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Entrenchment
I have been collecting some of the Ghostcrawler tweets in regards to MoP alt-unfriendliness and the overall Blizzard pivot away from alts and back to mains, e.g. entrenchment of old subs vs new ones.
Q: Is the plan in Mists to have raiders go through each raid and let the new ones pile up or use LFR to leapfrog tiers?
A: Want to err on the side of the former. If you want to do 5.2 raid, you can gear up in 5.0 LFR. (source)
Q: Upgradeable gear is okay for honor gear, but it shouldn’t be for Conquest, as it’ll take months to catch up. Thoughts?
A: Problem with catch up (PvE or PvP) is it encourages everyone to play less. We like playing more to feel like it’s worth it. (source)
Q. is there any point in forcing people to be revered with golden lotus to do shado pan dailies?
A. Didn’t want fresh 90s to have to do GL and K and AC and SP and go crazy, then finish in a month and have nothing to do. (source)
Q. Do you want people to be entertained or do you want people to grind? For many the two are mutually exclusive.
A. Big challenge to MMO dev: players say they want quality but may also unsubscribe if they don’t have enough quantity. (source)
Q: How do you feel about the players getting to 90 just now and not being able to play arena competitively due to being behind
A: We want to reward players who keep playing. Too often in the past catch up was so easy that it trivialized accomplishments. (source)
Q. But you brought this trivialization of content yourselves starting with patch 3.2 >.> … what have you learned since then?
A. We learned not to let players catch up so trivially that it negates everyone else’s accomplishments. (source)
Q. Greg, you need to stop blaming the wrong things for cataclysm failures. Catch up mechanics dont hurt the game
A. We just disagree on that. I understand you have very strong feelings about how things should work. (source)
Q. efficiency is more fun than non-efficiency. non-efficiency = time wasting = frustration.
A. I don’t buy it. Some of the most fun things in life are stupidly inefficient. I think being inefficient in an MMO is a social thing. (source)
A. We call it the Mechanar syndrome. Players didn’t farm Mechanar because it was our crowning achievement in dungeon design. (source)
Q: linear progression was the worst idea you ever could return to.. you leave behind lots of alt-players and returners.
A. We understand that. But the alternative is that other players feel their accomplishments have no meaning if rapid catch up exists. (source)
I am having a difficult time trying to comprehend at which station Ghostcrawler’s logic train got derailed. “Catch-up” mechanics do not invalidate accomplishments; new raiding tiers do. Nobody cares about your Tier N achievements when Tier N+1 comes out, because why would they? Progression and envy are ever-moving targets, so “catch-up” is irrelevant to those desiring one or the other (or both). So we are left with… who? The people disappointed that their hard, planned obsolescent work was rendered meaningless by the next patch but “oh wait, at least I can try the next tier right away so it was worth something“?
No, it just doesn’t fit. What fits is that in the very nervous design meeting that took place two years ago when Cata was hemorrhaging players, it was decided that every goddamn trick in the book to extend playing time was tossed up on the Mists whiteboard. Burning Crusade slideshows were dusted off and replayed. “Things for Player to Do at Cap” was underlined, twice. Removing catch-up mechanisms does, in fact, “generate” several additional raid playthroughs that would not have existed otherwise. But in that TBC playbook, Blizzard glossed over the postmortem section that warned “You can never go home again.”
Raids (etc) have shelf-lives independent of their necessity for linear progression; old raids become mentally reduced to roadblocks, just something you have to endure on your way to where you actually want to be, i.e. with everyone else. It’s tough being proud of accomplishments nearly everyone else achieved months ago, nevermind how the first boss of the next tier has drops that blows your endgame gear out of the water. And this is besides the fact that the longer the raid has aged, the smaller the pool of people willing/available to run it. Queues go up. Mistakes are less tolerated. It becomes a vicious, decaying spiral… which is precisely why the “Current Tier” model of Wrath and Cata was the better design.
I get that people are sad that raids like Ulduar become irrelevant in mere months. But that happens even in linear progression models! Ulduar ceases to be Ulduar when the people zoning in are just there to get a high enough ilevel to unlock ToC. The magic of these places is not wholly contained in the encounters themselves, but in the Time as well. Being there when the whole server was struggling to defeat the same bosses, congratulating each other on loot, and knowing that each gear drop was the best in the game (at that time). That was when Ulduar was Ulduar.
You can’t go home again.
So, yeah. I don’t buy it, Ghostcrawler. Even if the devs truly believe they are going back to linear progression out of deference to the high school quarterbacks of the moot accomplishment world, they are going about it in the wrong way. iLevel gating was a huge improvement over attunements precisely because it was more flexible. Removing or reducing the catch-up mechanisms is simply bringing back the Keys, complete with all its (alt-unfriendly) baggage. If Mists does not lose players over this – relegating the new player or recently returned to the back of the bus under mountains of required, outdated content – it will be because other areas of the game improved enough to compensate.
WoW Should Lose Millions of Subscriptions More Often
Ever have that moment in your academic career, usually right after midterms, when you sort of wake up and realize “Oh, yeah, this might actually be important enough to take seriously”? I am getting the distinct impression Blizzard is going through that right now, as evidenced by their refreshingly direct Dev Blogs lately. The most recent was about the new direction they are taking the Mists of Pandaria loot system. One section reads:
Here is a model I’ve seen some people say they want:
- The boss dies.
- I get the exact item or items I want.
- I never have to come back and kill this boss again.
- I politely ask Blizzard when there will be new content for me to run.
I added that, somewhat tongue in cheek, to point out that the intent of the new system is not to make killing bosses or getting loot more efficient, or to let you choose buffet-style which items you get. We like random loot being random, as long as it isn’t so frustratingly random that you stop enjoying the experience. The intent of the new loot system is really to relieve social pressure on a group of random and anonymous strangers. We think it is reasonable for groups of friends, such as the typical raiding guild, to have a discussion about how to divvy up loot. That discussion is a tried and true RPG tradition going back to D&D or earlier. We don’t think that is a reasonable expectation for Raid Finder, though.
This is such a frank representation of the very essence of MMO gameplay (e.g. random loot creates content), that it honestly shocked me to see it written so casually. The explicit admission of the (warped) social dynamics of LFR is similarly amazing. It is one thing to see these issues examined in blogs and on forums; it is entirely another for a developer, in an age of David Reid-esque bullshit, to treat the audience like adults.
It feels like when the carnie game operator lets you in on the trick.
Another sample section:
Bonus Roll
We have one other new system that will use part of the personal loot model. This is what we’re calling the bonus roll.
Once upon a time, raiders had to invest a lot of time and effort every week preparing for a raid. This felt kind of cool in the abstract because it built anticipation, rewarded players who prepared for raid night, and otherwise just added a little more ceremony to the act of entering the dragon’s lair to seek glory and treasure. The reality is that you spent your time killing mobs to farm flask materials or gathering Whipper Root Tubers. The reality didn’t match the fantasy and we eventually greatly minimized the need to farm consumables altogether. Of course, that led to another problem, as raiders would log on for raid nights, finish, and then have nothing to do the rest of the week. The bonus roll is intended to give those players something to do that is hopefully more enjoyable than grinding elementals or Blasted Lands boars. We want to see players out in the world doing stuff, and we want that stuff to be a little more interesting (if not downright fun) than farming mats.
This is one of those things that, intellectually, shouldn’t be true. But it is.
I am (still) playing Mass Effect 3’s multiplayer and loving it. Is it fun in of itself? I… guess so? Would it still be fun if I had 100% of the guns unlocked, max ranks, infinite consumables, etc? I can tell you right now with a completely straight face: no, it would cease being fun. I derive pleasure from both the act of playing, and the feeling of increase that comes from progression (the accumulation of credits to unlock random weapons, in this case). The only sort of rationalization I can give you to explain this phenomenon is that I can both have fun and experience progression in any number of other games, which puts “just fun” games at a disadvantage.
Game designers undoubtedly realized this years ago, which is why you see “RPG elements” in damn near everything these days.
Back to the Dev Blog (emphasis added):
Area of Effect Looting
Yes, we are doing area looting. After killing a group of enemies, you may have a bunch of corpses lying around (perhaps because you went all Bladestorm on a bunch of hozen). If you loot one of the corpses, the loot window will include items from all of the nearby corpses for which you have loot rights. Some recent games have incorporated a similar feature, and it’s one of those things that players just want in their MMO these days. It’s already in and it works fine.
Does this sound like the Blizzard of WotLK, or TBC or Cataclysm for that matter?
I am not entirely sold on the concept of Valor Points being turned into gear upgrade fuel, for exactly the reason Ghostcrawler mentions: “There will be a bit of a game in trying to decide when to upgrade your gear versus hoping for a new piece to drop from a raid boss […].”
Other than that? I am very impressed by what I have seen thus far. Female Pandaren are in a much better place than female Worgen ever were, the MMO-Champ emote videos really highlights how far animations have came since I started playing in TBC, no major feature has been Dance Studio’d yet, and Blizzard overall seems to be operating at a level of humility and industry not hitherto seen. I mean, hell, Blizzard has already started work on the sixth expansion, i.e. the expansion after the expansion after Mists.
Seems to me that WoW should lose a few million subscriptions more often.
Interview Overload
Ever read about an hour’s worth of interview transcripts about a game you’re not even technically playing anymore? I have! [emphasis added throughout]
- “However, mounts are sacred–one of the only things left that’s visual prestige. So we do want to make sure we give them out for the right things, like the Challenge Mode achievements Tom spoke about.”
- Re: Guild Leveling. Blizzard isn’t sure they will be increasing the level cap; they may just be swapping out abilities (i.e. Have Group, Will Travel is getting axed). Other big news here is that no daily/weekly XP or Reputation caps anymore.
- “LFR has been huge for us–one of the most successful features in the game, similar to when we implemented the Dungeon Finder. We can watch the numbers exponentially grow–the number of people that are raiding now, compared to before 4.3, is incredibly dramatic–it’s so much more. We can’t tell you the exact percentage, but it’s massively larger. And not only that, they’ve continued to raid, and these are players that have never raided before.”
- Re: Firelands dailies: “What didn’t work is that it’s staged out to take too long for the number of quests you need to do. I think that to get all the marks you needed to get was excessive amount of time.”
- Blizzard doesn’t actually seem to know how the Beta will actually pan out, given that over 1 million people will be getting in.
- You can (i.e. will) farm tokens to buy a consumable item that gives you, personally, an extra shot at getting gear from a boss. It works in LFR, Normal, and Heroic versions of raids. Yes, an extra shot at heroic raid loot. Yes, every heroic raiding guild will require it.
- Blizzard nixed the whole “monks don’t auto-attack” thing. Called that one.
File under Missing the Point:
Q: In addition to the linear nature of Cataclysm questing zones, many players felt that it was hard to feel completely engaged in a zone due to heirloom/guild xp bonuses. They’d outlevel a zone before completing a lot of the major plot arcs. The revamped 1-60 content is complete, but was there anything to learn from this in designing future zones? Especially now that Pandaria has more zones than we first heard about at BlizzCon.
A: Well, actually, we are very deliberately trying to set it up so you can skip some amount of content on the way to 90. We feel those decisions make the World of Warcraft seem like a world. If you look back to original WoW, we had Eastern Kingdoms and Kalimdor, for players to quest in at any given time. There was an amount of choice in what you did–sometimes that choice diminished somewhat, but generally speaking, there were different options.
We’d like to capture that as much as possible, so not only is the quest flow itself a bit less linear, but also your zone choices is a bit less linear. That inherently means you won’t get to do all the quests on the way to 90, but it does mean that if you play the game on an alt, you have an option to do something new.
I think the problems you’ve described with heirlooms or guild xp bonuses and everything stacking becomes worse when it’s linear, because when you end that linear experience before you’re supposed to, it’s a lot more noticeable.
Actually… is Tom Chilton missing the point at all? Reading the response over again, it seems to me he wants WoW questing to get away from zones even having “major plot arcs” for heirlooms and leveling bonuses to trivialize. After all, isn’t the complaint that a person out-levels, say, Duskwood before finishing all the quests in the area? That is only a “problem” if one views the zone as something to be completed. If the zone is instead looked upon as a playground with different equipment – Raven Hill as a Merry-Go-Round, Darkshire as the swing-set, the southern portion as a series of muddy sandboxes – then “out-leveling” it does not make a whole lot of sense.
On the other hand, Chilton cannot have it both ways, right? Players are funneled into Duskwood from Westfall, and thus they encounter Raven Hill first; Darkshire’s issues are as much a part of Raven Hill as the other parts of the zone. Less linear is fine in theory, but there is a meta-narrative that has to glue these quests together in some way. And what about the people who come to enjoy a given zone’s zeitgeist? I love the idea of being able to skip entire zones (Wetlands and Arathi Basin are terrible for Alliance), but the issue at hand is not being able to stick with the zones you actually like. Non-linearity does not fix the issue of quests going gray.
Re: ZA/ZG
With Zul’Aman and Zul’Gurub, they got a worse reputation than they deserved. A big mistake was going from a tier of content that had 9 instances to run, down to a tier of content where you only have 2 instances to run and no raids. If you run people through the grinder of the same two instances over and over, it ends up feeling much worse. If you take any instance and say ‘these are the only two instances you get to run for many months,’ then that ends up feeling pretty bad.
Re: Community
Q: Last question–about community in WoW. There’s been a lot of changes with people coming back and playing together, and using tools like Real ID and Looking for Raid across servers. How do you balance player-created communities across servers with pre-existing raiding guilds, that are facing challenges now like downsizing from 25s to 10s or dealing with real life and scheduling conflicts among older members?
A: I think that is an important balance to try to achieve. Over time, we’ve gone in the direction of making the game accessible to a lot of different people, such as queueing up for dungeons and raids with friends–which have impacted these guild ties and such. So I think that for us, one thing we’re hoping to do is get guild community back with challenge modes, without excluding your average player from content. Certainly with challenge modes, we don’t plan for you to queue up. We feel that if you queued for a challenge mode in Dungeon Finder, that would cause a lot of problems. That guy being yelled at by his wife for 15 seconds will make everyone else pull their hair out and panic that they’re going to miss a medal. It’s an interesting opportunity for us to really emphasize both playing with your guild and friends without it feeling like the average player is missing out on seeing an instance.
Re: Raiding
Q: So you are in discussions about possibly changing how the raid lockouts work?
A: Sure. I think we’re gonna look at how the 10/25 person lockout worked as a shared cooldown. Was that the right decision, or do we want to do something different? I don’t really know what the right answer is yet. We haven’t decided.
And then we get to the Ghostcrawler interview…
Q: So I was playing the Monk a little bit, and I noticed a couple things that were different from Blizzcon. There’s no more dark Chi.
A: <some debate about how to actually pronounce “Chi”>
Q: So there’s no more dark Chi…
A: Dark balls.
Q: There’s no more dark balls, yeah. What prompted that sort of change?
A: [snip]
I am not sure if I mentioned it before, but I genuinely enjoy having Ghostcrawler around. He may be the face of the B Team, he may be a straight-up design troll in some respects, but hey… at least he has a face, yeah? In a world of Bobby Koticks and David Reids and faceless community managers, I am all for more Greg Streets and Curt Schillings, even if they get things wrong.
Q: […] Glyphs was one system I was looking at and trying to wrap my head around the changes. I think you guys had said something about this somewhere, but prime glyphs are basically gone now.
A: Yeah. We apologize for prime glyphs. They were a bad idea. At the time, we were worried that, say, a Paladin who didn’t have a glyph for Crusader Strike would be like, “What the hell? This is my most important ability! I need to glyph Crusader Strike! I don’t want to glyph… I don’t know, Turn Evil or something like that, because I want a glyph for Crusader Strike.” So we did that, and it ended up just complicating everything because now we have to imagine that, “Oh yeah, everyone has stupid prime glyphs that give them 5% damage or crit or something like that.”
See? After talking about a new glyph for Prot paladins that lets you aim Consecration (ala Death & Decay, but shut up), the followup is:
Q: <grinning> See the grin on my face?
A: <laughs> The Glyph of Divine Plea, which Divine Plea is Holy only now, changes it from a “for the next X seconds you’re a bad healer” to a cast time, and then at the end of that cast time you get all the mana right away. So you have to pay the cast time, and while you’re casting you’re not doing anything, but at the end of the cast time you get all the mana and there’s no self Mortal Strike that a lot of Paladins hate.
Want some more? Here was a show-stopper of an admission, from the answer to the problems with Legendaries:
I think part of that is because almost every raiding Rogue had an expectation of getting a legendary. That’s something I’ve talked about a little bit recently. So, one dark secret that players have probably all figured out by now is that Blizzard designers tend to careen from one extreme to the other, and so, when we decide something doesn’t work out, we go to the complete opposite, illogical extreme, and then we reel it back in a little bit. So, we were kind of reacting against the Warglaives model where, “You have a tiny percent chance of getting a legendary! Congrats!” to trying to make it a little more predictable, and the way we did that was with the style where you need so many parts, and the parts have a fairly predictable droprate, and eventually you’ll have your legendary, which then led to the opposite problem of they’re super predictable, people could point to a calendar day and say, “April 20th! That’s when I get my legendary!”
What sort of designer admits that? Bad ones? Good ones? Final quote:
Q: Interesting. So you did a blog post a while ago about the “Great Item Squish (Or Not) of Mists of Pandaria.” I noticed that the combat text was popping up and saying things like “14K” instead of 14,000 or whatever. Is that the route you decided to go with, like the “mega damage” approach?
A: Yeah, we went with the “not.” Mega Damage, here to stay. So we had this all in and working. We squished everything, and it was working. We had the whole thing implemented, and we sat down and tried it out, and, you know, Mortal Strike hit for 200, and Fireball hit for 150, and we were like, “This feels wrong.” We knew exactly how it would feel like, and we knew that our damage as a percentage didn’t go down, but it felt terrible. And we were like, “Okay, this is now super risky”, because we’re going to change talent trees on players, and even though we think it’s a great design, and we think players will love it, it’s a hard sell. And to do that, and have them hit really wimpy, I think even if players understood why we did it, deep down they wouldn’t like it.
So we decided to back off of that. We’re trying the solution with commas, and K’s, and M’s, and to be honest, it helps a lot, and our hope is, by 6.0 or 7.0, players are demanding the item squish, and by then it’s not controversial at all. It’s like a celebration when we finally do it.
Okay, so that is a lot to digest.
Instead, I think I’m going to play some more Mass Effect 3 multiplayer.
Speaking of Rorschach Tests
Ghostcrawler made another community blog post about the Great Item Squish (or Not) of Pandaria. I read it, went “Yep, tis a pickle,” and moved on. Motstandet of That’s a Terrible Idea instead went on a bizarre rant:
Unquestioning and steadfast in their decisions, the WoW designers make seemingly contradictory choices. Why doesn’t GC want level 85’s to do higher level content? I could only assume it’s so players do the leveling “content” first. Yet they constantly assault the leveling game, […]
The article goes on, discussing various methods which could bandage WoW’s broken attribute system, and then he unloads this gem: “If your answer is that stat budgets don’t have to grow so much in order for players to still want the gear, our experience says otherwise.” Silly plebes with your naive remedies; I have data to dismiss your predictable suggestions!
Ignoring the arrogance, what metrics could they possibly have to discredit this simple solution?
I answered the post over there, but I think it is useful to talk about some of the underlying design issues of expansion-based themepark MMOs.
Design Issue 1: The “assault” on the leveling game.
The matter of pacing is of huge concern in videogame design. Even in single-player RPGs (or really any game), you still see the steady metering of items and abilities as the game progresses; going from Stone Sword –> Iron Sword –> Steel Sword and so on. I do not think I played even a FPS where I had access to all the guns in the game right off the bat. By handing out new guns or powers or abilities in a measured way, the player has time to focus on useful applications of said gun/power/ability before deciding which one(s) they want to use.
So given that, why does Blizzard continually assault the leveling game with patch notes such as “The amount of experience needed to gain levels 71 through 80 has been reduced by approximately 33%?” The issue is twofold.
First, look at the experience from a brand new player or even potential player perspective. The designers may have crafted the original WoW leveling experience to take an average of 300 hours to go from 1-60. In other words, the designers felt that 300 hours was a long enough journey to get to the endgame. When expansions are released though, an additional 50 hours is added to the leveling experience and the endgame moves farther along the timeline. Assuming that each expansion adds another 50 hours and no other changes were made, someone picking up all the WoW boxes would be staring at a 500 hour leveling wall come Mists of Pandaria.
So, assuming that 300 hours is a sweet-spot of sorts, it makes sense to truncate the leveling experience so that it always takes 300 hours to get to the endgame. The alternative of doing nothing means that all the commercial and word-of-mouth advertising would be concerning (endgame) content a new player would have to spend weeks and weeks getting to.
This is not to suggest there are not side-effects to XP reduction, such as out-leveling a zone before all the quests are complete. Then again, as long as the quests are sufficiently non-linear, why should anyone care? After all, skipped content adds to replayability. It is not entirely different from RPGs today with optional side-quests and how you can beat the game without being max level.
Second, and perhaps more importantly, one has to look at the experience from a veteran player perspective. I say “more importantly” because there are more ex-WoW players than WoW players, and thus more people who have already experienced the leveling content at least once. If I want to experience the endgame as a different class, each expansion makes the decision to roll an alt even more difficult – every hour I spend leveling an alt is an hour I potentially fall behind in progression (which is, incidentally, why it is useful to have diminishing returns and plateaus). While it is important to pace the game for new players, it makes less sense to do so for players who already learned all the lessons a slow pace was designed to encourage. I may not have ever played a druid, but I played a rogue, a warrior, and a shaman, so pacing things like I have no idea how to move around simply makes me bored and impatient.
So why doesn’t Blizzard simply make a Death Knight option (starting at level 55) for all classes? Good question. I wish they would. Heirlooms were a rather brilliant “solution” insofar as they took something they were going to do anyway – reducing XP required – and then made you spend time buying them, rather than getting them for free. That being said, from a business standpoint there is still probably value for them to have me spend 20+ hours leveling up as that is time spent in-game in those leveling ranges, making things there a little less of a ghost town.
Design Issue 2: Why not just have flatter progression?
Well, if you noticed, Blizzard is kinda doing this already. The standard ilevel upgrade between tiers used to be 13 ilevels, but now it is closer to 7 ilevels. Moreover, Blizzard combined 25m and 10m gear, so that instead of four tiers between raids, there are only two.
The problem with flatter progression is that it, in effect, removes “content.” To understand this point, let us all acknowledge what really is going on under a random loot system: the loot is random so as to give you a reason to beat a boss more than once. If the boss had “smart loot” that only dropped items tailored to the raid who defeated it, that raid would have less reasons to kill that boss week after week. As long as you continue to care about the loot a boss has, that boss remains legitimate “content” to you. I keep putting air quotes around the word “content,” because let’s face it, in every other scenario the only reason you would want to kill the same boss again is if it was fun to do so.
Another issue is when there simply is not enough of difference between gear to matter… or when older items are better. Spending weeks on a boss to gain +2 Strength is not my idea of a productive use of my free time, even if objectively there is no difference between that and +20 Strength. The way something feels is as important (if not more so) than the objective measure. There is a good reason why things are priced at $9.99 instead of $10, after all.
Flatter progression though also leads to those scenarios in which older items were strictly better than newer ones. Before relics were changed to be stat sticks, the Holy paladin Libram of Renewal reduced the mana cost of Holy Light by 113. That relic was available from the beginning vendors in T7 content and ended up being Best-in-Slot for (nearly?) the entire expansion. And yet Blizzard designed and itemized Holy paladin librams for T8, T9, and T10. If you used those, you were actually doing it wrong. And while new paladins could always just buy the T7 libram, there were situations in WoW’s past where an older item remained BiS (Dragonspine Trophy) and basically led to people farming obsolete content for years. That is not my particular idea of a good time, especially when you were basically farming an item for just a handful of people.
The Design Solution: Business (Mostly) As Usual
To be honest, I don’t think there is much different that Blizzard should have done. There were missteps for sure, such as when they introduced hardmode raiding in the middle of Wrath and had itemization quickly spiral out of control. But from a player experience, I was very grateful that my having Lich King loot did not trivialize Cataclysm leveling content the same way my having TBC gear left me slogging through hundreds of Northrend quests with zero upgrades. I can empathize with people who have all their hard work rendered moot each expansion/tier, but I also believe that the alternative is worse.
If Sisyphus had to look at the entire mountain each time instead of just focusing on pushing the boulder, I don’t think he’d ever make it to the top.
That being said, there shouldn’t be an issue with Blizzard introducing an option to slow down leveling much like they have an option to currently turn off XP gain entirely. And I would also like to see a Hero Class solution for veterans, possibly via the Cash Shop.
Of Talents and Cookie-Cutting
Jan 6
Posted by Azuriel
Other than a flippant, out of context quote post on the subject, I have not spent much time musing on Ghostcrawler’s December 8th DevBlog entitled Seeing the Forest for the Talent Trees. In my eyes, there really is not anything to muse over – once you acknowledge the notion that saying something is “bad game design” simply means you disagree with a subjective decision but want to sound like you are an authority on the subject, there is not much left to say.
However, Doone at TR Red Skies touched on a certain subject that is so perpetually misunderstood that I begin to imagine people are being dense on purpose:
The problem never was there being an ideal setup for a specific encounter. The problem was there being one ideal setup for every encounter. What really is the value of a talent system in which you spend an hour looking stuff up, set your talents, and then don’t change them until the next expansion? That is what they are combating here.
To be honest, the problem is probably vague terminology. Just like people define “casual” in different ways – does it mean time played, or level of commitment, or both? – the term “cookie-cutter” has come to encompass both “uniformity” and “theory-crafted best.” There is a nuance there that seems to escape most people. As Ghostcrawler says in the blog concerning the Warrior MoP-era talents:
“On a fight like Baelroc (one boss, no adds), Bladestorm and Shockwave probably aren’t competitive with Avatar. We’re okay with that, because on Beth’tilac (lots of adds) they definitely can be and it will depend a lot on your play style and the role you have in the fight.”
If one talent load-out is better on one boss than another, or in one situation over another, it ceases to be cookie-cutter in any meaningful way. Houses in a suburban subdivision are cookie-cutter; each house is identical in every way. A 5-iron is not a cookie-cutter golf club to a 3-wood; they have different roles, uses, benefits, and drawbacks. The Wrath/Cata-style talents are cookie-cutter because there is only one way to spec as Arms, only one way to spec as Fury, etc (assuming you desire max DPS). In MoP, you can be a Fury warrior with Shockwave if that would be useful, or Bladestorm, or Avatar.
Here is Bashiok:
The difference is that right now there’s a way you spec your character, and then there’s maybe a handful of “Ok now you can do whatever you want with these 4 leftover points.” Those points are leftover because they ultimately don’t matter. You don’t really even need to spend them to do well. It’s not a good system, and the few leftover ‘choices’ don’t feel awesome because… well they aren’t, they aren’t awesome, which is why they’re unimportant points.
With the new system we give you everything you really need automatically, and talents are going to be more interesting ‘style’ and utility choices than a bunch of stat and damage increases. The choice comes, hopefully, from choosing talents that appeal to how you like to play or what you think would be particularly useful for a specific boss, fight, or encounter, and the ability to swap around points freely while out in the world help reinforce that.
I still fully expect for people to devise optimum builds for specific situations, but there’s a difference between optimum and no choice at all.
I think once you see the majority of talent choices you’ll understand a bit more why these choices aren’t really going to be bombarded by optimum build mentality. The choices just don’t have a clear optimal because most of the choices don’t lead to direct output increases.
If that doesn’t seem to be the case then we need to work on it more.”
And here was their response to the cookie-cutter argument back during the Class Q&A in November:
A: Since so many of the talents focus on survivability, movement, and utility we are skeptical that there will ever be a talent build that is the perfect build for every PvE fight in the game. It is likely that as players learn specific encounters, each spec finds an ideal set of talents for that encounter. Those will be the “cookie cutter” builds. However, that will mean that players are interacting with the system and picking a unique set of customizations on a frequent basis. This is a vast improvement over a system that is solved once by a dps spreadhseet and then everyone copies that build once and ignores their talents for the rest of the expansion. In addition, there will be likely disagreement over which talents are best for which encounters.
That is the nuance. Moreover, the way they are setting up the talents makes it more likely that you can choose the 95% optimum + fun set of talents over the 100% optimum + unfun ones. If Blizzard gets to that point, well, Mission Accomplished.
On a final note:
I am *so* over talent trees. I understand the function they have in the scheme of things, but there has got to be a better way to give the feeling of progression than giving us a talent/skill point to slap into +1% damage or other vague, ill-defined “options.”
I have been playing Dungeon Defenders recently, for example, and while it is “fun” being rewarded with skill points each time I level, on an intellectual level it feels asinine. I don’t know how 3 extra points in run speed actually impacts my gameplay. Is that 3% faster? Or can I run through a hallway 3 seconds faster? I want to move more quickly, but there is seemingly little direct relationship between the two. Nevermind how much better +3 Tower Attack Speed could conceivably be (less need to run places because towers kill faster). How the hell am I supposed to make an informed decision, especially when respeccing if prohibitively expensive (if offered at all) by design?
Here is my prediction: once people play Diablo 3, it will be downright painful going back to dumbass talent trees. I already cannot stand games that force you to make a decision on two options you cannot possibly know beforehand. Which do you want? The Kmakljfamns or the Hiagsguygag? I dunno, let me play with them first goddammit and I’ll let you know.
P.S. It’s a trick question. If you don’t pick the Piohqjasbhf, you’re a noob.
Posted in Commentary, WoW
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Tags: Blue Post, Cookie-Cutter, Game Design, Ghostcrawler, Talents