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Category Archives: Gaming

I want recruitment for my Winter Veil present!

04 Tuesday Dec 2012

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

≈ 3 Comments

I’ve just joined the Blog Azeroth (http://www.blogazeroth.com/) community, and have decided to jump on the shared topic train. Now, Winter Veil isn’t a big holiday for me, as I’m fairly well-off goldwise, with my far-too-many crafting alts pulling in several thousand each per day. I’ve actually spent silly amounts lately buying things like Brawler Guild invites and Vial of the Sands for pals.

However, there *IS* something I want Father Winter to bring me: fresh blood. As ruthless as that sounds, it’s not REALLY that violent. Well…it kinda is. See, I want more people to HELP ME KILL THINGS. My guild was formed at the end of Cata, and we’ve been slowly recruiting in new members, but we still have to struggle to build a full raid team some nights – and our eventual goal is 25 man raiding, so we have a ways to go to get there!

Now, while I’d love for a nice box o’ guildies to just appear in my mail, it seems that the more reasonable answer is for our recruiting to keep on keeping on. Thinking about this, I’ve pinpointed some tips from my MUDding days that carry over well to general game recruitment.

Now, from MUDs, one key thing I have noticed is that there are three main types of potential new members: 1) newbies, 2) hoppers and 3) atmospherists.

Newbies is pretty self-explanatory. These members are people who are generally new to the game itself. They are looking for their first guild and home. Some guilds don’t even want to bother with this sort of player, but if you have ANY sort of casual community, these members can turn out to be amazing diamonds in the rough. They may be new to WoW, but super experienced old hands from EverQuest, or they might be someone who’s always done solo-play and wants to give raiding a try. One of our highest DPS is technically a “newbie” in that he’s NEVER raided before…but he’s supremely competent and driven to gear himself up, and it’s clear that as a player, he’s very good. Back in MUDs, the userbase was far more limited, so us Guildmasters would actually actively hunt down people like these and poach them for our guilds, as they can end up being some of your strongest members down the line. In MMOs, obviously the playerbase is much larger and it’s harder to pinpoint who’s new or potentially looking, but you’d be surprised at the number of players you can recruit just from being social in random groups. I’ve snagged at least half a dozen awesome members (who became solid raiders/RBGers or just great pals) just by questing with random people, chatting about guilds during dungeon runs, or noticing people I keep ending up in battleground queues with. Now, with all that said, I’d advise AGAINST bringing in newer players if you are a hardcore guild with little casual/non-raid activity, as this type of environment won’t be fun for newer/non level-capped players and they will feel lonely.

Someday, this troll will be a Gladiator. You never know...

Someday, this troll will be a Gladiator. You never know…

Next we have hoppers. In MUDs, many times class skills are actually gated behind guild membership, so a large chunk of guild membership is based around who wants to play what class. You get a lot of new blood in your guild based around your class itself. I actually got a decent chunk of people interested in my guilds often just because I made the class LOOK AWESOME, either by going on a PvP rampage or pulling off a huge big steal (when I was a theif). In MMOs, this is obviously not the same, but there are similarities. Instead of class, think about what your guild is. Are you a social guild? PvP? If you raid, is there something that makes you stand out, like late night or weekend hours?

In my guild’s case, I realized last week that we offer a really unique opportunity for those who haven’t raided before: we DO NOT require past raid experience and we use a rotation system every hour/boss kill, to ensure that EVERYONE who shows up gets to participate. At the end of the night, the top performers stay in for final attempts against whichever boss we’re on, to ensure progression. We also run a SECOND raid with more strict requirements, over in Heart of Fear. The end result is that we are casual and newbie-friendly but also making decent progression, which is an awesome little niche! Thing is, we weren’t really playing that up until last week, when I went “Duh!” and started promoting that aspect…and we’ve gotten several new people already from that change in recruitment. Find out what type of “spin” you can put on your guild advertisement to highlight what makes you special – it will help you stand out AND ensure that new members know exactly what they are getting into…which means they will be a better fit when they join. Remember, there are a ton of generic “raiding” guilds – find what makes yours special and you’ll get people interested in trying out your flavor of it.

ALL BEARS ALL THE TIME is a perfectly legitimate guild niche.

ALL BEARS ALL THE TIME is a perfectly legitimate guild niche.

Now, atmospherists. This is a term I use to refer to people who like to focus on the social or roleplay aspects of the game. They aren’t too pick about what the guild’s focus is, but instead are looking for a good atmosphere. Lively activity is the big draw for them. A great way to get members like this – and make no mistake, these members are super important to have, as they bolster your ranks and make gametime more fun for everyone! – is to just DO STUFF. Not only do stuff, but be vocal about what you are doing. For a roleplay guild, share logs, be that on a guild website or realm forums. In MUDs, I’d post logs ALL THE TIME of guild events, and it made our numbers swell; people saw that we had active roleplay and community and they flocked to the guild. Yes, you might get some trolls or bitter people posting in reply out of jealousy or irritation (especially if you post a bunch), but you’ll get a ton of great members, which more than outweighs the negative remarks.

Another great (and easy) way to highlight what your guild is up to is to include a photo gallery and/or news feed on your guild’s site. Set permissions to allow any visitor to see this stuff, and people can browse through and check out old events (and silly hijinks!) with the click of a button.

All events are better with leper gnomes, amirite?

All events are better with leper gnomes, amirite?

You can also advertise your guild’s atmosphere just by bumping your own recruitment thread with descriptions of what you’ve been up to as a guild. “Bump” is a horridly boring reply (and technically against forum rules), but you are absolutely able to update your recruitment threads with information about what your guild’s been up to. You can also encourage other members to reply in the thread, either about their experiences or to engage in banter (all of which serve to help keep your thread updated and visible).

Holding realm events is another awesome way to meet new people for your guild. Host some old content runs, a world PvP event, or a fun contest like a transmog fashion show or a pet battle tournament. In MUDs, I’d hold quiz nights or roleplay talent shows, while in WoW you can consider something like a big Gurubashi arena brawl. All of these things get your name out there and invite others to experience what it’s like to hang out with your members!

So! Those are some ideas to boost recruitment, while also ensuring that you are getting the right TYPE of people for what your guild is. Writing this has actually helped me flesh out some ideas that were floating in the back of my mind, so I’m off to work on some more recruitment things…and here’s hoping Father Winter brings me a ton of great new members!

Edit: here is my guild’s link!

http://sosbrigade.bestmmosite.com/

http://us.battle.net/wow/en/guild/dragonmaw/S_O_S_Brigade/

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When a team becomes a family…

04 Tuesday Dec 2012

Posted by abc in Raids, World of Warcraft

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Tags

raiding, teamwork

Listen my readers and you shall hear: the story of a derptastic healer…

So, on Saturday, we ran Heart of Fear. I was sick with the flu for the first guild run through there, and the second week, we basically one-shot the Vizier, so my only real practice against this guy has been in LFR. And I knew I needed practice – I was dead on our Vizier kill, because of attenuation, so I went back to LFR to practice dodging the rings. If you haven’t fought this guy, basically he spews out rings that do around 100k damage each time they hit you. There’s a sweet spot you can run in to avoid being hit, and I made sure to focus just on finding that spot during my LFR runs.

Cut to our raid, where I immediately crashed into them. We wipe. We try again, and again I die to them. We end up wiping again because of lack of heals, so I’m feeling pretty much to blame for these wipes. We try another time and I fail again – for some reason, it’s just not working for me tonight, despite all the practice in LFR. At this point, I’m beyond tired (I was up before 3am to drive someone to the airport, and it’s 11pm now), I’m a little bit tipsy (I had two drinks with dinner), and I’ve got PMS making me a bit irrationally angry at myself. So I try to apologize in mumble, and offer to step out so we don’t lose progression time….and end up crying. It wasn’t intentional and it just happened, and that made me even MORE ashamed of myself – not only was I failing on the mechanic, now I was crying about it!

I'll just....drooooop...grouuuuup....

I’ll just….drooooop…grouuuuup….

And here is where I realized that my raid team is amazing. Instead of them getting weird, or angry at me, or letting me step out, my leader Haru did a quick mental rundown of what we had at our disposal, and decided that they’d be tossing hands of protection on me during attunement…and if I died, I’d just take a brez and wait until the next phase. I felt horrible, at first, hearing that decision – I didn’t want them to carry me! – but the entire raid was having nothing to do with it. “We are going to have you here, downing this boss with us, whether you agree or not!”

And, so we pulled. And I got that hand on attunement. And a brez when I still died…but, you know what? We hit phase 3 and got another attunement and I DODGED THE FUCKING RINGS. We all made it to the end and killed that damn Vizier…and I realized that I really love my guild. They wanted me to be there, even if I was being dumb that night, and forced me to stay and experience it with them.

That feeling? It’s better than downing any boss. It’s one of the best moments I’ve had in WoW – thanks, you guys, for being patient and flexible and helping me realize that it’s not just about the stats, but also about the experience. 🙂

UPDATE: A week later on the next down of the Vizier… I took the LEAST DAMAGE in the entire team from the rings. YAYYYYYY!

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PvP Resources!

04 Tuesday Dec 2012

Posted by abc in Battlegrounds, PvP, World of Warcraft

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Here is a compilation of some useful sites and addons for those learning about PvP. While addons are not necessary to be the best (the tournaments for the very elite even prohibit addons!), they can be great training wheels for teaching yourself to pinpoint targets, deal with CC and learn awareness of objectives. As with anything, practice will help you improve, and reading up on the topic will also help you learn the more intricate details of PvP!

Where are all the enemies...

She bravely ran away away…

Websites:
The following websites offer useful information about PvP combat, gearing, strategies and so on.

http://www.arenajunkies.com/ – Great overall PvP resource. While this site does have a paid member option, you can still get a ton of info as a free user. Macro libraries, spec and gearing discussions, active forums with lots of combat strategies and discussion.

http://elitistjerks.com/forums.php – This site is more focused on PvE, but it is still a very high quality resource, especially for information about min/maxxing, spec/gemming, rotations, and theorycrafting.

http://wow.joystiq.com/category/blood-sport/ – WoWInsider’s PvP sections offer great information, especially for those new to PvP. This site has a more casual focus, although the older articles (http://wow.joystiq.com/bloggers/c-christian-moore/) have some good breakdowns of more advanced tactics.

Add-ons:
The following add-ons are super helpful for PvP!

http://www.curse.com/addons/wow/healers-have-to-die – “Healers have to die!” is an excellent BG addon, especially for DPS. The addon will identify who healers are and clearly mark them in your UI for easy burning/CC.

http://www.curse.com/addons/wow/battlegroundtargets – “Battleground Targets” helps you pick out enemies, find weaker targets, pinpoint healers and see how many teammates are focusing a target. Very vital for DPS to have!

http://www.curse.com/addons/wow/losecontrol – “Lose Control” is a great, lightweight addon for CC. Blizzard copied this addon in 5.1 with the CC splash text, but lose control is much smaller and has a clear graphical display over your character cycling down how long a CC on you will last. Far less obtrusive than the default UI and it’s easy to see, at a glance, how long you’ll be stuck.

http://www.curse.com/addons/wow/gladius – “Gladius” is the number one arena addon. It replaces the default arena UI and includes a lot of customizable display options to show things like trinket use, CC duration and alerts for drinking and rezzes being cast. You can also setup the frames to have actions cast with various mouse button clicks (eg bind right click to a spell).

http://www.deadlybossmods.com/ – “Deadly Boss Mods” is something people might think of right off the bat for PvE and raiding, but there is also a great module inbuilt for battleground PvP! With this addon, you can see who is holding each flag for maps like Warsong Gulch and Twin Peaks, and you will see countdown timers for how long a node will take to cap or how long until a match is won.

All was quiet on the Hordish front...

All was quiet on the Hordish front…

Community:
If you are fanatic about PvP and want more ways to group with people, check out these options:

http://www.openraid.us – This site uses the battletag system to let people group up cross-realm. There is a realtime chat (like IRC) for pugging groups, as well as scheduled events you can sign up for, as well as forums. There are also public mumble servers available for free use.

http://battlemasters.org/ – Similar to openraid, Battlemasters is run by a highly-ranked PvPer, Eldacar, and provides players with a chat tool/IRC to quickly form groups across realms using battletags. There are also blog posts discussing PvP, forums and a free vent/mumble servers available for use.

http://solidice.com/oqueue/ – oQueue is an innovative merging of community and addon. The addon links you up to a large network of other users and allows you to queue, in game, for cross-realm BG groups and RBG matchups. Be sure to watch the tutorials on the website or join the facebook group if you have any trouble figuring out how it works.

Please feel free to reply here with your own suggestions for addons and websites, and I will add them in to the original post!!!

Happy murdering!

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Game Fame

06 Tuesday Nov 2012

Posted by abc in Development, Game Psychology, Gameplay, Social, World of Warcraft

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I was reading this thread on the WoW forums and it reminded me of an article I wrote for IRE a few months back. Rehashing it and adding a bit…

Anyone who’s played an MMO has a sense of the vast scale of the internet. Millions of players game online, with dozens of identical servers hosting similar iterations of the same world. Standing out in this vast community is nearly impossible – sure, there are a few famous players well known among the crowd of their particular game, but for the most part, the game world is a persistent place, rather untouched by those who live in it.

But that idea is shattered by MUDs. By their very design, MUDs are much smaller realms, and part of what makes them so appealing is the level of impact individual characters can have on the game world. In IRE games, for example, players lead houses, guilds and cities, with the process to learn class skills based entirely on interaction with other residents of the game. This makes for a very rich, player-driven system – people within the game, rather than game  mechanics, lay out the foundations for progression and this creates an intricate system of politics and interpersonal interactions.

To advance in your city or guild, you earn favors from the organization’s leaders and high ranking residents. Essentially every organization has set tasks you can complete, with additional perks and rewards often given for members who demonstrate that they are valuable and hard working. This setup makes for a vibrant, interactive world that draws people in – you aren’t just grinding away to get to some abstract level or earn x amount of coin; instead, you are also working to prove yourself to your organization’s leadership.

The concept unfolds in engaging ways: if you are a promising novice, it is quickly noticed. If you demonstrate aptitude for combat, you often find that you are recruited to assist with city- or guild-based conflicts. And the recognition extends both ways – those in power are known throughout the land. Guild or city leaders become household names, and their characters often find themselves in the spotlights of the land’s activity.

Beyond this, events are sometimes held where the land itself is changed….due to the result of player actions. For example, in Aetolia, a giant sea monster threatened the entire world. Not only was his emergence a result of a magical ritual cast by the Magi guild, his eventual defeat came about through the efforts of many players. In game lore, posts, scrolls and stories documented the roles various characters played in his defeat and many players have found that their characters are now part of the game’s canon mythology and ongoing story as a result of their participation in this event.

In short, to become known in a MUD is not only possible, it’s a rite of passage. The communities are smaller and more tight-knit, and players thrive on interactions. Individuals can make an impact on the world in impressive ways you rarely see in today’s MMO, be that for their leadership style, their roleplay of a certain race, or their frightening ability for combat. Fame is not only possible, it is, arguably, one of the reasons why we play our characters!

One oddly particular quirk of WoW players is looking back at “vanilla” (ie, the original) WoW with rose-tinted glasses, claiming it was better. I’m not going to get into that (very LONG) debate here, but I will bring up the idea of a server community. Vanilla WoW didn’t have the immense resources that we have today. There weren’t sites you could just google to find out about an elusive quest or the best DPS rotation. Upcoming content wasn’t datamined months before it became live. The developers themselves didn’t communicate with the players like they do now – changes were magical new things handed down by the Blizzardy gods. Sidestepping the idea of dev-player relations (which I’ll probably explore in another post), the end result is that things were just a heck of a lot more mystical and hand-wavingly mysterious….and that meant you had to rely on your fellow players a lot more to learn things and get stuff done.

Nowadays in WoW, we have automated battlegrounds and dungeons, and cross-server zone functionality, where zones will merge across servers if their current population is low. But back in vanilla, it was just you and your server, and you had to get out there and talk to people to form up groups. I absolutely agree that this antiquated system made people stand out. Every person I remember from my early WoW days was someone random I met via questing or grouping up to tackle content or even through PvPing.

But is that equivalent to the type of fame you can achieve in a MUD? I can login to a handful of MUDs right now and people I’ve never met – people who didn’t even start playing until after I quit – will send me whispers along the lines of, “Ooh, it’s you!” Granted, that sort of notoriety goes both ways (sometimes I get “*groan* It’s YOU.”), but the very fact that you can leave a legacy like that is a heady one. There is something about fame that is alluring. We are drawn to leave our mark.

In a way, I think MMOs will always have a bit of a standoffish feel to their immersion for me, until they find a way to incorporate this feeling: instead of just playing a game, I want to help shape what happens. WoW skimmed the surface of this type of gameplay with the gates of AQ event, where each server worked together to complete gruelling requirements and eventually unlock a new raid. However, the end result was the same, no matter what happened. The gates opened and, sure, a few people got special titles out of it, but it wasn’t really something the players themselves shaped. Imagine, instead, if the event had been open ended – players could choose how they respond to the crazy bug stuff. Propose a treaty, declare a war, hold a ritual, etc, all could have spun off in different directions.

Obviously the logistics of that won’t work in a huge game like WoW. There are just too many players and servers to allow for open-ended and evolving events. The closest we get is roleplay storylines on roleplay servers. However, games like the new MUD Lithmeria make me think that maybe some awesome-crazy-awesome integration of player-based direction could find its way into MMOs. In Lithmeria, for example, hardcoded mechanics exist to let players do things like found their own religions or complete unique, one-time quests. Clear mechanics for player contributions combined with random response generation keeps the process feeling organic, while not requiring constant admin oversight. It’s a rather elegant idea, and I’d love to see something like this translated to MMOs. Let the players do the creative work, with mechanics in place to both facilitate this process and channel it along certain avenues (such as city elections).

In any case, I’ve been rambling, so I’ll stop now.

So, how do you view it? Does your server have any standouts? Is your character renowned/hated/revered/loved? If you could be famous for anything in your game of choice, what would it be?

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Launch woes

22 Monday Oct 2012

Posted by abc in Game Psychology, PR

≈ Leave a comment

A game I’m really excited about, Lithmeria, just bellyflopped PR-wise. The game has been riddled with launch errors (unexpected bugs, resulting from things like 50 people spamming the same command at once), so development has been pushed back. Unfortunately, each day for the last 3 days has been this process of “Game’s up…crap, something’s broken…game’s down.”

One gamer finally got irritated and posted his/her feelings about this constant yo-yo in IRC, suggesting that updates should be posted on the website/forums, instead of through IRC….and a dev happened to be there. Unfortunately, instead of simply making sympathetic sounds, the dev tried to defend the game – to the point of counter-attacking the player and siding with the IRC crowd who claim the game is fine, regardless of errors. Now, I can feel for the player – IRC is not for everyone. Still, some people like it, and power to them – but a player should not be forced to hang out in there to get information about the game they want to play through IRC – the GAME should provide it, because the GAME should want the player to play.

I think Lithmeria is quite confused, and I don’t blame them. When I was a new leader in MUDs, I didn’t even fathom the concept of players who didn’t read the game forums or participate in IRC/etc. Someone told me to ask others about my news post and I was SHOCKED to discover that a large number of players don’t even read in-game posts. This concept is entirely foreign and “crazy” to a hard core MUD player, but this type of gameplay is more typical that it is not. Yes, the majority of people playing your game won’t follow the OOC  (out of character) mediums – they just want to play the game.

Seriously, how is wearing this not bad PR?

Seriously, how is wearing this not bad PR?

Blizzard has learned this lesson the hard way: early Cata dungeons were demandingly hard because of a large FORUM outcry about dungeon difficulty. Blizzard very quickly realized that the forum populace is not, by any extent, a good sample of the real player base, and dungeons were quickly nerfed down to casual-friendly runs. Some people even claim that the negative 2 million spike in popularity is because of  changes Cata introduced, many of which were based on forum crusades; many of these crusades are now counteracted in MoP as WoW has brought back a more classic gameplay and storyline.

For the original MUD of discussion, the extrapolated point to take from this is that it’s GOOD for a game to imaginarily extend its potential player base. It’s BAD to assume the loud 4 people in IRC know what’s best (and siding with them is really dumb). It’s even WORSE to neglect some sort of official promotion when you have an official website – I know you aren’t complete, but you are close enough. The issue is going to be: is that medium of casual players going to be enough to make your game fly – and will neglecting them in PR make you sink?

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PvP and CC

17 Wednesday Oct 2012

Posted by abc in Battlegrounds, PvP, World of Warcraft

≈ 2 Comments

Anyone who’s run a battleground in WoW in Mists knows what the current PvP environment is like: CC, some CC, and, oh….a lil bit of CC. The forums are erupting with comments about this, with many of the suggestions basically just stating “kill CC! No more CC!”

I agree with the spirit of these posts, but I think most of the suggestions would only be a band-aid and we wouldn’t see much difference in the gameplay once trinket goes onto CD. The underlying aim with CC is to slow down combat and hinder the enemy’s abilities. However, nearly all the CCs we are seeing are hard CCs, which means complete loss of control of the character, as Most classes/races only have trinket or a friendly dispeller as their escape from CC.

The recent changes to dispelling also contribute to this feeling of too much CC – before, there were various TYPES of dispells and while you could, in theory, spam them, dispell protection and the GCD became limiting factors in how much dispelling you could effectively do.

I mean, technically, this is CC. Kinda.

IMHO, we can achieve a PvP experience that is less a game of whack-a-mole for interrupts and spikey health bars, if the focus shifts to hindering ABILITIES without also fully hindering characters. Instead of just giving each class several abilities to toss an enemy aside for 8 seconds, and one generic dispell which clears everything, give us back a more complex game.

– Rework CCs from straight stuns/fears/etc into specific hindering spells. Disarm is an existing good example of this – you don’t lose complete functionality with disarm, but your effectiveness drops. Build in new options to slow casting speed, curse people with stupidity (ie, a debuff to lower spellpower) or temporarily cut through their armor/stamina. These things already exist in the game, to an extent (think: sunder armor), so enhancing the array of effects like this shouldn’t be too drastic a difference.

– Bring back variable dispell options and enhance the experience. Let healers have choices on what they are dispelling (instead of a blanket cure-all) by giving us multiple skills for various debuffs. I liked being able to choose to cure diseases while sidestepping the vampiric touch dispell fear – I don’t have that option anymore, and I feel more robotic and mindless because of it.

Does these legs make me look fat?

This is the worst type of CC.

– Coupled with the above, consider letting us dispell specific spells in macros, or give us school-dispells. Build in a few seconds of protection/increased resistance FROM THAT SCHOOL after a spell is dispelled. This is not insanely overpowered, but it prevents excessive stacking while also rewarding smart gameplay. It’s the same concept of knowing when to fear a rogue – you gauge when they are going to use cloak and wait for a clear window.

– Build in more pre-planned effects. Lightwell, for example, is great for when you know you might be trained. You can click it while stunned and enemies can always target it and quickly burst it down if they notice that you are using that to stay alive (on that note, bring back spammable clicking – I hate that I have to clear the hot to reclick it now). More effects like this can provide a pvp experience that rewards situational awareness. Monks already have this built in with the concept of statues. Give more classes the ability to lay down objects we can interact with/passively benefit from – this way, target priority becomes more complex than just “hit the healers.”

– Give each class an escape artist talent for LARGE GROUPS only. Make it flavored for the class, and have the effects be unique, but give us another form of escape from hard CC provided we are being hit by 3+ people (or maybe have been hit by 3 CCs in a row?). This would primarily effect battlegrounds and 5 person arenas, which is where we need the largest break. Potential examples could be something like a berserking rage for warriors, letting them temporarily throw off CC and increase movement speed for 5 seconds, or protection from above for priests, letting them ascend out of enemy grasp and giving a crit chance to the next spell. These spells would ONLY activate when the target is being hit by a certain number of people (or has maybe been through a certain number of CCs in a row).

I really do think that PvP can be made more complex and tactical if the focus shifts from CC-spam and into intelligent debuffing. Again, many of these skills are already in the game and many PvE encounters utilize the concept of hindering debuffs. Working them – and intelligent dispelling – into PvP could really enrich the gameplay, while also getting us away from this mess of too many CC options that we currently have.

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QA Thoughts

06 Saturday Oct 2012

Posted by abc in Development, Game Psychology, QA, Uncategorized, World of Warcraft

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I started out playing MUDs (text-based MMOs) and developed a knack for breaking games. I quickly became a go-to playtester, which I then transitioned into QA work with first SCEA/PlayStation and then third party work for Microsoft Game Studios.

Playing this expansion, and previous expansions, has been fun and exciting, but there is always a jarring sense of removal from the immersion or a frustrating barrier to gameplay when a bug, glitch or issue is encountered. This may be as trivial as a typo, and it may be as far reaching as the gyrocopter issue the Alliance faced at the launch of MoP. I am referring specifically to issues covered by the QA department, versus the design or balance teams.

This issue is hardly unique to WoW. I can’t play GW2 without encountering a crash every few hours due to a glitch involving instancing with parties. Hell, when I played MUDs, I once found a way to use the game’s mail system to physically mail myself to an admin. There are always bugs that go live. However, the QA department’s role is to ensure as few of these happen as possible. Beyond that, their job is also to ensure that the most LIKELY scenarios are all fully tested.

QA teams use a process called test casing to cover these most common potential circumstances. They can’t blindly, blithely and happily prance around the game just checking out what suits their fancy. Sure, in the early stages of a game’s development, most testing is exploratory, but, as it gets closer to release, testing is narrowed down to systematic examination of various elements. Test cases direct QA teams to rigorously check off functionality for a variety of conditions.

For a highly simplified example, a test case for Warsong Gulch might be broken down into various components such as joining the game, winning the game and losing the game. Test teams would then check the various conditions applicable to each category. Joining might include testing joining the game solo, with a party, with the game thumbed down, via random queue, via specific queue, etc. This structured testing ensures that all of the likely scenarios are fully tested for functionality before the game goes live, versus just assuming it will work in a party because it worked solo.

OH GOD WHERE DID THE WORLD GO

This is not good QA.

I explain all of this so I can make it very clear that video game QA is not a fun and games job. There is a lot of work involved, including time spent planning out the testing before the QA team even sees the game elements they will be working on. This is a serious career and talents beyond just “leet gaming” are required. A good tester should be meticulous, pay close attention to detail and be capable of looking outside the expected norms of gameplay.

Unfortunately, the video game industry suffers from its own history. What was once a cowboy industry started in basements is now one of the most profitable aspects of the entertainment industry; millions of dollars are spent on video games each quarter. Video games showed INCREASED revenue during the recession, while other aspects of entertainment suffered from a decline in sales.

The internal structure of the video game industry, however, does not seem to recognize its own success. Video game QA practices are outdated, following the same model initially developed out of need: toss a bunch of low paid “testers” at the product and hope their enthusiasm for the industry itself balances out all of the downsides inherent in the job. A decade ago, this practice was not only money-savvy, it was necessary. Video games were not a serious industry, so you had to hire what you could and scramble with the resources that gave you. This meant that, inevitably, you ended up with a crunchtime environment as “showstopper” bugs (ie, issues that made the game nigh unplayable) emerged only in the very latest stages of testing.

When you aren’t working with a highly experienced test corps, major issues can lurk undetected until late in the game, and then overtime is requisite to iron out these bugs, as the testers need to regress bugs, that is, test the issues again to see if the bugs have been fixed. Here is a good (if slightly outdated) blog explaining why this is inefficient (and fiscally wasteful):  http://romsteady.blogspot.com/2006/04/testing-hidden-costs-of-testing-at-end.html

Tsk

This is also not good QA.

Having worked in QA, I know that it’s more than just inexperience that results in these kind of lurking issues. First, many QA departments pick up speed later in the test cycle and then have the bulk of their work staffed by entry level testers, versus retaining a smaller fulltime team of more experienced testers. Many companies claim it saves money (again, see the breakdown in the link above), but it really does seem to be a relic of the earlier days of the industry. Not only do you have to deal with the initial acclimation and training period, this sort of mass hiring (often through a staffing agency) picks up a…wide…caliber of applicants. But why should video game QA teams expect anything else? The industry’s focus on late-cycle testing means that unskilled hires are more desired because they are cheaper…and skilled testers end up migrating outwards to other QA fields. This also means that the workload demand for non-sustainment games (eg games like console games that don’t have ongoing development) fluctuates from a trickle to a flood – ie very little work (sup, unemployment) and then way too much for a small team to handle. In essence, there is very little career mobility in video game testing, and the initial hire process is inclusive enough, often due to to not distinguishing between stellar applicants and mediocre ones.

Here are some numbers to illustrate this (all income is done with location based in Los Angeles, as SoCal is a large gaming hub):

Salary.com:
Software QA lead $50k/yr
Video game QA lead: $15/hr (unsalaried)

Payscale.com (using 0 years experience, BS for both):
Entry level software QA tester: $47k/yr
Entry level video game tester: $31k/yr

This drastically lower pay for video game QA combines with the inevitable crunch time to make the job undesirable for workers on an actual career path. Why take constant overtime when you are getting older, perhaps starting a family – that is not ideal for a skilled tester who wants to maintain a career. Due to these factors, many solid, skilled testers eventually transition to straight software QA.

One of the biggest problems, however, is the job hiring process itself. The video game industry, while profitable beyond belief, still has a very silly stigma applied to it. When jobs – like tester jobs – are outsourced, the hires are often done by HR people who don’t really work in the industry, so they advertise the job as “cool” and “fun” rather than focusing on the skills you will develop. This will inevitably lead to a certain type of employee, and it’s not the one who is doing the best work. In my opinion, the best QA testers are the ones who are unfamiliar or don’t have a direct passion for the project – they won’t be sidetracked by just playing the game for fun or get caught up in how the game “should” be and fail to see the forest through the trees. True, the employees who are slacking off and just playing around may eventually get fired for not doing the job well, but think of the wasted time hiring/training/firing them takes, when it could have been avoided from the outset with proper recruitment.

So, to bring this post to a conclusion…

I’ve been on the test floor. For years. I know what goes on there. Sometimes it’s testing. I am not pretending to know the full extent of all the QA department’s hiring practices, but the Blizzard employment website does make it clear that testers are contract workers, so it’s implied it’s quite similar to other large video game test companies. I know PlayStation is the same.

In that case, the fact is, the amount of GOOD testing you get is miles away from what you COULD get. I’ve seen how test passes ACTUALLY go. Factor in everything: the low pay, the lack of career mobility, the poor recruitment, and here is the truth – testers lie. Especially low paid, recently hired, unskilled testers. I’ve seen an incredible amount of bugs in MoP and I doubt any of them are the fault of the QA leads. For example, if two teams reach max points in Silversong Mines at the same time (one through escort, one through capture), the battleground bugs out. Forever. People have been in matches that have lasted nearly 2 REAL LIFE days. This is a win condition that a test pass would have testers checking, no question – but, oh man, getting the timing right is so HARD, so you get them just passing it as functional.

This is best QA.

This is best QA.

Maybe I’m entirely off-base. Blizzard is fairly close to the chest with its internal affairs. But, like I initially stated, I’ve worked in QA and I’ve seen, firsthand, a frustrating level of unprofessional behavior and goofing off from employees.

I like working in video game QA. It’s a constant challenge and the job makes me think. I do, however, lament it sometimes when I see stupid bugs that I know should not have made it past testing. I can only hope that one day we’ll see changes to the industry itself that create an entirely new QA system for video games – and maybe we’ll all see the benefits. Hell, maybe some of my friends will be the ones implementing them. I think the effects would be profound for the video game industry.

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Why Xmog Made a Blood Elf Out of Me

26 Wednesday Sep 2012

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

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This post got me thinking: http://wow.joystiq.com/2012/09/26/mists-of-pandaria-and-character-aesthetic

Aesthetic plays a huge factor in what I play. My priest, who has become my main, was originally rolled as a Foresaken with a pal as a one-off silly try at a roleplay realm. He stopped playing and I ended up transferring to another realm to try out a guild and discovered I liked healing – and being undead. There were constant jokes since there aren’t many undead chicks, a lot of my friends recognized Kaliy (and her distinct purple pigtails) on sight and the lore is great. Even before the Cata revamp, the undead zones and story associated with the race are great – gothic, gloomy, and atmospheric. The race is identifiable and engaging, with their tragic roots and motivations of vengeance and loss, while still being twisted and magical enough to be something more than stock fantasy. If you spend any time questing in those zones, you quickly find yourself being sucked in to the story. I remember feeling a (quickly repressed) sense of gleeful, twisted pride at the Wrathgate event, despite the horror I was supposed to feel. Hell yeah, power to the Foresaken! >_> Shh, don’t judge me.

Then transmog came out and I fell in love with actually getting to LIKE what I was wearing. Unfortunately, being undead meant that I was doomed to dresses because of those ugly, exposed leg bones and how pants turn into ragged cutoffs when Foresaken wear them. Silly or not, that made me bummed out. I craved variety and splendor in my outfits. I wanted glamour and glitz. I wanted freaking chainmail bikinis, damnit (I mean, ffs, I explicitly specified that my barbarian in D&D wears one, even though that’s a freaking pen and paper game).

Image

I resisted racechanging for a long time; I told myself I was hanging on for the PvP racials, but there was a bit of nostalgia at work, too – I am no longer in the guild that I levelled and first played Kaliy in, so there were a lot of fun memories linked to her. My belf paladin’s sexy tank outfits finally convinced me to race change to blood elf and I’m happy now. I swear. I’ve gone on transmog binges and my bank is crammed full of gear I want to play with…plus arcane torrent is actually quite nice for raiding. Still, every now and then, like when I stumble across a Foresaken NPC or do a quest like with Loremaster Cho where my character’s “roots” are discussed, I wonder if I made the right choice. Am I really a blood elf at heart? Do I even care about the Sunwell and all that jazz? This doubt lasts about as long as it takes me to open my character pane and remember – I’m here for the mageweave pants.

But, everyone has their own motivations. To some, pulling the highest numbers is their bread and butter, and they could happily play as an amorphous blob. To others, visuals are the most important – afterall, this is a graphical game, so why settle for something you don’t like the sight of? Others go for the story and could never pick a race like Orcs or Foresaken because of the backstory and crimes associated with that race. To some, it’s something that might appear relatively trivial, like the voice acting for that race, but which can prove to be a big factor after months or years of playing (after only a few weeks of playing GW2, I now know how tiring character sound-bites can become). What about you? What determines your character selection?

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Ways to Waste Justice Points

16 Monday Jul 2012

Posted by abc in Dungeons, Gold, World of Warcraft

≈ 2 Comments

The expansion is lingering on and you are building up those Justice Points with every dungeon you run. Toss em here:

– Gold: the most obvious place to spend JPs is at the Justice Trade Goods vender, who sits right next to the valor points vendor. WHAT to buy, however, is a tricky question. Your own server’s market will affect the value of items here, but unless you have some amazing farmers driving down mat costs on your AH, the most valuable items are either heavenly shards or savage leather.

– More gold: Now, if you are an enchanter, you can just skip this vendor and go straight to the JP vendor. Buy a relic or wand for 700 JPs and DE that – you will get 1-2 maelstroms which you can then shatter into heavenly shards. CHECK YOUR SERVER’S ECONOMY FIRST before investing a lot of points in this. On a slower server, however, it’s a nice extra chunk of cash.

– Shoulder enchants: I don’t know about you, but I can’t be assed to go through the entire Deepholm quest chain again on my alts. But, sigh, I want to get them some shoulder enchants for raiding. An EASY option? Convert your justice points to honor and buy the PvP ones. Yeah, they have resil, but something’s better than nothing, yes?

– Heirlooms: If you haven’t looked into heirlooms, they are a simple purchase of gear which you can then mail to an alt. Great stats and increased xp while levelling! Easy peasy!

– Reputation: Most people actually don’t know about this way to spend JPs – head to Dalaran and go to the AH/legacy justice vendors in your faction’s area. One of them (for Horde it’s the far left) will let you purchase reputation tokens. You can use this to get exalted with nearly every Wrath faction (you will still need to do the quest line with the ice ladies to unlock the Sons of Hodir vendors).

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Genderplay

16 Monday Jul 2012

Posted by abc in Game Psychology, Gender

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How does your gender factor into the role you play?

Anyone who’s played an MMORPG knows how it goes. The “tank” is a dude. The “healer” is a chick. It doesn’t matter what gender the toons, or even the characters behind them, are. That’s the stereotype most players start with and it’s clear the real world perceptions of gender roles bleed into what people automatically assume in gaming.

 Studies have been done to investigate what motivates male gamers versus female gamers. One of the most common results found is that women prefer socialization and communal achievements, while men aim for competition and direct victory over opponents. Beyond that, evidence suggests that females will actually lose interest in games that lack interaction or engagement beyond just the gameplay and mechanics.

I am not sure if this counts as significant engagement.

I am not sure if this counts as significant engagement.

Perhaps this is why the “nurturer” roles like healers are often assumed to be feminine roles, while PvP is considered a male domain. In fact, in a study done of Everquest 2 players, levels of aggression showed a distinct impact from who gamers played with: men actually demonstrated more aggression, and females less, when they gamed with significant others.

However, unlike MMOs, MUDs are far more encompassing of what one’s “role” means and is defined by. PvP and PvE are not isolated scenarios divorced from the rest of the game itself, but are intrinsically intertwined with core gameplay. In Iron Realm Entertainment’s Lusternia, for example, you might hunt creatures or quest to increase your city’s power levels, or jump in and help fight at a revolt to increase your commune’s influence in the world. Under IRE Aetolia’s new ylem system, cities group up for team combat every few hours to secure precious resources for their factions, and in IRE Achaea you may find yourself called upon to defend your house’s icon from attack.

Each of these situations listed yield all types of participants as the effects from victory are tangible rewards for both the individuals and the characters’ organizations. Combat and PvE participation is both about competition AND socialization. A player can fight for the sake of fighting and aim to crush their opponents…but they are just as likely to be driven to join in out of a desire to help make their organizations stronger.

Literally, a 2-dimensional female role...

Literally, a 2-dimensional female role…

But MUDs are not just about PvP and PvE. They are complex, with many other facets to the roles available. Players can design and craft clothing, jewelry and even alcoholic beverages, run shops as merchants, be a priest for an all-powerful god, or deftly manipulate political alliances as a government official. You’ll find intrepid economists, shadowy spies, philosophers, scientists, artists… because the mechanics of MUDs tie all of these elements – roleplay, combat, PvE, PvP, politics, economy – together to weave who a character is.

However, even with this depth to character that MUDs offer, do gender roles still echo through? In Aetolia, for example, there is a guild called the Druids which is focused on a defensive, supporting role, with the ideals based around protecting nature and communicating with plantlife. Membership in this guild has shown a far larger proportion of female characters than male, with all of the current leadership being women. Is this the mud equivalent of an MMO’s “healer” role?

So, what do you think? Have MUDs found a magical balance in incentive and motivation, making things appealing to both genders, a goal MMORPGs are still struggling to reach? Or are things still largely defined around real world gender roles? Are new MMOs on the market able to give such a diverse spread of salient roles; Archaeage, for example, is quite appealing to me, as it is giving players a lot of freedom in the politics.  Personally, I think MMOs will always see an influx of female players in healer roles as long as the HEALER ROLE itself exists as a concept. Once the games themselves branch out to give the kind of wider supporting gameplay that MUDs offer – where you can highly support your faction, without having to sign up for a special class in specific encounters to get that experience – I think we’ll see a blossoming of female play styles. Until then, yeah, stereotypes might continue, but I blame the games themselves for this.

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