• About
  • My Games
  • My Stories

a little bit of everything all of the time

~ Thoughts on stuff and things.

a little bit of everything all of the time

Category Archives: Game dev

Winter is here…but is the roleplay?

13 Thursday Dec 2012

Posted by abc in Events, Game Design, Game Psychology, Social, World of Warcraft

≈ Leave a comment

WINTER IS COMING HERE! Holiday season is upon us and pretty much every game out there is cashing in with special events. Aetolia and Achaea have Celesmas. WoW has Winter Veil. Even Team Fortress 2 has a (surprisingly) somewhat-roleplayed Christmas event. But what part do holidays play in the overall game world?

Many games TRY to give a semblance of backstory to the holiday celebrations. For example, WoW does a pretty cool job of translating Halloween into the game world: the Foresaken get a giant wicker man to burn (sadly devoid of bears and bees) and the classic fairy tale archetype of a headless horseman gets a lich-themed twist, as the horseman is a reanimated paladin confused over his own state of life (though I don’t really understand why we never just…show the guy a mirror or something).

Christmas is no exception. WoW slaps some drunken dwarves and dancing gnomes on it and makes it religion-neutral: bam! You got yourself a Winter Veil. It’s one of the least complex of the WoW holidays (check out the backstory for yourself – the Harvest Festival has more going on in the lore department)…but it’s definitely one of the most FUN. Free stuff! Free stuff! More free stuff! I honestly think the popularity of this holiday inspired the  Blingatron.

santa

“Have you been naughty or nice, little girl?” “…I’m a freaking Twilight Cultist, dude. What do you think?”

But how do these holidays fit into the game world itself? Let’s look at the obvious, first. While it’s not as noticeable in WoW, many games don’t use 1:1 calendar systems, and instead have accelerated time scales. An event that matches real-life holidays will have NO correlation to the in-game calendar, and will highlight the biggest “detraction” of holiday-based events: they aren’t based in the game world. Even with attempts to pretty them up, the events are based on real world holidays, and some players find this to kill immersion.

In MUDs I’ve played, this immersion-slaying was as ubiquitous as dragon slaughter (granted, we didn’t have that many dragons; they were rare spawns) and rather vehement arguments sprung up around the holidays (kinda defeating the point of a fun event). Both sides had very valid points, to be honest. For example, for Valentine’s Day, Aetolia holds an events where players pretend to be Cupid, shooting arcane bows at each other to collect “hearts” which they could turn in for prizes. The people playing the event basically ignored most of what their character’s motivation and actions would be, and tended to just run around doing what they needed to in order to win prizes (highway ambushes, kidnapping and breaking into houses all included). The roleplayers, on the other hand, often were stuck as targets (or at least in the crossfire) for the event traffic. Chatter and shouts would often be inane. People couldn’t emote more than a few lines without someone busting in on holiday event business – and the people trying to do the events kept getting frustrated by nonparticipants getting upset at being shot, as if their characters were the ones being hit. But weren’t their characters the targets? For the roleplayers they were – for the people participating in the event, they weren’t…which was the crux of the problem.

Another example from MUDs are holiday giveaways. Certain holidays in the Iron Realms games feature a NPC named Ironbeard who will randomly visit a player and toss a giftbag at them. Inside may be gold, a potion or two, or fabulous prizes. Players soon figured out that being online increased their chances of getting a random visit, and soon nearly every player was logged in 24/7…most of them afk. Guilds would have dozens of members online, but nobody actually around to help out a newbie’s cry for help. People started getting angry at the rampant afk and some people even started attacking others, merely for being idle.

As we can see, beyond just the badly transmogged holidays themselves, reskinned events can trump normal gameplay, on a fundamental level. Many players view holiday events as “OOC” (out of character) activities, because they are based on real life holidays. And, as mentioned, games which do not have a 1:1 time scale have an even more jarring inclusion of external holidays.  Even in WoW, this happens: think of battlegrounds and how drastically they change when Children’s Week rolls around. Players who don’t even PvP are in there trying to get the achievements – the big fans of PvP would be the roleplayers from my example above, irritated at the achievement hunters clogging up their gameplay. Rogues around Thanksgiving also make gripes about holidays and their constant turkeyfication.

However, holidays are a great inclusion to a game world – any developer should strive to include some types of events like these to punctuate normal gameplay. In Avalon, there were no holiday events, and their lack of presence was felt. Players would put on their own activities, and anything an admin/god did was considered a big deal. That burden for excitement should not fall on the players, however. A well planned persistent gameworld should include holidays and/or seasonal events, as these punctuated bursts of activity “outside of the norm” can really spice up play, giving players something to look forwards to and log in for.

So how to reconcile immersion with events? My thoughts:

– Base events off in-game lore. A game which values IC immersion will already have a lot of lore and backstory to find a way to base holidays off something within the game world.

– Base awards on participation. Simply logging in is fine for a “You were here!” recognition, but any sort of random giveaway should have a basis in actual player activity.

– Consider ramifications of event participation. Adding NEW things to do for the event is good. Reskinning existing content (like children’s week battlegrounds) will lead to normal gameplay being invaded by event traffic.

– Make em fun 😛

 

So. My thoughts for now. All that said, I love holiday events. As someone who’s travelled alot and moved to strange places and isn’t the best at making huge groups of new friends, it’s been nice to be able to log in to the games I play and have my own little version of Christmas if I can’t be at home with my family. So, in that regard, I absolutely love that games have special recognition of these special times of the year.

Let’s just make sure it doesn’t involve mobs of PvErs trying to cap all the flags in WSG, ok? Sheeeesh. >_>

Share this:

  • Share
  • Click to email a link to a friend (Opens in new window) Email
  • Click to print (Opens in new window) Print
  • Click to share on Facebook (Opens in new window) Facebook
  • Click to share on X (Opens in new window) X
  • Click to share on Tumblr (Opens in new window) Tumblr
  • Click to share on Reddit (Opens in new window) Reddit
Like Loading...

Node spawn rates and ripple effects

04 Tuesday Dec 2012

Posted by abc in Game Design, Gold, World of Warcraft

≈ 6 Comments

Tags

crafting, economy, gold, nodes

So big bear butt’s latest post about the recent node spawn rate has…err…spawned a lively discussion about how exactly changes to collection affect the game at large. From my experience in MUDs, changes like these are actually far more wide-reaching than a simple rise in ore costs; they can have (or be a result of) much larger ripple effects in the economy.

Let me share a few examples from MUDs, and then I’ll address these changes in WoW.

– In the very first mud I played, Avalon, the rogue-class equivalent (Thieves) and hunter-class (Rangers) each had the ability to harvest their own poisons for use in combat. Other classes, like warriors, could also use their poisons on their weapons, and other players could sell/distribute these poisons to others, but every single poison use was a direct 1:1 ratio of player harvested to use. I picked one resik, I got to disarm someone once, and then that poison was used up.

Each poison grew in its own environment type and grew at a modest rate. You could have 60 poisons max growing in each node at a time, and it took about 1.5 seconds to harvest a single poison. So, there was a time factor (several minutes for one fight’s worth of poisons) plus a rarity factor (some locations would only have a few poisons available to pick, and locations were limited by the game’s world size. The hardcap on possible growth also put a ceiling on the total amount of poisons possible in the game).

My solution to this was to begin building a vast network of cottages, squirrelled away behind the walls of my guildhall. These private gardens basically gave me infinite poisons for certain environment types. Now the first result was a good one: I was able to spread the wealth and give newbies tons of nice stuff to use in combat. However, as the idea became popular, other players began to do it as well, and we saw a permeation of poisons, to the point of ALL classes eventually using them.

Coupled with this player-based proliferation, the admin also decided to change the environment types of one of the very rare poisons. I was the class liaison at the time and, admittedly, naive. I pushed for this, not having the full view that I have in retrospect. The result was that we suddenly began to see a much larger influx of certain poisons being used, again by all classes.

These small changes reshaped combat, from the player level. The game wasn’t balanced to have heavy-hitters like warriors able to afflict like thieves. Affliction-based users began to get more sloppy, throwing expensive affliction after expensive affliction at their foes. Classes had to go through rebalancing. Thieves and rangers had to be given more buffs to balance out the fact that everyone had access to their affliction potential. In addition to this, the economy was completely tweaked. Poisons dropped in value, while the potion and herb market shot up, as people began to need to chew through TONS more curatives each fight.

In short, huge changes happened because of spawn rate changes. Some, like having more new players able to dive into combat, were great for the game. Some, such as the class unbalances, were severely problematic.

This is what happens when everyone can harvest herbs. :(

This is what happens when everyone can harvest herbs. 😦

– In another MUD I played, Aetolia, there was a similar herb harvesting system. Each room could potentially contain a specific number of herbs, and players had to visit each room, picking a few here and there. Only two classes in the game, Druids and Sentinels (similar to hunters) could pick plants.

As the factions split into various city alignments, it became clear that the “evil” side of the game was facing a much harder struggle to get herbs, as both Druids and Sentinels were members of the “good” faction. Herbalism/Alchemy was turned into a general skill that all players had access to. The only limit? You couldn’t be a blacksmith (had to pick one or the other). And blacksmithing really wasn’t that fun or profitable. Once you had a weapon, you kept it for real life MONTHS, so barely anyone had interest in that profession.

In conjunction with this change, harvesting turned to PERSONAL limits, with each player limited to a certain number of herbs picked per day, instead of the prior overall world limits on plant spawns. The result was expectedly catatrosphic: with no upper ceiling on the total number of plants in the WORLD, every player went out each day and harvested their max. There was no competition for specific plants, no rarity for plant spawns, and so EVERYONE had the same amount of plants available for sale each day.

Within a month, plants bottomed out at one gold each (the lowest possible price, about the equivalent of one copper in WoW), whereas before they had cost dozens of gold. They pretty much never recovered from plummet, and harvesting plants became basically a profession where you were paid for your time/you did it for the convenience.

Some of us keep it big pimpin' no matter what, though.

Some of us keep it big pimpin’ no matter what, though.

The moral of these examples is that what may seem like small changes can have potentially large ripple effects. WoW is obviously a bit different (we don’t consume multiple stacks of plants each fight!), but there are some similarities here. At its very core, the gathering side of an economy has a chunk of its value based in TIME. How much money are you getting for your efforts? Consider, also, that the rewards for all those freaking dailies had gone up in Mists, so there’s a fairly direct comparison for gatherers in the amount of money they could snag with a basic time investment.

At the start of MoP, the value side of the gathering economy became very low due to the high node spawn rates. On larger servers, this might not have been as noticable, as there are ALWAYS players who will gather, even if they are getting only pennies for their efforts. Players may have only seen a relatively low cost for crafted goods, since mats were cheap. However, on smaller population servers, this contingent of die-hard gatherers is smaller, so the result has actually been a weird one: prices got stupid. And not just stupid high or stupid low, but stupid all over the place. The initial influx from the high amount of nodes drove the prices down super low…and those low prices discouraged many people from gathering. Materials became harder to get, so prices would shoot back up…and then the market would get flooded again, and prices would plummet.

Imma get ALL THE ORES

Imma get ALL THE ORES

Crafters, however, would be purchasing mats at a fairly regular rate, and (the smart ones, at least) would base their prices off how much they were spending and/or the market value of the commodities. Crafted items also, on the whole, take longer to sell…or rather, they sell at a smoother rate – raw mats are purchased in bulk, crafters turn them into a bunch of items, and the items are bought as needed. The end result of this is that the cost for raw materials was fluctuating wildly from day to day, but the market for crafted items wanted to stay stable. Players themselves were a big factor in this, as crafters had prices they wanted to sell at, and buyers had ideas of how much things were worth (and neither of these may actually be the market value!). We ended up seeing tons of items selling at less than cost. For example, some alchemists were only profiting based on spec procs.

Was the nerf needed? Maybe. I view it as an attempt by Blizzard to rectify the too-high gathering rates from early in the expansion. They wanted to avoid the huge price inflations that we saw at the start of Cata, but they went too far in the other direction. This could potentially normalize it and make gathering attractive again…except there is the tricky aspect of us players ourselves. The market had already settled down (albeit into a slightly lower level than many would like). We have all picked up an internal “cost” calculation. This change was ABSOLUTELY needed several weeks ago. Now? It might very well throw a big wrench into things and require the market to readjust, again. Then again, it might be a very useful one that encourages more gatherers to get back out there grabbing items, which can ripple profit upwards along the crafting chain. Or it could just make things even less profitable to craft. I, personally, am going to be keeping my eye on things for a bit before I craft/post large amounts of items created from herbs/ore, unless I see a huge profit from it.

Share this:

  • Share
  • Click to email a link to a friend (Opens in new window) Email
  • Click to print (Opens in new window) Print
  • Click to share on Facebook (Opens in new window) Facebook
  • Click to share on X (Opens in new window) X
  • Click to share on Tumblr (Opens in new window) Tumblr
  • Click to share on Reddit (Opens in new window) Reddit
Like Loading...
Newer posts →

YAY! I WRITE STUFF!

A blog for random discoveries, musings, feedback and ideas about gaming, fantasy and life. And probably kittens. I love kittens.

Just type in your email and get it all in your inbox. SO EASY OMGYAY!

Join 21 other subscribers

RECENT POSTS!

  • Fodder October 3, 2025
  • Sleeping Body September 25, 2025
  • Revolution of Sound September 25, 2025
  • Microwave September 25, 2025
  • Eternal Teaparty September 25, 2025

ORGANIZATION AND WHATEVER!

TYPE IN WORDS HERE TO FIND THINGS!

VISIT THE PAST ARCHIVES! OOOOOOH MYSTERIOOOOUS TIMEY WIMEY STUFF!

PEOPLE SAYING THINGS IN COMMENTS!

Shanthi's avatarShanthi on Back to MoP
abc's avatarabc on Back to MoP
Unknown's avatarDisc Priesting for T… on Spirit shelling your way throu…
Shanthi's avatarShanthi on Back to MoP
Unknown's avatarSo I flipped 6500 ca… on Living steel

I AM LEARNING TWITTER! :D

Tweets by jjloraine

STUFF I LIKE TO READ!

  • Super Shock Gaming Zone
  • Ray Ferrer - Emotion on Canvas
  • Edge of Humanity Magazine
  • a little bit of everything all of the time
  • Crafts Thrill
  • What's Your Tag?
  • And fallen, fallen light renew
  • Reputation Grind
  • Superior Realities
  • The Warchief's Command Board
  • Under Construction
  • Be MOP

Blogroll

  • Admiring Azeroth Great screenshots and pet battle info.
  • Bakuenryu! Awesome series about leading a raid team
  • Be MoP A student’s look at the latest expansion
  • Doomed…ish Write-ups of my D&D fun.
  • Holy Word: Delicious Priesting stuffs
  • Info from Nightwill the Altaholic A great general info blog, with a focus on roleplay, lore and creativity.
  • Lair of the 4-eyed Monster D&D and art blog
  • MMO Melting Pot Summaries of the best MMO blog posts of each day!
  • Notes from a Burning House Personal Reflections and Flights of Fancy
  • Orcish Army Knife Great writing on general WoW, with awesome lore posts.
  • Psychochild A developer’s musings on game development and writing.
  • The Warchief's Command Board Thoughts and Musings from Garrosh Hellscream (HILARIOUS parody blog!)

Meta

  • Create account
  • Log in
  • Entries feed
  • Comments feed
  • WordPress.com

Blog at WordPress.com.

Super Shock Gaming Zone

Super Shock Bundle

Ray Ferrer - Emotion on Canvas

** OFFICIAL Site of Artist Ray Ferrer **

Edge of Humanity Magazine

An Independent Nondiscriminatory Platform With No Religious, Political, Financial, or Social Affiliations - FOUNDED 2014

a little bit of everything all of the time

Thoughts on stuff and things.

Crafts Thrill

What's Your Tag?

Video Games, Comics, and Shenanigans.

And fallen, fallen light renew

An ongoing fiction.

Reputation Grind

It doesn't end at exalted.

Superior Realities

The Warchief's Command Board

Under Construction

Be MOP

  • Subscribe Subscribed
    • a little bit of everything all of the time
    • Already have a WordPress.com account? Log in now.
    • a little bit of everything all of the time
    • Subscribe Subscribed
    • Sign up
    • Log in
    • Report this content
    • View site in Reader
    • Manage subscriptions
    • Collapse this bar
 

Loading Comments...
 

    %d