s nothing to do.” For Mists, we are going out of our way to give players lots to do. We don’t want it to be overwhelming, but we do want it to be engaging. We want you to have the option of sitting down to an evening of World of Warcraft rather than running your daily dungeon in 30 minutes and then logging out. We understand we have many players (certainly the majority in fact) who can’t or aren’t interested in making huge commitments to the game every week and we hope we have structured things so that you don’t fall very far behind. The trick is to let players who want to play make some progress without leaving everyone else in the dust. (source)

Now, actually, I found an earlier line item from the list preceding the above paragraph to be more interesting:

— In Mists, we want to provide players alternative content to running dungeons. The dungeons are still there, but even with 6 new and 3 redone dungeons, you’re ready for something else after a while.

That is… kind of a big deal. I could maybe see an argument that things were different in TBC, but dungeons being default endgame for the majority of the playerbase (i.e. the 80% non-raiders) has been Blizzard’s modus operandi for the last two expansions. For, by all appearances, good reasons! How else do you get someone to log on every day? Dailies alone were not that compelling, precisely due to the factors Ghostcrawler points out: reputation grinds were undermined by tabard’d dungeon runs, as were Exalted faction rewards by dungeon loot.

De-emphasizing dungeons is a paradigm shift and Grand Social Experiment all rolled into one. Think about it. Who are the individuals most likely to exhibit anti-social, anti-noob behavior in a dungeon setting? The people who don’t want to be there, but feel they have to be there. Well, now they don’t. Go run Scenarios with your two dickish DPS cohorts and never haunt the halls of LFD again. Alternatively, just as Children’s Week floods BGs with players who never cared for PvP, perhaps allowing normal daily quests to adequately satisfy one’s need for gear progression means there will be less noobs looking to be carried by raider alts through LFD.

Most people would agree that the friendliest LFD “community” is generally in endgame normal dungeons. Why? Because it is filled with players who actually want to be there. They could be getting better gear in heroics, but choose not to. Maybe not at first, but over time do you think we could gradually see LFD populated only with people who enjoy that experience?

Of course, I can see this whole thing going down in the flames too. Although LFD and LFR has minimized the necessity of forming social relationships in the endgame, this sort of re-emphasis on flying solo could not come at a worse time, e.g. as 2+ million players snap social ties. Or maybe this is a catering to the audience as it exists now, instead of the hypothetical historical. Or perhaps I should believe what I said before vis-a-vis seeing all the new opportunities to be social via running dailies/Scenarios in small groups with people I actually care about.

I mean… this is Guild Wars 2’s entire model, right?