I have been following Overwatch’s “one-trick pony” debacle off-and-on for a few months now. The official word is that no one gets banned for picking just 1-2 heroes and ignoring the team composition. The unofficial word is that you should be banned for not picking a character that best helps the team. Several Top 500 players seemingly get banned for one-tricking, and Gevlon sees a conspiracy to sell lootboxes.
Thing is, the overall system is such a shitshow that I almost agree with Gevlon that there has to be a conspiracy. The alternative is that the designers A) have never participated in a school project in their life, B) never played WoW, and/or C) never played their own damn game for 5 minutes.
See, the problem is this:
We built Overwatch around the concept of teamwork, and we believe the game is much more fun for everyone in a match when we’re picking heroes that contribute to the overall success of the team. At times, this means we’ll be playing our mains; other times, we should be trying to help the team by choosing heroes that round out the team’s composition. We won’t be actioning you if you only play your main, but we also don’t believe this is the ideal way to play Overwatch—especially in competitive settings.
Imagine the following: you are playing WoW and you hit the queue button for Looking For Dungeon. After a minute or so, you zone into the dungeon with five other people. As you stand there looking at one another, you have 40 or so seconds to figure out who is going to be the tank, who the healer, and who the DPS. Oh, and the dungeon itself has a time limit, and the bosses will change based on the classes and specs you choose. Good luck!
It’s an absurdity in a MMO-like setting, but the designers actually think it works in Overwatch. And it does for a bit, because there are X number of people who are willing to take one for the team and choose a character they don’t like to play in order to give the team composition a chance at success.
A team composition that was not chosen as a team, mind you, but rather by the whims of whoever insta-locked the DPS first. So in order to have a chance at winning, you have to reward the selfish behavior of others. And let me tell you, there is nothing more toxic than the feeling you experience when you take one for the team and the team loses.
Possible solutions are relatively straight-forward:
- Allow players to queue for roles (Tank, Healer, DPS, Flex)
- Create in-game Guild or Clan functionality, so players can organize themselves
- Only allow premades in Competitive modes
- Do nothing, while tacitly admitting your failure as a designer
Thus far, the Overwatch team is decidedly choosing the last option.
So, Black Desert is currently on sale on Steam for $6.
Considering it is a B2P game, I was considering just picking it up now and then playing later at my leisure. Something was making me hesitate though, even at this low price-point.
Then it came back: Gevlon had a series of money-making posts regarding Black Desert, and I remembered what bothered me. Specifically, the fact that wealth generation in the game entirely revolved around keeping the game running on your computer overnight/while you were at work.
Offline progression doesn’t particularly bother me in the least. Nor, of course, needing to actively grind. But being AFK while your computer runs all day? Some people in the comments to those posts were talking about how doing X is better than Y if you couldn’t remote desktop to your PC while at work in order to restart production. What the literal shit kind of game is this?
The sale is on till Wednesday, so perhaps I’ll pick it up regardless just to say I gave it the ole college try. But if you have played Black Desert and can explain some of its redeeming features, I’m all ears.
A few weeks ago, Gevlon had an interesting post on how crafting in MMOs is fundamentally broken:
If you fight monsters or players, you must constantly cast spells. If you gather, you must move between spawn points. Both needs you to sit at the computer and press buttons (unless botting). But to craft, you just press a button and maybe wait and you are done.
Basically, crafting is broken because all other options available to get in-game currency take keyboard effort (gathering, grinding mobs) whereas crafting does not. And, having reflected on that, it is 100% true. Just as in real life, the people making bank aren’t those doing the work, but the ones working the bank.
Gevlon concedes that there really isn’t a solution to this problem, mainly because “active crafting” would essentially be a grindy minigame. Well, he says the solution is to make it so that everyone can craft everything, thereby hopefully making the crafter-class irrelevant. I’m not so sure, considering how much gold people already make from selling vendor mats in WoW. Any knowledge gap is enough space for the Bourgeoisie to pop up like mushrooms.
Would a minigame really be that bad though?
Maybe. I remember getting pretty frustrated with Wildstar’s crafting system, which was essentially a lot of RNG and wasted mats. I did not spend a whole lot of time in FF14, but I recall a similar minigame there that required button presses for optimum results. Based on the comments on Gevlon’s blog post, it seems there might be other, older MMO examples as well.
Still, I’m thinking that that pretty much has to be the “solution.” This is assuming that you believe there is a problem to begin with. But crafting has felt divorced from the general MMO gameplay experience for ages. Even Fishing in WoW feels more interactive than the normal sort of insane grind (or extreme automation via addons) that is, say, prospecting stacks of ore and/or creating Glyphs. Running around Herbing on a toon feels fun. Smelting ore and transmuting it does not. And yet one of those is much, much more lucrative than the other.
A more active crafting overhaul would require a fundamental rebalancing of the sort of boilerplate crafting experience though. Most crafting systems are predicated on you crafting hundreds of redundant items, for example. Skill-ups – assuming they still exist – would perhaps need to come from successful strikes on the anvil, rather than just one for the finished product. Or perhaps simply an offline system ala EVE.
In any case, I do feel like active crafting is the way forward. There would still be a goblin-esque master class, as I find it unlikely A) even an active system would be slower at gold generation than grinding mobs, and B) a good 80% of the player population is too lazy to craft their own gear. Maybe the right system hasn’t been found yet. Or perhaps the right system is trapped on an older MMO?
Gevlon had a post up last Friday about Hearthstone that claimed the following:
My problem isn’t that you must pay to be anything but a punching bag. I’ve played 5 years of World of Warcraft, paying 720 euros in the process. My EVE accounts are over 1000 Euros, luckily they’ve been paid by bad EVE players. It’s obvious that you have to pay to use a product and can only get a sample for free. However – unlike in subscription games – there is no fixed cost. If I pay the subscription, I can play EVE or WoW fully. If I pay even $1000 on Heartstone, there is absolutely no guarantee that I’ll be competitive against someone who paid $2000. Even worse, there is no guarantee that my wins are mine, and I’m not just stomping on better players with smaller wallets.
So no thanks, I keep away from Heartstone and the rest of the pay-to-win games.
It is worth noting at the start here that the math is off: on average, you’ll have every Hearthstone card after opening 512 packs, or spending roughly $640. Or it could be as few as 215 packs, for $213. Or you could end up like me, who has just about every card I could conceivably want (not a full set) after having spent 3+ months and $50.
Gevlon countered that there will be more expansions and thus cards later on, but I don’t find that particularly relevant because a dude named Reynard took a 5-day old account and navigated a completely F2P warrior deck to the Legendary Rank, all on Twitch. This wasn’t a guy who spammed Arena games 20 hours a day for every card in the game – this is a guy put us all to shame with his brass balls, mad skillz, and a deck with six Rares (no Epics, no Legendaries). Granted, he is about a pro-CCG player as a person can get. “Results not typical” and all that. But how much money or cards it takes “to be competitive” is not quite as descriptive or damning a statement as it sounds. Is it possible to prop one’s lack of skill with more powerful cards? Sure, probably. Where exactly are those goalposts though?
The larger question of whether Hearthstone is P2W obviously depends on your definition of the term. Is having more/better cards an advantage you can purchase your way into? Yes. However, you can also earn your way to those same rewards using in-game currency. In fact, the whole Dust and Crafting mechanic is something about Hearthstone that has significantly moved my original opinion of its apparent P2W tendencies.
See, I do consider card games like Magic to be P2W for a few specific reasons. First, the power level of the cards heavily and unapologetically skews towards the higher rarities. While there are some very nice Legendaries in Hearthstone, the vast majority of even the top tier decks consist of Basic class cards and Commons/Rares. Second, and more importantly, you have zero control over acquiring any specific card in games like Magic. Yes, you can absolutely buy cards off of other players, but that’s exactly where the P2W part comes in. Or, actually, it comes in at the very beginning, wherein you have zero cards in your collection and have to purchase some to play at all.
Crafting in Hearthstone, along with your ability to complete daily quests and purchase packs with in-game currency, shifts the focus away from paying for advantage to paying for time. Given time, you will have all the cards you could ever want, with zero dollars spent. Is paying for XP boosts in other games considered P2W? Not likely.
But if accelerating the grinding process constitutes a win one pays for, that by definition should encompass most all MMOs, WoW and EVE included. Gevlon thinks dropping $1,000 on PLEX and walking away with a 100m Skill Point pilot inside a Titan as a Day 1 player “doesn’t count” because those were player-made, and thus there was no net increase in power in the EVE universe. But isn’t all power relative anyway? That new player in a Titan is at a significant advantage over all his/her Day 1 peers, not to mention anyone not flying around in a Titan-hunting band.
Besides, what actual difference is there between purchasing currency directly from CCP, and simply siphoning the currency generated from thin air by 1,000 players completing 1,000 missions? Or even completed ships built from ores from the ether? Rate of in-game inflation? If one is P2W, surely the other is as well.
In any case, my opinion right now is that Hearthstone is not P2W, even though it otherwise has most of the trappings of decidedly P2W CCGs. Your early games with the default card selection will suck. There are a number of strictly-better cards at the same mana cost, and they’re usually more rare. A Legendary card dropping at the other end of the table is liable to ruin your day.
That being said… it’s been proven that one can be competitive with a six-Rare deck. You will end up with all of the cards in the game if you keep playing (for free!) long enough. Hell, it’s not even one of those “you can technically get everything but it takes 10,000 hours” F2P payslopes. Other CCGs have allowed players to buy packs using in-game currency, but Blizzard’s willingness to allow Hearthstone players to craft the exact card they want should close the P2W debate once and for all.
At least, for now. We’ll see what the future brings with expansions.
You may or may not have been following the Gevlon + Rohan argument about whether PLEX-selling – that is purchasing a RMT item that confers 30 days of game time in exchange for in-game currency – constitutes cheating in EVE, or is “unfair,” or skipping content, or is ruining the simulation, etc. It has been a fascinating series of posts precisely because I find it almost impossible to relate to their worldview at all. Parts of the argument have the contours of unassailable logic; see Rohan’s near prose when it comes to inconveniences. And yet some part of my mind reels backwards each time I get too close to accepting their premises.
So, let us back up a bit: what constitutes out-of-game resources/thinking?
I still think PLEX is unfair. All the arguments for PLEX have sidestepped the basic unfairness issue, and pointed to the good effects that PLEX has. But at it’s heart, Eve permits one faction of players to skip content for real money, but does not do the same for other players. It weakens the fidelity of the economic simulation that is Eve Online. […]
PLEX is like the designated hitter rule in baseball, or shootouts in hockey. It’s legal, it’s in the rule book. It’s popular, the crowds enjoy it. It might even be necessary for the continued health of the game. But baseball without the designated hitter is a purer form of baseball, as is hockey sans shootouts.
See what I mean about contours of unassailable logic? PLEX can exist within the game, in your cargo hold or on the AH, but it is not of the game, so to speak. You cannot be mining an asteroid and a PLEX fall out; you cannot assemble a PLEX from a blueprint. Every PLEX that exists came into being from a cash transaction outside of the game. In a very real way, it is a breaking of the 4th wall. Rohan is essentially correct.
…and yet, I cannot shake the nagging feeling of the arbitrary.
Across the main post and comments, Gevlon says:
You can only skip grind. If you skip competitive elements, you are cheating. Skipping any competitive element is cheating. Otherwise you are on the slippery slope of “I just skip one more element” until the point of you skip it all and buy a pilot with top killboard stats and peacock around without actually killing anyting yourself. That’s not against the ToS either. […]
@Ephemeron: true that for most people getting E15 is probably just as long as solo mining 500M ISK but it’s an out-of-game skill. Again, if we accept this, the conclusion is “the best way of winning EVE is being good in RL money making”
@Azuriel: you are an inch from being banned from here for being an idiot.
The second account ship obeys the same rules as the first. With 2 hulks you can mine twice as fast, true. But can lose two times more ISK to a ganker.
Real life money is real life money. Buying things in real life with it is normal. Having lot of money is winning RL. But a game is separated from RL for a reason. Buying an EVE-ship by having RL money is just as bizzare as buying a car from ISK.
Putting aside the unfounded belief in the objectiveness of sandbox competition, I see the contours in this argument as well. The ISK from the sale of the PLEX cannot be affected by anything Gevlon does; the credit card which creates the PLEX cannot be ganked, unlike the ship earning 500m ISK mining Veldspar.
But let us go back to our question: what constitutes out-of-game resources/thinking?
Where things break down for me, in both arguments, is when it comes to the arbitrary natures of the distinctions being made. Gevlon, for example, is perfectly fine with multi-boxing. He himself has three accounts running so as to have three separate characters gaining skill points… in an apparently competitive game. But at what point did a second and third account not count as buying advantage using real-life money? Those additional accounts are supporting the primary one: his original “competitive goal” of buying and piloting a Titan is only becoming a quicker reality due to the additional skill point paths he is paying a premium for. Using just one account, his goal would be months (if not years) farther off, as he cannot train Trading and Combat skills at the same time.
I find Rohan’s argument similarly arbitrary. What makes PLEX so especially odious and disrupting? The nakedness of purchasing it from CCP? Consider for a moment other out-of-game transactions. Does multiboxing reduce the fidelity of the economic simulation? Although both of your spaceships exist in the “pure” game world, the reality is that you are paying for an advantage over those with one account. A normal player cannot be in two places simultaneously, nor specializing in two separate skills, nor being able to jump around and trade on six different stations. And let us not pretend opening a 2nd account is any less naked than PLEX.
For the moment though, let us assume that multiboxing is fine.
Is it fine to accept ISK from a friend whom also plays the game? Is the competitiveness of the game intact, should he simply pay for all of your ship fittings and cover all of your losses? Does that constitute out-of-game? Let us even assume he received all of his ISK “legitimately.”
Suppose that instead of simply gifting you the ISK, your friend grants it as payment for letting him copy your homework. Or for driving him to the airport. Out-of-game? What if you offered to pay his EVE subscription for a month, in return for 500m ISK? Your friend still risked his ship getting ganked, still had to undercut Gevlon’s Veldspar by .01 ISK on the AH, and so on.
Rohan and Gevlon’s arguments have such shapely contours because they imitate the elegance of Plato’s Forms: the “pure” EVE is such, and self-contained. But it’s not. Other people exist, and the relationships can cross over between in-game and out-of-game. Ever play Monopoly? You may not have been able to buy Boardwalk by slipping the Banker a real $20 bill, but in the last game I played every single one of us brought in out-of-game resources in the form of favors, grudges, and so on. I gave my friend Andreas a railroad essentially out of spite; he had done nothing in-game to warrant such a one-sided transaction, but I was tired of Aaron winning all the time.
Point being, I can understand how PLEX appears as an “obvious” case of Pay-To-Win (assuming you subscribe to the notion of ISK = winning)… but I see no rational reason to draw such otherwise arbitrary distinctions. Using a Vent or Mumble server to coordinate attacks is an out-of-game maneuver. So is helping a friend with ISK, either freely or for services rendered. I would even argue that reading gaming blogs and Wikis and other 3rd party websites are absolutely out-of-game resources regardless of whether you can open up a browser in-game or not.
Where is the clearly delineated line? Does it start at the cash shop, or at the relationships you bring to the game? Is there one at all?
So once again, Gevlon accidentally makes a compelling argument in the midst of a pompous rant:
“Work ethic”, “hamstering”, “completionalism”: I don’t have a good name for this skill, but I’m completely sure it exists. The lack of it provides the lazy bum, and we all know the good feeling of “Well done!”. The ancient hunter who went out hunting when he wasn’t hungry had better chance of survival than the guy who started hunting when he was starving. The guy who felt fun from watching his pot filling up with beans had much better chances during winter than the guy who foraged just for today. We are descendants of hard working people and we inherited the genes that give the fun feeling when we see our stockpiles filling. The traditional MMO use this form of fun. […]
Now let’s analyze the glorious rise and then the shameful stagnation and fall of WoW. Vanilla WoW was a pure “hard working” game. Your progress depended on how much and how effectively you worked. There were action in the game, but due to the GCD and cast times, it demanded dexterity that vast majority of people easily had. Of course you had to understand the game, but for non-retards it wasn’t a challenge. So you could concentrate on one form of skill: “hard working”.
People completely wrongfully assume that WoW beaten EverQuest because it was “less grindy” or because it had smaller death penalty. No. It won because EverQuest had forced grouping, making the game mixed “hard working”-“social skills”. WoW was pure “hard working” until the endgame, where raid organization needed social skills which did not belong to the game. No wonder everyone referred it as “the organizational nightmare”.
As someone who still has a Light of Elune in his paladin‘s bags, I really enjoy the bean counter metaphor. It is a concept I was musing on while playing hour 37 of The Witcher. Why was I looting every house and making several trips across town to the one vendor I know will buy damn near everything in my bags? The gold is undoubtedly superfluous at this point, especially as I now how enough ingredients and in-game knowledge to steam-roll whatever is coming my way. Then I peeled one more layer down, and wondered why gaining experience points was still fun, when The Witcher is likely my 75th+ RPG. If gaining XP is fun, then why am I not just playing Xenogears forever? It was with that thought in mind that I commented a rebuttal to Gevlon:
The “shameful stagnation and fall of WoW” has nothing to do with undermining the hardworking element, which is alive and well even now; it has everything to do with the natural reduction in the novelty of the experience.
The guy having fun “watching his pot filling up with beans” will NOT have fun filling up an infinitely large pot. There has to be an end-point – the reward of a survived winter – in order for the fun of collecting beans to be realized. Those beans also meant he could relax in his tent instead of scrounging around in the snow. The guy would have less fun filling up a pot with beans as a slave, even if the survival benefit of a full pot is the same. Why? For this guy knows that, as a slave, his task is never-ending.
As Morhaime has commented, the WoW market is saturated: there are more ex-WoW players than WoW players. The people who enjoy hardworking in games have picked up WoW, enjoyed it for many winters, and are now moving on to pick beans in new fields. It has nothing to do with anything WoW has or hasn’t done. Frequent gear resets, at most, act as more frequent winters. After so many winters in one place, it is time to move on regardless of whatever other claims of quality the game has. The novelty of gathering beans fade, and slave-like, rote gathering sets in.
In any case, a WoW that was simply building on vanilla for the last seven years would still experience a “shameful stagnation and fall.” Unlike sports/chess/etc, which have the benefits of tens of thousands of years of iteration, there will always be better, more novel iterations of videogames on the horizon.