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~ Thoughts on stuff and things.

a little bit of everything all of the time

Category Archives: Gaming

E items

03 Sunday Feb 2013

Posted by abc in Game Design, Game Psychology, Gaming, Gold, MUDs, World of Warcraft

≈ 6 Comments

Tags

economy, gold, items, rarity, value

You may have heard the recent news about e-theft; in case you haven’t here’s a quick re-cap: Two boys in the Netherlands physically attacked (in the real world) a third to get to acquire items in RuneScape. The verdict? On top of assault, they were guilty of theft. This is only the latest in a series of similar rulings establishing precedent for real world value for online concepts.

The notion that items which exist solely on the Internet still have some intrinsic real world value is not a new one. You might recall the virtual island which sold for nearly $30,000 several years ago, or the Supreme Court ruling over ownership of domain names. However, this case is unique in that it’s not tens of thousands (or more) of dollars at stake here. It’s basically the equivalent of two kids beating up another to get his prized baseball card – and the courts are recognizing this as just as valid an issue, despite the fact that the stolen item exists solely in a game.

I VALUE MY DARN FULL MALEVOLENT GEAR OMG

I VALUE MY DARN FULL MALEVOLENT GEAR OMG

The ramifications are interesting. IRE‘s EULA provides a solid blanket of cover, ensuring that items such as credits and artifacts are always protected, while items you acquire in-game are subject to game world theft, subject to the individual game’s rules. However, what does this say about the value of our characters themselves and the items they hold? Do they now have a real world or monetary worth? Can items which exist solely in the virtual ether have any sort of price tag attached to them, or are they just intangible abstracts?

An intriguing way to look at this is to consider what in itself denotes value. Basic Econ 101 courses look at real world goods in this way, assessing factors which contribute to an item’s value. One theory suggests that value derives from the inherent costs of production. For items which exist solely online, however, the need for labor and materials is completely absent – a virtual sword doesn’t require a smith’s time or iron ore to make, just like a house in Achaea’s subdivision doesn’t need masons and stone to actually build. Yet these can be highly desired things to acquire in games, so there is obviously something else which plays into how much an e-item is worth – a more subjective scale of perceived use and desirability.

For the most part, items fall into three categories, although there is understandable interlap: utility, enjoyment and rarity. A rune for your blade or a set of wings, a special design for your unicorn in Avalon, or a meta gem in WoW – are all clear examples of items which are highly valued for their utility. These items augment your fighting or greatly ease your travel through the land, and carry high price tags which players consider worth paying because of how useful they are. A house one can roleplay within or a fancy mount, on the other hand, would be an item considered valuable because of the enjoyment factor it contributes  to. These types of items often are acquired more for roleplay or sentimental purposes. Finally, rare items, such as prizes earned through events or promotions, or pets which have a very low chance or spawning, are valued primarily because other people don’t have them, or need them and find them hard to acquire.

Artifact auctions provide a great example of this sort of valuation in practice. Aetolia, for example, is currently holding a unique type of auction, where several of the items can only be bid on with special tokens which players acquired in an earlier promotion. One of the items, a torc which gives the Druid vitality skill, currently has a very high bid, due to how useful the ability is perceived to be in combat. Another item, though, is a special traveling house, and is also rising high up on the bid list, because of the “fun factor” many see in driving a gypsy wagon around. The currency itself, finally, is a great demonstration of the notion of rarity – before the items were announced, most people didn’t value the tokens that highly and they sold for rather low prices. Now, however, that the auction is underway and people need the tokens (and the amount available is becoming more scarce) the price these are being traded for is skyrocketing.

It’s somewhat fascinating how the game world can mirror the real one, but with its own distinct spin put on it. Without the fetters of some real world constraints, such as production and material costs, other aspects of the economy come to the forefront, making for a interesting system to sit back and observe.

How about you? What items do you most value in your game of choice, and why?

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Newb Moments

17 Thursday Jan 2013

Posted by abc in Game Psychology, MUDs, Social, World of Warcraft

≈ 2 Comments

Tags

gaming, MUD, MUDs, newb, newb moments, newbie, text game, WoW

The following comment from a WI article started reminding me of some of my biggest newb moments.

Daniel said: If quest healing, also remember not to modify your attacks to the alt key! Alt+tab when questing may end in disaster.

You see, I use keybindings a lot for my healing, especially for instant cast spells. Probably a development of all the PvPing I did during my formative levelling. I soon realized that I ran out of keys to use, so I use modifiers quite often.

#showtooltip penance
/cast [mod:alt, target=focus][mod:shift, target=target][nomod, target=player] penance

That’s a simple use of modifiers in a macro. You press different buttons and different things happen. You can use these quite potently…or otherwise…

I, personally, have alt set as my modifier for directing my spells to my tank. Ie, I press 1, I bubble myself. I press alt+1, I bubble the tank. Well, I was raiding on my paladin and we were in Bastion of Twilight at that REALLY nasty trash pull with all the elements, right before the Captain Planet fight.

Now, at this past point in time, I have my hands (eg of protection, salvation, etc) lined up on my F keys to keep track of them really easily (you may see where this is going), but when I try to hand of sacrifice the tank, my game crashes!

“Omg!” I growl into mumble. “Wait, sorry, ack, stupid game crashed!”

I log back in to see that everyone has wiped. Sadface. We run back and try again. Again, I attempt to hand of sacrifice the tank. Again, poof! WoW closes.

“OMG! This spell is making my game crash!!!” I log back in, righteously pissed off at Blizzard by this point, and finally one of my teammates jokes, “Geez, what are you doing? Pressing alt+f4 over and over? Lawl!”

Oh. Duh. I mumble something about bugs as I furtively move hand of sacrifice off of the F4 key.

Apparently I’m not the only one who was reminded of newbiness, as today’s WI breakfast topic is a  wonderful collection of amusing raid-based failure. I highly recommend a read.

Some runs back are longer than others...

Some runs back are longer than others…

“Newb moments,” to me, are something longer-lasting than a simple blonde moment or brain fart. They are almost a sort of epiphany, moments where you discover something fundamental and profound – except in this case, that discovery is something you really should have known about.

My very first memory of a newb moment was when I initially began playing MUDs, over a dozen years ago (ugh, I feel so old saying that). I remember reading the game’s website and imagining how I could become an amazing, powerful….something. I wasn’t that clear on how it all worked. Eager to become awesome, I set off exploring.

Now, I had played other games before this. I had a Sega Genesis as a kid and even before that we had an Atari ST (it was the Cadillac of prehistoric PCs kthnx). Even better, we had internet access before the internet was even a fully-fledged thing. This meant that we got, in addition to all the important boring government DARPA defense stuff, SHAREWARE (and demo) GAMES!!!

While some of these games were amazing displays of graphics and sound like TURRICAN, some were little freeware ditties, including a range of text games: virtual trucker games, a Clue knockoff and Zork-esque adventures. The text adventures, in particular, resonated with me, and I spent many an hour trying to “get dragon” and “kill dragon” (and lots of subsequent “you have died”ing).

So, when I got older and we got ourselves a fancy new computer and super fast internet – the phone jack went STRAIGHT INTO THE COMPUTER!!! – I started looking at what games were out there on the web and found a game called Avalon. Fast-forward to my imagined ascent to greatness.

Oh boy. Telnet.

Oh boy. Telnet.

I explored the virtual world, merrily typing north, north, east, look, get dung – you know, the usual. I discovered things all over that I could pick up. I found a whole castle on top of a mountain filled with dwarves! I got lost in the caves under the castle and got killed by an orc. I dropped all of the awesome shinies I had been carrying. Le sigh. A roadblock on my path to becoming amazing!

It didn’t matter. I was enthralled. I played for hours straight, and then again the next day. And at the height of this enraptured gameplay, something happened – the newbiest newb moment of all newb moments – that changed my paradigm on games completely.

I was still caught up in my voracious exploring and questing when I wandered into a building that appeared to be a temple. The rooms had vaunted names and the text descriptions detailed columns and ornate carvings. I felt a shiver of apprehension. Was I nearly at the part where I became the ruler of the world?

I came upon a dead end. There, standing out in bright aquamarine text, was what had to be part of my ultimate quest: “Archimedes, the God of Wisdom.” Normal quest creatures weren’t named in colors that brilliant. Normal quest givers didn’t have names that illustrious. Normal quest givers didn’t hang out in a sacred temple. Exhaling slowly, I readied myself for the final task and then typed in the phrase I had learned would prompt the game’s creatures to give me quests – GREET ARCHIMEDES.

You warmly greet Archimedes, the God of Wisdom.

I waited, breath bated.

And kept waiting. Weird. The other creatures always gave me quests instantly.

GREET ARCHIMEDES.

You warmly greet Archimedes, the God of Wisdom.

Still nothing. I was getting frustrated.

GREET ARCHIMEDES

GREET ARCHIMEDES

GREET ARCHIMEDES

You warmly greet Archimedes, the God of Wisdom.

You warmly greet Archimedes, the God of Wisdom.

You warmly greet Archimedes, the God of Wisdom.

Archimedes, the God of Wisdom lets out a broad chuckle.

Archimedes, the God of Wisdom says, “Quite the persistently friendly one you are, aren’t you?”

GET QUEST FROM ARCHIMEDES

Archimedes, the God of Wisdom says, “Are you lost? Need some help on your novice quests?”

NOVICE

NOVICE commands are the province of the Ministry of Public Relations and the barony.

Ok, what did that mean?! All of a sudden this game was getting confusing.

Theresa appears before you through the black screen of a magical portal.

Whoa.

“Hi!” Theresa happily says.

Theresa says, “Lost novice here?”

Archimedes, the God of Wisdom nods emphatically.

Theresa says, “No worries. I’ll help her out.”

Theresa says, “Follow me. Just type FOLLOW THERESA.”

WHOA.

Suddenly it hit me – these were not computer creatures. THESE WERE REAL PEOPLE. There were other people playing the game with me. The world fell out beneath me. I had been completely oblivious to the vast, expansive nature of the game I was playing…oblivious to the potential of the internet itself. I was in a fantasy world inhabited not just by monsters and dragons, but also by other living, breathing people. All on my computer. The realization was astounding.

This, here, was my newb moment, when I discovered I had been overlooking an essential element of the game. In my case, I had missed the fundamental nature of what a MUD was – a multiplayer dungeon.

Once that awareness sunk in, the game was never the same.

On one hand, a whole new vista of gameplay unfolded. Player-to-player interactions are far more complex and ever-changing than scripted AI. Roleplay develops, alliances form, enemies are made. Combat is intense and politics compelling. The game develops endless playability.

Then again, there is something vital lost in that awakening. It’s like a kid realizing that (spoilers!) Santa doesn’t really exist. Yes, you see the more complex mechanics of the gameplay (or reasons for the holiday) and learn to play at a deeper level (ie be a grown up), but there is still an element of blissful ignorance that has been shed. What started as an impossibly engaging magical experience establishes itself as just a game.

Any level of competent gameplay requires this transition (which is probably a better topic for another entry, as this one is getting rather long). Sometimes, however, I look back on this first massive newb moment, and nostalgically remember what it was like to be clueless.

How about you? Any incredibly huge blind spots you’ve discovered in your gameplay? Any big discoveries? Any reaaaaaally stupid mistakes you’ve made?

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Raiding Trick: How to Sneak Your Team into Terrace

14 Monday Jan 2013

Posted by abc in Game Leadership, Raids, World of Warcraft

≈ 9 Comments

Tags

mists, mists of Pandaria, mop, protectors, protectors of the endless, raid, terrace, terrace of endless spring, toes, WoW

[edit from 2024: this post will get some serious traffic when classic MoP launches, you’re welcome to the future, check out my mop disc stuff]

So my raiding team has had the first fight in Terrace of Endless Spring (TOES, as we call it) on farm for 3 weeks now. The council fight, Protectors of the Endless, features a unique mechanic called “elite” mode. Basically, if you kill the bosses in a harder order, you get better loot. How much better?

ARE MY BOOTS NOT AWESOME

ARE MY BOOTS NOT AWESOME

Normal is 496. Elite starting level is 503. Heroic is 509. Two upgrades on an elite item and it is BETTER THAN HEROIC QUALITY. This is an amazing opportunity for guilds who are behind the gear curve, like our team was. We started the tier quite slowly and with a lot of hiccups. We weren’t showing enough discretion in who we brought, and tried to just let everyone have a try, with the more experienced and geared raiders doing a separate Heart of Fear run. Once we realized that we had more progression in Heart of Fear than in Mogu’shan Vaults, we knew we had to switch things around. We now have training raids for the newer members, and a dedicated progression group…which means we are flying through content, downing at least one new boss every progression night.

But, like I said, we had a slow start, so we’re playing catch-up with gear. And one trick we’ve used is leapfrogging ahead into TOES.

Yes, our server has a lot of raid teams.

Yes, our server has a lot of raid teams.

We downed Garalon last night, but WoWProgress is being stupid and won’t update. Anyways…

As you can see, we downed protectors before we even killed the second boss in Heart of Fear. It’s actually a very simple trick and something I suggest considering if your team is struggling on DPS checks or with gear. Terrace basically won’t let you in if you haven’t cleared HoF yet. The stupidly simple solution is just….clear Heart of Fear.

The thing is, only one member needs to do that. It’s just like switching to heroic modes. As long as the person who has gotten the requisite kill is the first one to enter the raid, the rest of the team will also be able to enter.

For us, we had the fortunate situation of one member in our group being an alt from a hardcore raiding team. They are already on heroic modes and had someone who had to miss a day, so they were happy to bring our rogue (and his ranked DPS – yes, he ranked 113 in the world on our Garalon kill!) along for a HoF farm. Same with our (nearly as DPS-tastic) warrior. So both of them now have a clear of HoF under their belts and we can all progress in Terrace simultaneously with progression through HoF.

Now, I will advise one caveat about this idea – gauge your guild. Some teams might feel offended by a member jumping ship for a week to get a “carry” (although in our DPS’ case, they definitely held their own) to a clear. It might make members feel as if the raid leader has lost confidence in their own ability. Take careful stock of your team and your members before you consider something like this, and decide if it is going to hurt team morale. It is a sort of a gimmicky short-cut, afterall. For many teams, the value of defeating the boss together is more important than advancing in progression – hell, I’d say the same likely will apply to our team for next tier. We just are trying to recover from that initial hold-up at the start of the expansion.

Plus, our raid lead definitely framed it as something to be proud of – we’re basically the only team on our server outside of the top 15 getting kills in TOES. That’s kinda cool, especially for a group that hasn’t started heroic modes yet.

And DO try elite mode. Our first pull, I freaked out, panicking into mumble, “Hey, I think this order isn’t the one the guides suggest…!”

Our raid lead just mumbled “You must be confused321pull!”

After a dozen or so pulls, we downed them (as seen in the video above) – and my eyes immediately widen when I see the loot.

“We did it on ELITE?!” I was stunned. I felt tricked, but also really awesome about the deceit. I felt proud of us – we had not only downed the encounter, but done it far tougher than intended, all unknowingly!

“Did you know this was on ELITE?!” I demanded.

Our raid leader merely chuckled, replying, “Of course.”

“Why?!”

“Because,” he calmly stated, “I knew we could do it.”

Pfffffft. He was right, though – we totally could.

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Why I Wouldn’t Bet on a Warcraft Movie

08 Tuesday Jan 2013

Posted by abc in PR, Social, World of Warcraft

≈ 2 Comments

Tags

Warcraft, Warcraft movie, World of Warcraft, WoW, WoW movie

[edit from 2024: this blog post is amazing and I’m never deleting it. Radical acceptance is my new mantra: we’re all dumb when we’re 20-something.]

So, reading WoWInsider’s daily queue, I came across this question:

dumbass said:
Ok, so, I’ve just watched Hobbit and, having read the book ,but not being a LOTR buff, the film still felt pretty darn amazing. The art, the effects, the way they went about things. WHY ISNT THERE A WOW MOVIE??? If they can do that with Hobbit, I mean come on ,the style felt so WoW-like. And the box office would be off the charts for it imo. Any idea’s why it’s still not out there?

I don’t know about the profitability of a movie. The fan base isn’t as relatively large as many think it is, for one. Assuming $8 a ticket, let’s be generous and say that everyone who has ever played WoW also manages to talk someone else into seeing the movie with them. That’s 24 million people! Actually…that’s actually not a huge number in movie ticket sales. The top 100 movies sold a much higher range: 50-200 million.

Let’s do some math, though, and guess how much money Blizzard would make. 24 million * $8 = $192 million. That sounds pretty good! But that’s just gross intake. You have to subtract production costs, advertising, etc. The Hobbit? Guesstimations put that at $300 million to make. Even if WoW went for a drastically lower budget, they’d still have to invest some decent funds to make the movie look professional. The anomaly of the incredible El Mariachi aside, most movies take a big chunk of change, with fantasy movies requiring even more. It appears that no top (or even modest) grossing fantasy movie has been made in recent years with a budget of less than $50-$100 million.

I'm ready for my close up, Mr. Ghostcrawler.

I’m ready for my close up, Mr. Ghostcrawler.

Blizzard already tagged Sam Raimi for producer – even though he’s backed out, we can approximate what style (and cost) of movie he’d make by looking back at his other recent projects. Spiderman 3 is probably an unfair example, since it’s one of the most expensive movies to be made. Ever. Legend of the Seeker, however, is more on-point: a toned-down and SFX’d up version of Raimi’s original Xena and Hercules series, the show makes do with a budget of $1.5 million an episode, which is leaning towards the higher end, especially for non-network television. The special effects, however, are clearly made-for-TV quality, and a much larger amount of money would need to be allocated for a movie. Raimi’s most recent work, Oz: The Great and Powerful, had a budget of around $200 million, a number that is becoming increasingly more average for big name fantasy flick. Extrapolating from these, it seems that Raimi’s average production budgets, as far as fantasy stuff goes, would range from solidly above average to Lord of the Rings territory…so we can conclude that Blizzard would be aiming at a fairly high bar (which is pretty well reinforced by the company itself, in my opinion. They don’t do substandard stuff).

So, basically – the movie would either have to be quite cheap to make (which doesn’t look likely) OR draw in a ton of general fans, to cover the production costs and net a large profit. Just how generic would the movie have to go to draw in non-WoW players? How much would that deviation detract from the movie? At the least, there would have to be heavy backstory exposition – or a lot of sweeping changes to lighten the plot and make it easier to follow – to catch the non-gamers up on the storyline. I’ll let you chew on that and consider how it would affect the overall movie.

This whole moment – the verge of confronting Varimathras in the Battle for Undercity – would be drastically scaled down to, “There’s a demon being demony so let’s demon slay!” And Sylvanas wouldn’t be undead. Hell, it’d probably just be all about Thrall to simplif- heeeeeey wait….

Conversely, Diablo 3 sold over 10 million copies, at (let’s round down) $50 a piece. That’s $500 million gross intake.Rounding up as much as we can (to match the insane budge of Gran Turismo 5), let’s say D3 cost $50 million to make. That’s a much larger investment to profit return.

However, it goes beyond even that – Blizzard is a video game company. Making a live action movie is entirely outside of their wheelhouse, so either a large chunk of the movie would have to be outsourced (perhaps with Blizzard just providing the story, rights and maybe some creative input), or a big investment would have to be made in regards to staffing and equipment (which, really, just is impractical unless Blizzard is planning on making other movies in the future).

In short, making a Warcraft movie would likely not be a financially wise decision for Blizzard. It might, however, be good for other reasons – such as a PR move to pull in more subscribers to the Warcraft/WoW franchise. In my opinion, it would have to pay out quite solidly in this other department to be worth the creation of an entire movie… which may have been the entire original point of the movie. Remember, the movie was first announced in 2006, at the height of vanilla and WoW’s seemingly-unstoppable rise in popularity.

WoW subs over time. From http://mmodata.blogspot.com/

WoW subs over time. From http://mmodata.blogspot.com/

At the time, creating a movie probably seemed to be an ambitious, but exciting, idea for a spin-off. Sure, the profits would only be modest at best, but it would draw even more players into this new world of MMOs. The sky probably seemed to be the limit – more and more people were discovering online gaming and the industry was growing at exponential rates. A movie would only draw even more in.

However, time passed and this growth slowed. WoW seems to have settled into the 9-12 million subscriber range, and has hovered around these numbers for several years. Furthermore, it seems the MMO market itself has saturated and reached somewhat of an equilibrium of players, staying steadily around 20 million:

All MMO subs over time. Image from http://mmodata.blogspot.com/

All MMO subs over time. Image from http://mmodata.blogspot.com/

A movie nowadays would lack that recruitment punch that it would have held in 2006; Blizzard would be pulling a relatively small amount of new MMO players in with it, and existing gamers probably wouldn’t try WoW out just because of the movie. A new game (Titan, cough, cough), new expansion, or revised content, on the other hand, is much cheaper to make and more likely to draw in gamers from other games, draw back straying WoW subs or draw money out of D3/Starcraft addicts in need of the new game fix.

All that being said, have you heard about Defiance? This game is intertwined with a TV show on SyFy – the game world is represented on the small screen, characters from the TV show appear in game, game events revolve around the TV plot – and promises to be a potential…err…game changer when it comes to video games. Even though it’s not really my thing (I like to test shooters, but I’m not as much a fan of playing them), I will probably keep a close eye on this just to see what develops. If it works out? Hey, maybe we will see a WoW movie someday.

I really hope so, if only to see the racial dances on the big screen. >_>

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Low Res Gaming

02 Wednesday Jan 2013

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

≈ Leave a comment

Tags

crappy graphics, gaming, videogames

I was reading the Queue, WoW Insider’s daily reader Q&A, and this question (and the TONS of debate in the comments) stood out to me:

Daniel asked:

is the increasing size of the game killing subscribers with inferior machines?

No. WoW is still very accessible from very aged computers. The size of the game has very little to do with any as well, as long as the graphic settings are low the game could be three times the size it is right now and it’d still function fine.

It’s a fairly relevant topic for me. You see, I don’t have a video card. In Guild Wars 2, I joke that I have a super deluxe in-built realistic physics engine. My friends all kinda raised their eyebrows, until they saw my computer at our New Years’ GW2 LAN party: every time I ran anywhere, my turns would translate momentum from the direction I had been travelling in and if I stopped running my character would jog a step or two before fully halting. It makes doing jump puzzles impossible, but it actually does add an (inadvertent) layer of realism to my toon’s movement. Still, it’s crappy graphics. The game looks pixelated and grainy, and WoW – while less demanding – is often hardly better.  I run at about 10 fps in raids. All of my settings are as low as low can be, except for view distance in battlegrounds (hey, I gotta be able to see Gold Mine from Lumbermill!).

I’m also my guild’s top healer. Granted, we’re not a hardcore progression team, but we did just down the first boss in Terrace, so we’re not a throwaway guild either. My game is not as pretty as…pretty much anyone else’s…but, to be honest, I find that helps half the time for avoiding crap on the ground. I used my live-in-arms-warrior’s computer while he was back east visiting family and I was dazzled and almost a bit overwhelmed by all the shiny, pretty, glaring spell effects. I may be part magpie. However, I can see the merit of toning all that down (except for certain encounters, like BoT’s Valiona which had to be hotfixed so low graphic settings could even SEE the black circles) to make it easier to see the really vital stuff, like void zones.

Plus, if you have really shitty graphics, it makes gathering quests (and sometimes PvP) cool in an almost-cheating-it’s-kinda-that-great way, since all the ground clutter phases out of view unless you are right on top of it. This means that you can essentially see through the world and view the actual quest elements and other players. Boxes, rocks, plants – bam, gone! Great for things like hunting for cloud serpent eggs; all the foliage vanishes, but the eggs are interactable objects, so they remain visible.

I mean, really, what stuff IS actually important to see? As a priest, I like being able to see who has bubble and aegis at a glance, but that’s really only vital in PvP (both for keeping them ON my team and for dispelling them FROM enemy teams!). In raids, I tend to be keeping my eyes more on health meters, however, and those display who’s got bubble AND  how long their weakened soul is. I don’t really NEED to see my spells themselves being cast. Now, don’t get me wrong, it’d feel weird if my character just sat there, but seeing sparkles shoot out of my hands is not necessary to gameplay – all I really need from that end is a cast bar to let me know that spells are actually being cast. Technically I don’t NEED the visuals of it.

However, there’s a reason gaming moved on from text-based into graphical, afterall (hint: it involves the graphics). A game where all of the visuals are pared down is not an aesthetically pleasing one. Think about it – when you picked up your first MMO, there was probably a moment of awe, simply based on what you were seeing. I know there was for me: I came to WoW from text-based MUDs and to suddenly SEE all of the game in dancing, vibrant colors and 3-d image was jaw-dropping.

mudscreen

General MUD gameplay. Talking to another player and viewing /g

mudscreen1

MUD combat and part of the in-game mapping system

mudscreen2

An ASCII firework!

Those above? That’s what a MUD looks like. You might get some ASCII image, like the “map” at the bottom of the second (yes, we use THAT to navigate) or even some more flashy things like ASCII fireworks of a nyancat. However, that’s as advanced as you get, graphically. It’s like being stuck in 1980, visually, in a MUD. So to suddenly load WoW and SEE my character (instead of just imagine her) and SEE her casting spells…that was incredible. It’s not much of a leap to assume that it was a similar experience for many people trying MMOs for the first time, and there is no doubt in my mind that part of what makes a game popular is its graphics – but very firmly only part.

Graphics alone don’t make (or break) a game. RIFT, for example, had stunning graphics, but a lack of distinctly unique gameplay prevented it from becoming the WoWKiller it was predicted to be. Many Asian MMOs have gorgeous graphics, but overly-grindy (to Western audiences) gameplay prevents them from getting a foothold in the US and EU market. On the other end of the spectrum, you have the runaway success of Minecraft and its 16-bit world.

In my opinion, it comes back to that first experience I had with WoW. Not only was I seeing the game world, I was seeing MY character. I had given her red hair, like me, and, to this day, I remember what it looked like to watch her run around and cast spells. I identified with my avatar and formed an attachment to her visual representation. Now, that kind of visual identity transcends whether the game even has graphics; it’s just easier in an MMO. In MUDs,  many players went out of their way to visualize their characters: avatars and signatures for forums, a paragraph describing how the character looks, even real life drawings to depict the character. One of the biggest ways to make money in the IRE games, for example, is drawing pictures IRL for other players. I know, personally, because I had DOZENS made of my little Imp.

The difference between a MMO and a MUD is that the ENTIRE world is there for you to see in a MMO. In a MUD, you have to imagine the game world, and immersion stems from other sources, such as reading the description of a room, or reading what an NPC says, or reading another character’s emotes (it involves a lot of reading, is what I’m getting at). In a MMO, it’s right there before you. You drink it in and are instantly immersed;  that type of game magic is what drew so many to try out MMOs and shot the popularity of multiplayer games from the thousands into the millions.

…but at the same time, that quick, in-your-face immersion dulls you to its very power.

In a MUD, you are drawn in to the story and the mental pictures you, yourself, are painting. That doesn’t mean that you read the text for every time you cast a fireball. It’s the same line of words, and you cast hundreds of fireballs every time you go out grinding. You tune it out, just as MMO players tune out basic cast animations to focus on what is DIFFERENT. It’s the same concept of our brain tuning out white noise or ignoring the sight of our own nose in front of us. Basically, stuff that is repetitive and the same gets relegated to the back of our notice, so we can pay attention to changes.

I’d argue, however, that after a point, the very gameworld becomes background noise. When you are raiding or capturing a flag, you aren’t focusing on the cool architecture of the room or the pretty trees surrounding the base. You are looking on the ground for void zones or watching an enemy cast bar for polymorph. MUDs are similar: when you first start playing you walk around reading every room description. Eventually, you just turn on BRIEF and get just the name of the room and the exits as you run around the game.

Verbose and then brief room descriptions in a MUD

Verbose and then brief room descriptions in a MUD (my spaceship in Lusternia)

In short, you focus on the game’s mechanics and gameplay, and the immersive aspects (like graphics or descriptions) only really factor in as an occasional “yeah, that’s nice” or when you consider how well they are letting you see stuff like enemy AoE. In both cases, there are definitely moments where you can be drawn back into the game world. It might be a particularly beautiful vista in WoW or an especially unique room name in a MUD prompting you to read the room’s description. And some players who are focused heavily on roleplay may not even leave the heavy immersion behind in the first place. But the majority of players tend to concentrate on the gameplay itself when involved in tasks like raiding or PvP. I guess I’m saying that graphics don’t really matter for core gameplay, as long as they are good (and fast) enough to let you see what you need to. Having graphics, period, has helped draw many new players to MMOs, but having insane graphics won’t make up for subpar mechanics or design, because players become essentially immune to the visuals when they are engrossed in high-attention gameplay.
All of the above being said, playing low graphics does make for some amusing anecdotes. For example, when xmog came out, I said I wanted a halo or a crown or something pretty, so a guildmate took me to BRD and I got the Circle of Flame. “Oooh!” I thought. “A red gem hanging above my head!” and proceeded to xmog every outfit ever with it for a year or so.

flame_kal

See? There’s a little red gem hanging over my head! (Squint your eyes and zoom in; it may help) Then, a few weeks ago, I came to bug my boyfriend’s toon by mimicking him as he ran around doing stuff (we’re mature adults like that)…and I completely froze, staring at his screen.

“What…what is that?!” I stammered.

“What is what?” he replied, turning to face me in real life.

I pointed at his screen. “That!” I exclaimed, circling my toon’s head on his screen. “My head is on FIRE!”

He stared blankly back at me. I mean, I’m a goof, but I think he was a bit concerned.

“It’s…your…armor…?” he suggested.

“Since WHEN?!”

Turns out, the actual visual for the circle of fire is – shockingly – a circle. Of fire. Go figure. After a few minutes of being weirded out by my (from my view) new wreath of flames, I decided I liked the look quite a bit, and began demanding that he show me myself just so I could admire my toon in high res. In a way, I feel like I’m back at square one, knocked out of my jaded function-over-form paradigm from the last few years to find myself enthralled simply by the image of my character, shining away like a pretty little pyrotechnic elf.

Pretty fire....

Pretty fire….

…Damn. Now I want a video card, and Christmas JUST passed.

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Furtive Father Winter!!!

01 Tuesday Jan 2013

Posted by abc in Social, World of Warcraft

≈ 4 Comments

So I’m trying to make friends in the blogging community and I signed up for the Furtive Father Winter, a special little secret Santa of online creativity!

My secret target was a writer named Nightwill whose work tends to cover roleplay and the game experience. I made her a picture featuring her main character, the Tauren emblem, and quotes from her character, taken from her website. I hope she likes it! Looking over the other presents, though, it seems that I was confused about the assignment; everyone else wrote stories and guest blog posts, so I kinda messed up there. I hope my gift is still ok :/

nightwill

For what’s under my own virtual tree – I got an awesome email with a great guest post as my gift. So, without further ado, here is a lovely post from Jojo over at Admiring Azeroth, covering the 12 battlepets of Winter Veil 🙂

————————————————–

Hey Kaliy! (and your readers).

Hope you’ve had a good festive season so far.

I’m Jojo and I write the blog Admiring Azeroth (admiring-azeroth.blogspot.co.uk). I, like yourself, don’t cover anything too specific in my blog. Rather I try to cover a bit of everything. From looking at your blog I’ve noticed that the main differences between our respective blogs is that you cover PvP, BG’s and Raids (which I don’t do) and I cover more on scenery (i.e. screenshots) and Pet Battles.

My initial idea was to do a twist on the ’12 Days of Christmas’ or something related to Pet Battles. However, I do realise that some people don’t like Pet Battles and/or have no desire to experience them. So, I checked the armory and noticed that you have collected and levelled some pets. In the end I decided to produce a mini-guide to seasonal (i.e. winter) pets that are available in-game and I was able to fit them into 12 points. I’m sure there are other pets available in-game that are wintery but these are the ones I could think of.

1. Snow Cub (Dun Morogh, Pet levels 1-2)

Found throughout Dun Morogh and one of the first and easiest pets available to capture.

2. Snowshoe Hare (Hillsbrad Foothills, Pet levels 6-7)

Found throughout the snowy region of the Hillsbrad Foothills, these hares share a similar design to other hares / rabbits.

3. Alpine Chipmunk (Winterspring, Pet levels 17-18)

These are found in a few select locations within Winterspring as well as within the Stonetalon Mountains and Mount Hyjal. Unfortunately, they are the same/similar model as other chipmunks and squirrels – not white like I’d hoped.

4. Snowy Owl (Winterspring, Pet levels 17-18)

The Snowy Owl is a season dependent pet and only appears during in-game winter. Spawn locations are throughout Winterspring.

5. Crystal Spider (Winterspring, Pet levels 17-18)

These little spiders look so fragile and suit their name well. They spawn within two small regions of Winterspring; Lake Kel’Theril and Frostwhisper Gorge.

6. Everlook Mechanicals (Winterspring, Pet levels 17-18)

Around the Goblin settlement Everlook a number of mechanicals can be found. These
mechanical pets are the Robo-Chick, Rabid Nut Varmint 5000 and the Anodized Robo
cub. These pets have a relatively unique look, with only a few additional mechanical pets
available to capture.

7. Mountain Skunk (Storm Peaks, Pet levels 22-23)

The screenshot shots my mage with my level 25 Mountain Skunk Pongy. He’s a rare and one of the first pets I levelled to 25. I think the skunks look cool but they also have a rather amusing ability, ‘Stench’, which reduces the enemy teams accuracy by emitting a green gas cloud.

8. Arctic Fox Kit (Storm Peaks, Pet levels 22-23)

The Arctic Fox Kit only spawns when it’s snowing and is required for the ‘Northrend Safari’ achievement. The Alpine Foxling (found in Kun-Lai Summit) shares the same model so if you don’t want to hang around waiting for snow and aren’t bothered about the achievement head there.

9. Tundra Penguin (Dragonblight, Pet levels 22-23)

The Tundra Penguin is the only capturable penguin in-game and I think they’re really cute with their chubby bellies and feathered crests. Two other penguins exist in-game; Pengu (whom can be bought once exalted with the Kalu’ak) and Mr Chilly (whom can no longer be gained).

10. Summit Kid (Kun-Lai Summit, Pet levels 23-25)

I love goats and this pet was a must have for me. It’s not as wintery as the other pets but the kids are found at the edge of the mountains in Kun-Lai and I really wanted to include them in my list.

11. Kun-Lai Runt (Kun-Lai Summit, Pet levels 23-25)

These little yetis are found on the snow-capped mountains of north-western Kun-Lai. They look unique, are real beasts and are great for battling.

12. Winter Veil Pets

I couldn’t really talk about winter season pets without acknowledging those gained from taking part in the Winter Veil festival. There are a number of pets so I decided to bundle them into rather than cover them individually. The available pets are the Tiny Snowman, Clockwork Rocket Bot, Winter Reindeer, Father Winters Helper (green), Winters Little Helper (red) and Lumpy. In the screenshot below I am posing as Winters Little Helper (with a little help from a PX-238 Winter Wondervolt machine) and all the pets, except Lumpy, are shown. Unfortunately I don’t have Lumpy Yet but hopefully I’ll get him before the end of the world event!

And there it is, my list of wintery companion / battle pets that you can use to fully
accessorise this winter season! Hope you’ve enjoyed my little ‘gift’ to you and I wish you all
the best with your blog etc in the future!

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With Win Trading, Nobody Wins :(

28 Friday Dec 2012

Posted by abc in Battlegrounds, Game Psychology, PR, PvP

≈ Leave a comment

 

I recently tried to join a RBG via Battlemasters. No hate on the site – I love these new communities for PvP. However…sometimes…I am astounded by the kind of things I see.

Random Leader: “What’s your gear/MMR?”

Me: “http://us.battle.net/wow/en/character/dragonmaw/Kaliy/simple – healer priest, veteran of the horde, 15 from vet #2, 7.8k resil – low MMR (1500) however because I’ve been playing with guildies. Great player!”

Random leader: “8k resil? That’s subpar.”

Me: “Wait…what?”

Random leader: “I only take 10k resil players.”

Ok, I suck at math. But I think I am fairly in the clear to say that 10k resil is a SHIT TON OF WINS. I have capped EVERY SINGLE WEEK except for 1 (I had the flu, sue me!). My cap IS ABOVE THE MINIMUM CAP. I GEM PARTIALLY FOR RESIL. If my resilience is “below the norm” there is a severely skewed impression of what the norm is going around.

But, then again, I don’t really blame people for being confused. Actual rating is somewhat of a lost cause right now – when there are 60 pages of people wanting to cheat the system, you HAVE TO admit that something is wrong. Or, ya know, at least ban those 60 pages worth of people. Sadly, neither of those has happened, so we have a system riddled with crazy ratings, permeated with far-too-powerful gear…and one that makes legitimate victories feel worthless.

I really am quite sad to learn about this rampant win culture. As you can see in my self advertisement, I am quite proud of my RBGing. I’ve been doing it as a PUG since the system debuted, and I want to earn “Warbringer of the Horde” this season. The issue is that the win trading has pervaded beyond just the top brackets – as you can see by the skewed view of “geared”, even midranged brackets are being ruined by these exploits. I used to be able to hop in for any team and many people on my server will snatch me up as a RBG healer – healers are rare this expansion. With a wider net, however, we start seeing the influence of cheats.

Let’s have a visual. Here are top top rankings:

wintrade

Here’s an easy way to discern a cheater- look at the number of games they have played. Most of us? We’ve played HUNDREDS of games. These cheating brats have played maybe 10 or 20 games. Can you spot the cheater in the above pic? The sad answer is that MOST OF THEM ARE CHEATERS.

I am gonna stop ranting about cheaters. Oh, I mean, it’s not because I *want* to give it a break. It’s just that there’s no point in being upset; there is no website functionality to report  cheaters at the top brackets, unless you use the in-game reporting system, which relies upon being in a group with them, encountering them in a BG or arena, or being on the same server as them. This is an irritating oversight, as PvP is based on battlegroups (ie, multiple servers linked together). I quite like the many new additions Blizz made to automate customer support, like the new item restoration service and easy, right-click reporting – but they need to extend it to armory profiles and ladder listing functionality for it to be truly useful.

Tons of PvPers have identified people who are clearly cheating or win trading…but have no way to flag them for the mods to investigate. For PvP, in most games you play (especially the smaller ones), a lot of the potential regulation and moderation can be outsourced to the community itself – you aren’t fighting NPCs in PvP, but other players directly, so the impacts of cheating are instantly felt and disliked. The majority of serious PvPers aren’t behind cheating, and the cheaters will quickly rise above the rest as they are ferreted out. Crowdsourcing the moderation for PvP is easy AND it also has a great, “calming” effect on the frustrated honest players. Being able to easily flag people who are obviously cheating feels a heck of a lot better than just having to sit and shrug, accepting it.

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GW’s failed Auction House

14 Friday Dec 2012

Posted by abc in Game Design, Gold

≈ 4 Comments

I just read a great post over at game developer Psychochild’s blog. In it, he addresses various issues plaguing Guild Wars 2’s economy. Guildwar 2’s failed economy is part of why I didn’t stick around there – I love being able to be a crafter and merchant and make money. When I was playing, however, crafting was a straight gold sink and the trading post was a clusterfudge.

 

Here are my impressions on what went wrong with the GW2 trading post:

– Worldwide Trading Post: by not limiting this to smaller markets of individual servers, it becomes very hard for individuals or groups of people to change the market prices. This may seem good, but what it means is that the greater common denominator of clueless sellers wins out, as you can see in the Trading Post, to the point where they had to implement a feature so you couldn’t sell items below their freaking vendor price! Attempting to tweak market prices is simply not possible on a scale this large without the coordination of a LOT of players with a LOT of gold.

– Anywhere access to the Trading Post: This is a huge problem. While it seems great to a questing player to be able to toss up junk on the TP without having to go there in person, what it means is that people are using the TP as a mobile vendor to sell whatever is in their inventory. There is no thought or strategy to the postings, and people don’t care if the items are sold far below market value; they just want them out of their inventory. Items then bypass a basic auction house price floor – without the mobile trading post, people would have to decide if it is worth selling an item to a vendor or on the trading post. Convenience overrules this type of decision. ANet’s later addition of a “minimum price” on the TP didn’t really fix this. It just bumped the price floor up.

– Deceptive/Unwieldly UI: The trading post has a high chunk of hidden costs built into it, which seem designed to actually discourage people from using it to build up a healthy server economy. In addition to the cost you are told about, there is also another chunk of money taken out if you sell the item (I think it’s 15%; it’s been a while since I read ANet forums). These fees also scale really badly, especially at the low end of price ranges. The lack of expiry time on auctions and the hidden additional costs for using the TP combine with an awkward UI to make it a headache to really use beyond casually. It’s hard to make money by buying out and relisting (and thus bumping prices up) due to the heavy listing costs. Sure, you lose money by doing this normally – but when the listing fee costs nearly half as much as the item, it’s not worth it.

There might be further problems with the ease of gathering and drop rates for items, however I think limiting TP access would actually go a decent ways towards addressing that. When players actually have to make decisions about inventory, gathering becomes a more specialized job. As is, everyone can just gather as they go and post raw mats up when their inventory gets full. If that was disallowed and you had to plan how to unload your collected mats, many players would drop out of the gathering market, deeming the time:profit ratio not worth it. Supply would go down and prices would naturally rise.

In short, I get the feeling that the whole thing was designed by someone who hates auction house players and wanted to make a system to “prevent” them from playing the market. It’s expensive to use the market as a merchant, the market is far too easy to use to just unthinkingly slap up items and the lack of an expiry date means that the low priced auctions just keep building up – and it’s not worth it financially to buy them out, since you can’t hope to control a global market. The problem is…we need auction house players. These players keep the economy vibrant and help ensure items retain value.

Many people probably intensely dislike reading that, but auction house players can actually be an asset to a healthy economy. Yes, some of them are jerks and drive out others from the market – but without pressure to push prices upwards, we see situations where constant undercuts drive prices down. There needs to be a counterbalance pushing upwards as well and auction house players provide a stable one.

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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. >_>

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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.

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