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Time

Posted by Rem on August 6, 2011

To probably absolutely no one’s surprise, I haven’t blogged a bit since starting on my previously mentioned new job. I’m still settling in and getting my mental and physical rhythms in order, thus after a day full of thinking, I currently quite enjoy an evening of not thinking and thus also not trying to write something intelligent. Things will shake out in time.

Speaking of time. Now that I’m working full time, I certainly don’t and will never again have time for gaming, right? Yeah … kind of wrong. Last night, having come back home, changed, unpacked and eaten, I contemplated going to my PC and suddenly realised that I actually have bugger all to do until Monday. That’s a not-so-secret perk of holding a real job: you’re out of that state when you kind of always have some sort of “stuff to do”, you can work long hours, but once you’re done – for the day or week – you’re done. I’m not claiming any “original revelation” here, but when just two hours after literally landing at home I start thinking about literally taking off back to work, there’s clearly something wrong with the notion of “no time for anything ever again”.

Naturally I’ll be more selective in the future than I used to be regarding what to play and how to play. I shall elaborate on both, and especially on the latter you may (or may not) find the conclusions I draw for myself surprising. So, this is really more of a bridge post. As usual, there is hope that the other end of the bridge touches down somewhere solid ;)

Posted in Gaming | Leave a Comment »

The Skill Paradox

Posted by Rem on June 22, 2011

A little while ago I came across a comment on a blog which claimed that “as we know, most MMO players are bad”. I did – and do – find it curious, because this indeed does get passed around as a universal truth: most people we meet online are terrible players. Naturally and curiously except for those we’re having these discussions with, we’re all just fine. This, to hit where it hurts right from the start, is basically the same reasoning that constitutes racism: “all black people are savages, except for Joe, who’s a member in my Country Club”. We can even admit the popular argument that the blogging community in a way self-selects the better, because obviously more invested, players – and who doesn’t like to attribute themselves to a self-proclaimed elite; us bloggers, we’re awesome, aren’t we – and it still plays on the same lawn as racism, after all, the Country Club is also obviously a selective environment, but those other black people, the ones outside, they’re obviously savages. It is the hypocrisy that makes every representative of a group one knows by name and face an exception, while at the same time maintaining blanket judgements about the large anonymous group as a whole. That’s not what this post is about though. Instead, I’d like to consider how we arrive at the perception.

First of all, the claim itself that “most players are terrible” is inevitably wrong. As I casually remarked recently, we all live in the Gaussian Curve, and what it really means is that most players are average, as this is how most natural averages form, with only few cases when the data points are crowded near the extremes and the average is a mostly virtual value. An example of the latter could be the life expectation during the European Middle Ages, which was mathematically around 35, but if you look at the numbers closer, you realise that it doesn’t mean that “most people died around age 35″, but that the horrifyingly high infant mortality skewed the statistic and what it rather means is “if you survived past the age of 1, you were probably going to run for the 70″. But this is unnatural, an anomaly. Usually distributions follow the Gaussian Curve, which is why it’s called the Normal Distribution.

There are of course special situations, like, say, Wrath of the Lich King creating a particular expectation about content difficulty and the subsequent Cataclysm taking things in a somewhat different direction. But the aforementioned sentiments gets stated sweepingly, not in some differentiated “in early 2011, large parts of the WoW player base were not prepared for the content difficulty presented to them”, and gets accepted sweepingly. In fact, I can be reasonably sure that someone will actually comment on this very post that “no-no, really, everyone is terrible”. Well, maybe not after I wrote this, kind of falsifying the experiment. Or maybe not, because there are, like, 5 people commenting on my posts, so this isn’t exactly a relevant sample size of anything.

Still, the whole WotLK/Cata thing also highlights that, of course, skill is not an abstract concept, it is relative to difficulty of the task in question. So, yes, if we’re talking about reciting randomly selected works of Shakespeare while running a marathon in Antarctica, most people would be pretty terrible at it. Shopping for groceries on the other hand is something most would find pretty easy, catering to the casuals, almost. Here’s the thing though: in the context of a game, i.e. voluntary entertainment activity, people gravitate towards and away from activities such that in the long term, you are left with your normal distribution again – those for whom it’s too hard or too easy mostly leave. Even now, I think the Cata-difficulty issue is pretty much settling itself (Nils has some great recent posts on why having just one difficulty for everyone is bad design), because the averages are adjusting themselves, people are settling in their new relative positions and the content is self-nerfing.

Then there is always the possible explanation that there are, at any time, many new and inexperienced players. But frankly, this is not what the statement quoted at the outset states. “Most players are new” is not the same as “most players are bad”, even though it’s similarly unlikely. More importantly, catering to new players is by far not the same as catering to bad players. In fact, catering to new players is very important, as the expectation we have is that new players are going to learn, while bad players are not. Conversely, if you don’t let your players learn (cater to new players), you raise incompetent players (well hello, trivialised levelling game).

Last and least, because it’s mostly an exercise in being a smartass, the statement doesn’t even make sense on a logical-linguistic level. If “most players are terrible”, then terrible is the average, thus most players are average. If you’re the brilliant exception, then it’s you who is in the wrong place and probably should go back to the South Pole Stadium-slash-Theatre.

So far, we have a brief outline of why “most players are terrible” should be considered to be wrong. Yet there are lots of people who will tell you that and be genuinely surprised that anyone should think otherwise (remember the bit with the potential comment on this post? Wait for it, still may happen!). Why is this? After thinking about it for a bit, I realised that the solution is The Blub Paradox. It’s a fairly long and technical essay, rich on self-praise, but well worth reading if one is interested in the matter. I will proceed to adopt the part relevant to describe The Skill Paradox.

Imagine the Skill Continuum. No, it’s not the point in space-time a gamer occupies at 13:37. It’s the line on which all skill levels are laid out in increasing order, from a hopeless failure to the greatest winner. Now imagine a player A, whose skill places somewhere on the continuum, a safe distance from both extremes. As long as A is looking down the skill continuum, he recognises that he’s looking down. He can see all the things these players are doing wrong, all the mistakes they’re making, all the potentials for optimisation. If he’s looking up, however, he doesn’t realise that he’s looking up. All he can see are players who are basically just as good as him, only some of them tend to do things in weirdly esoteric ways. A may even consider some of them his inferiors, because, seriously, what sensible person would ever do those esoteric things. This is the Skill Paradox, meaning that we possess very pronounced abilities in recognising all the ways in which other players are worse than us, but are comparatively bad in perceiving the ways in which other players are better than us. The direct consequence is that we tend to think of ourselves as “very close to the top” regardless of where we actually place in the skill continuum, which in turn, especially if you’re not necessarily the self-scrutinising type, lends itself to the “most people are terrible” fallacy.

At this point I originally intended to write down personally experienced cases of when despite the apparently obvious presence of empirical evidence I wasn’t as good as I thought I were, and only got better after embracing details I previously had dismissed as irrelevant, ranging from my most newbish online gaming beginnings in the year 2000 to more recent experiences. In fact I even wrote down those examples, read through them, and they felt so full of unintended self-adulation that they made me sick. And, you know, as much as there is to say about how awesome I am (for example: how awesome I am), I ultimately decided that it would rather distract from than support the point.

The point being: as soon as you acquire even marginal competence in a field (note how we gently drifted away from being gaming-specific), you will find it easy to recognise the shortcomings of those below your level of competence – that’s why you’re better than them, you moved past making their mistakes. Your observations will objectively suggest that you’re “one of the best”, because everyone else you observe is “bad”, with the exception of those whose superiority you cannot fully comprehend as such, for the very same reason they are superior – they realised potentials you have yet to discover.

Shall you live in eternal self-doubt? No, not at all. If you feel you’re good, you probably are. No one is born a master. Just know there’s always a “better” as much as there’s a “worse”. This is also why I don’t like evaluating my own performance based on doing something others (supposedly) can’t do – it’s much more intriguing to consider what can be done than what can’t. Otherwise you’re going for that old trap where “anyone who has accomplished more than you has no life, and anyone who has accomplished less is a noob“.

There is another consequence to all of this, one that won’t sound particularly surprising: your ability to look up the Skill Continuum and realise that you are looking up is directly related to your ability to become better yourself. This is what teachers, trainers and guides do, they explain to their students how those esoteric things can make them better. The good ones do, the bad ones simply state what to do – and sadly there’s a huge demand just for that, seen in the MMORPG world where a lot more people blindly follow the cookie-cutter spec and rotation than actually understand why and under which conditions it is superior. Whenever you convince yourself that “this is as good as it gets”, you stop improving. A truism, really.

And just as I was about to finally post this (it’s the third rework or so), xkcd came out almost on cue: Our brains have just one scale, and we resize our experiences to fit.

Posted in Gaming, Thoughts | 11 Comments »

Wikipedia

Posted by Rem on May 29, 2011

I was recently watching the recording of a political cabaret live performance. For my German readers, it was, of course, Volker Pispers with the 2010 version of his “Bis Neulich” programme. He was ridiculing the economical nonsense of a news announcement predicting the pension premium rates for 2050, wondering how one can pretend to derive any serious information from such detailed predictions that far in the future, including his wonderful line “economic experts are people who calculate how the future will look like if everything remains exactly as it is now”. He invited us to think back in time and to consider which events of the last 20 years would have appeared like a reasonable prediction in 1990. In an off-hand joke he posed as a hypothetical student asking “what, no Wikipedia? How did you do your homework then!?”. And then it hit me.

Just because Wikipedia exists, schools didn’t stop giving out homework. Even the most slow-to-adapt school systems can’t help but realise that at this point, virtually everyone has access to the internet, meaning that all answers can be looked up, interpretations can be found, essays can be assembled from sufficiently reworded sources and Google generally knows everything. I pulled a somewhat audacious stunt myself about 10 years ago, when I failed to read an assigned book in time and instead looked up a one-page summary and interpretation of “what it is supposed to mean” on the then-young internet, and proceeded to score an A+ for an oral discussion of a book I never read. And yet, homework is still around, going strong and I think we’d be rather surprised if it was announced to us that there is now a general consensus that “homework is pointless, since everything can be looked up”. We’d have a thing or two to say about throwing out the baby with the bath water.

This made me wonder whether we’ve been all a bit rash to completely and indisputably give up on riddles, secrets and mysteries in games – especially online games, especially MMORPGs. The widely accepted reasoning goes that with the power of crowd-sourcing, the more interest your game generates (i.e. the less likely you are to simply go bust because nobody buys your stuff), the less time it will take for every single secret to be discovered, disclosed and meticulously broken down on countless wikis, guides and community websites. Thus, in the Age of the Internet, every task or mechanic relying on the player having to find something out in one way or other may as well just not exist at all. Everyone will tab out, look it up and the development effort will be disproportionately higher than the game experience derived. Occam’s Razor did the rest. Was it wrong to assume that riddles and secrets are worthless because you can circumvent them with external knowledge? I think it depends.

Granted, educational institutions have a slightly different take on things: their goal is to teach you to seek out and apply knowledge, not necessarily to create knowledge. Finding the answer on Wikipedia isn’t really worse than finding it in your textbook; training in finding desired information through modern media is arguably quite beneficial. In the above personal example, the primary reason I got a good grade was that whenever a classmate would stumble through a failed attempt to express their thoughts concisely, I’d catch the drift of what he was going for, cross-match it with the short summary I read, wait for the teacher to cut them off, pipe up and deliver a well formulated version of that same thought. You see, I dare say I’m somewhat clever and can express myself reasonably well, and since those are the very qualities the school system is out to teach, I don’t think I cheated it all that much. Or, in other words, I did cheat it, but without invalidating its purpose.

Games don’t have this particular advantage going for them, but they have another, revealed once again by looking at the goal: games aim to be fun, to increase your joy, your level of satisfaction. Satisfaction can be derived from various aspects (achievement, immersion, socialising etc etc) in varying combinations, but it is always the overarching goal of a game; in the simplified world view where you do things either because they keep you alive or because they bring you joy (not necessarily mutually exclusive), games are firmly in the second camp. So the question that needs to be asked is not whether someone would tab out to look up the solution, but why someone would tab out to look up the solution. And the answer is simple: because searching for it themselves is not fun. It doesn’t mean that people hate riddles, it means you gave them a bad riddle! Riddles have a bad name because they tend to be this thing that slows your gaming flow down to a crawl and makes you stand around staring at some unintuitive interface or some such. It doesn’t have to be that way.

Several questions need to be asked.

Is the process through which the riddle is solved fun in itself? – Clicking on static objects cannot be the only mechanic used in solving riddles. An element of “figuring it out” can be applied to all sorts of game activities, and all sorts of game activities can be involved in the process of solving riddles. If your game is about slaying dragons while your riddles all consist of clicking on bottles, then yes, they’ll come across pretty lame.

Is the process through which the riddle is solved part of the game world? – A riddle should be a challenge posed to and solved by my character/avatar, by means available to my character/avatar. Sure, it’s me who controls him, but … no, actually that’s not even a “but”. The riddle should be solved as I control my character, not as I sit there with pen and paper, ’cause that’s less than a step away from Google.

Do you focus on the solution or on the search for it? – Easy mistake to make: here’s my riddle, here’s how the riddle is solved. But how, i.e. through what process and activity, does one arrive at the solution? If all you focus on while designing the riddle is the solution, that will be what players will focus on as well. You have to provide a path if you want people to walk it.

Are your players in a hurry? – Also known as the WoW-Syndrome. If the driving force in your game design is the accumulation of staggered rewards, then yes, the majority of your players will take every short cut imaginable to get to the reward faster. Be warned, because WoW shows that speed is addictive, and you’ll need to somehow increase it with every update, endlessly streamlining until every second not spent rushing full speed towards some destination is perceived as wasted.

Did you try to design a game element or a time sink? – Be honest. Players will know.

Will everyone like it? – Doesn’t actually matter. No one game mechanic was ever universally beloved by everyone. Tastes are different, perceptions of fun are different. Even in one person: what I want to do today, I may not like tomorrow. If anything, it should be an incentive not to design all of your game around One Thing, rather than to kick out features not everyone may love. If you leave out everything someone might not enjoy, you’ll end up with a blinking dot in the middle of a rectangle faster than you can finish reading this post.

Can it be done in a group? – Massively Multiplayer. At the very least, multiplayer. If your riddles are a process during which one person works towards a “Eureka!” while everyone else sits around unaffected, go back to the drawing board. Think about meaningful sharing of gained knowledge, think about mechanics that allow people to help each other: “help” being notably different from “do it for you”! This isn’t easy. It’s a challenge. But solving riddles together that allow you to truly cooperate in finding the solution is so much more satisfying. It is, in a way, the essence of MMORPGs.

Does it stay the same every time? – That’s the question, isn’t it. A static riddle isn’t always bad: not if it’s well designed, with a focus on the search for the solution and using entertaining mechanics while being rooted in the game world. Bringing in random elements isn’t automatically good: it is, if you can meaningfully diversify. Now, a riddle which is not actually a riddle but a problem situation as presented by a dynamic state of the world with various available solutions through differing approaches, each with built in variations: jackpot.

As a friend of mine tends to say:

We can’t stop people from ruining the game experience for themselves, nor should we try. All we can do is to design in a way that doesn’t make them want to.

PS: Despite having a heavy crush on RIFT, I am objective enough to not really consider its puzzles (one per zone) very much as riddles in the above sense. They’re all variations of clicking on static objects; are completely devoid of any relevance or connection to the game world (as a matter of fact, they are, as a rule, always in particularly hard to access spots, there is no explanation or justification for their presence whatsoever, nor does solving them have any perceived or even hinted at effect on anything); are entirely solution-focused, the only effective progress feedback being “you won!”; they incentivise through very powerful rewards; are for the most part solo-only deals (and the one that actually encourages cooperation does it in a horrible way); all in all leaving an impression of “just being there for variety”. Which is all good and fine, but they don’t make RIFT a “game with riddles” in any other than the most literal way (it mathematically contains riddles).

Posted in Game Design, Gaming | 6 Comments »

It’s not the boars, it’s the bores

Posted by Rem on April 4, 2011

From a recent discussion about MMO-design:

I’m tired that being a hero means killing 10 boars.

The boars are not the problem, nor is killing them (except when they parry). The problem is the lack of a credible context.

Reason

Why do we kill boars? Because an NPC asked us to. It is not our goal, it is not something that we, by looking at the world in its whole and parts, decide that needs to be done, it does not even remotely contribute or assist any of our goals or things we think need to be done. We have no desire to kill the boar. It is only the NPC’s desire or goal, and they reward us for advancing their agenda by handing us XP, coin and loot, all of which only serves to help us get to the next NPC, who will then recruit us for their goals.

I had this thing in LotRO that my character particularly despised orcs (no, they didn’t kill his parents). He’d be vanquishing them wherever he encountered them due to personal motivation. It worked quite well, but was of course just a little personal gimmick, not a feature of the game itself.

WoW has a very interesting example in Sholozar Basin, where Frenzyheart and Oracles are basically acting as boars and farmers, each asking you to kill and/or annoy the respective other on a repeated daily basis. As a player, you could not care less. Your character could not care less. You just pick the faction with the cuter pet – or ignore them altogether.

Effect

There is none. And I’m not even talking about having an impact on the world, real or faked through phasing. There is no effect on the player. Because the slaying of the boars was not motivated by my own reasoning or desire, their death means ultimately nothing (harsh). Whether they respawn, or whether we are moved into a phase where all boars are dead after we killed our precisely measured amount of 10 (and where we cannot adventure with those of our friends who have not yet slain 10 boars), doesn’t make a difference. It could be either way, and it will have no impact, not on the world, but on us, because we’ll move on anyway and whether the boars are there or not will be entirely irrelevant to our future doings.

As long as we are doing what NPCs ask us to do and for no other reason than the reward the NPCs hand us for complying to their will, rather than making decisions based on our own observations and motivations and taking actions according to those decisions, everything we’ll do will carry an inevitable shade of blandness.

Posted in Game Design, Gaming | 2 Comments »

It’s a game, not just a game

Posted by Rem on March 27, 2011

I am a gamer. Been a gamer for more than a decade now. Been an online gamer for more than a decade now. As such, I hate the phrase “it’s just a game” as much as anyone. More, probably. However, I am from time to time using the phrase “it’s a game” myself, and I’d like to point out the difference. Because to me, they mean two very different things: one is descriptive, the other is dismissive.

Saying “it’s a game” classifies an activity – unsurprisingly, as a game. It qualifies the subject matter as an activity that has the purpose of yielding a positive emotional balance. Or in other words to have fun. It is important to remember that a game is not played to change the world, to fight terrible illnesses or to solve global problems. A game is played to have fun. To be entertained. To feel good – to feel better. It is played for the very purpose of spending time doing something that is pleasant, instead of spending time doing something that is less pleasant. The fun you derive isn’t always immediate, sometimes it is a process, and as with just about everything, there’s no reward without effort. But the goal is ultimately always to have a good time. Because “it’s a game” and that’s what a game is about.

Saying “it’s just a game” dismisses that fun as irrelevant. It implies that since the goal is fun, not reaching the goal is not a big deal. And surely it is no big deal compared to, say, an earthquake and a tsunami. No argument here. But that’s entirely outside of the context. We’re not talking about earthquakes and tsunamis. We’re not making a choice between death and devastation … and gaming. We’re not making a decision between saving the world and playing a game. We’re talking about a person who, having hopefully fulfilled their duties, decides to sit down and entertain themselves, to have some fun. There is no reason why that fun should be dismissed. There is no reason why factors that actively, negligently or maliciously damage that process of enjoyment should be deemed irrelevant.

The phrase “it’s just a game” has been used since the dawn of (gaming – yes, that includes classic board and table top gaming) time by people who damage other people’s gaming experience and then justify themselves by dismissing the inflicted damage as imaginary. Well, the damage is real. It is real time of a real person whose expectations, plans and enjoyment were damaged.

On the other hand, “it’s a game” states something constructive: I am doing this for fun. For enjoyment. For entertainment. For pleasure. My goal in doing this is to derive fun, enjoyment, entertainment and pleasure. Not to make the world a better place – I’d rather have a day job for that. But when the game isn’t fun, there’s something wrong. Because it’s a game.

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Thought for the day: Inconvenience

Posted by Rem on March 22, 2011

In every in-game activity, be it an immediate or an overarching one, the inconveniences between the starting point and the goal, beginning with the very fundamental inconvenience of not having arrived at the goal yet, are what constitutes gameplay. Where the process of overcoming those inconveniences places on the scale from annoying to enjoyable determines how much fun the activity is. The desire to remove all inconveniences is a fallacy. Inconveniences have side effects. So does removing them.

Posted in Game Design, Gaming | Leave a Comment »

Protection of Minors for Dummies

Posted by Rem on August 31, 2010

Today I went to a nearby supermarket to buy some bread. At the checkout the line was stalled by a group of 10 years old boys trying to purchase Grand Theft Auto: San Andreas. I know that they were 10 year old because one of them said “he’s 10 years old, I’m 10 years old, so together we’re 20 years old”, probably because that’s the sort of argument that is likely to work in children media that are more appropriate for 10 years olds than GTA, which over here is rated 16+. But, of course, the 10+10=20 was not their main pitch. It was “my father has allowed it”. To which the cashier, who looked to be in his twenties and generally somewhat shy and awkwardly taken by the situation, at first correctly replied that it doesn’t work that way and the father needs to be personally present for that. And so the little boy produces his cell phone, dials his father and tells the cashier to ask him. The cashier, understandably weirded out by the entire situation, talks to the alleged father (maybe it was, maybe it wasn’t, who knows), explicitly asks and receives permission and sells a game with good reason rated 16+ to a handful of 10 years old boys who proceed to behave exactly like a bunch of kids who just successfully stole a lollipop.

The following is what I wish I’d told the cashier when it was my turn in line, except most of it – as usual – formed in my head when I was walking back home already.

Selling the game that way was against the law. Let us, for a moment, leave aside my own personal moral reservations I always felt towards the GTA franchise. Let’s leave aside that this, if any, is probably one of the games least suited to be in the hands of children not even old enough to be called “teenagers”. Let’s just look at the legal part.

The person on the phone may or may not have been the father. Even assuming it was, he may or may not also be a legal guardian. Assuming he was, he may or may not be aware of the nature and content of the game in question. He may or may not be drunk, on drugs, or generally give a fucking shit.

The attentive reader may at this point be objecting that most of these points do not really change with the physical presence of the father in the store. In fact, the only thing that changes is that the father receives the opportunity to actually personally inspect and evaluate at least the information printed on the cover – about the content and the proposed age restrictions, for example. But while this is a very, very, very important factor, the other possible factors still remain uncertain. It’s not like the cashier is going to ask for a birth certificate and a written brief essay on why the father considers GTA to be an appropriate medium for his son – and, importantly, for several other children whose parents now get effectively bypassed in their right to allow or disallow their child to consume that content.

What’s the difference? The difference is crucial. Not understanding the difference led the cashier to making the wrong decision. When a game (film, book, beverage, whatever) is purchased by a minor in the presence of an adult, it is not the minor purchasing the game, but the adult. It is a huge difference in legal responsibility that renders the above questions moot.

The law forbids anyone but the legal guardian(s) to grant minors access to rated media. Even after having received permission via phone, the cashier still sold the game directly to a minor, thus granting him access to a rated game, thus committing a felony. If, on the other hand, an adult – any adult – who accompanies the boy purchases the game, the responsibility passes on to that adult. If he is not actually the father, then it is him – and not the store – who is committing a felony by passing the game to the boys. If he is the father and grants access to the other boys without consulting their legal guardians, it is, again, him who is breaking the law.

By selling the game to an adult – and this is what is taking place when a child purchases something in the company of their parent(s) – the store passes the legal responsibility on to the purchasing adult. By selling the game to a child – which is what you do when you play along to a “permission via phone” – the store breaks the law.

The sad thing is that mishandled events like this make you understand a little bit more where those people are coming from who claim that rating is not enough but everything needs to be censored and forbidden. In the end it’s always the irresponsible actions of adults.

Posted in Gaming, Rants, Society | 1 Comment »

Wrong sport, lads and lasses

Posted by Rem on February 8, 2010

The recent Ensidiagate prompted me into posting on a subject that’s been on my mind for a while now: the morality of competitiveness. Maybe I should have used that as the title of the entry, but, honestly, my titles sound preachy enough as it is. So, what is this all about, anyway? Competition.

Competition is an interesting thing. A two-edged blade. Competition means motivation, determination. It is a reason to try to be better. Competition is the antidote to complacency, and thus a catalyst of progress. Us not living in caves is a direct result of competition.

Curiously, having come so far since the time we left the caves means that competition has changed as well. In fact, outright competing with the next person is societally frowned upon, and usually manifests itself in the less productive forms of constant 1-up’ing and raging envy. Also, mobbing and other sorts of ugliness.

The medium through which we experience modern competition in what is considered a “pure” form is almost exclusively sports. It is easy to argue that sports, as such, arose from the demise of competition as it was known in former ages of mankind, as a mimicry of activities that once constituted the competition for survival (and procreation): hunt, war, elopement, gathering, perseverance. Not that war could be attributed solely to “former ages of mankind”, but at least we don’t want it to be an open competition anymore.

So, sports. The pitfall here is what kind of sports we grow up with, what sports get the most spotlight and gain the highest prominence. Football/soccer and basketball matches are frequently decided by coaxing the referee into a wrong decision in your favour. Fall down without having been shoved, talk trash to disturb concentration and hope for a rebuttal that may be punished as an additional bonus. Yell at the referee and argue every decision. No-no, my foot wasn’t behind the line. Inconceivable.

Then there’s athletics, cycling and similar disciplines, which seem to have long evolved into a race of “who can shove more stuff into their body without being caught overstepping an official rule”. The phrase “usage of illegal doping” alone is amusing already, when you think about it – it means there is legal doping, so, the question isn’t really “if”, but only “by how much”. The answer may arrive in the form of a life-ending heart attack at age 40.

Speaking of racing – Formula 1, anyone? Turned into a competition for finding the most improbable loophole in the technical regulations. Funnily, the stricter and more complicated the rules get, the more severe those loopholes are. Back when the limits were more relaxed and everyone was shooting for the sky, the differences were more, you know, tangible. Back then, A had a better engine, B had a better chassis and then we watched it unfold. Now it’s all “so, turning this screw 57° to the right can be justified with the following paragraphs as not contradicting to those other paragraphs, and it also gives us half a second per lap”.

Major sports these days are a cutthroat business where the limits of the “humanly possible” were reached decades ago, and now everything that gives you any sort of advantage that is not in clear and unmistakable contradiction with the rules is considered “fair game”. And then you venture into regions that are in contradiction with the rules and simply hope not to get caught. You are supposed to take everything you can get, try to grab some more and then act as you deserve even more yet.

Having grown up with this image of sports and thus competition, we arrive in a place where everything can be justified by pointing out that X is going up against Y. A “competitive situation” is suddenly a sufficient reason to abandon all honour, humanity, grace and dignity. You are supposed to bite and claw, to kick and punch, to blow low and exploit, exploit, exploit. All is fair in love and competition.

I would like to introduce you to another sport – or, rather, remind you of its existence. One that is not as widely popular world wide, which doesn’t get much prime time spotlight. I’m talking about Snooker, a billiard variation with an emphasis on high precision and, most importantly, strategic thinking. Is Snooker competitive? Oh, boy, yes. Look at the faces of the players. They want it. They want it badly. So, what’s the difference?

The difference is that Snooker is a deeply aristocratic sport by its very nature and origin. You can’t play it in school yards, you can’t play it in pubs, half drunk. You have to overcome a high entry barrier to play it at all, and thus, it has traditionally been coined by the, dare I say, noble. Therefore, the standards the players are held up to are inherently higher. And I don’t mean merely things as the dress code. I mean moral standards. An example.

There is a rule that forbids you to, at any point, touch a ball, any ball, with any part of your body or clothing. This is something that can be very hard to keep track of, because it basically only becomes relevant in those cases where the intended shot is a highly tricky one, so the view will be obscured, and although the referee will try his best to have a line of sight, he’ll also do his best to accomplish this without distracting the player (ideally staying out of his field of view). You can’t exactly drive a camera in there either. Besides, in the vast majority of cases, the fleeting contact of, say, a sleeve with a ball wouldn’t do anything. So, what?

I’ll tell you what. It is considered and unexceptionally accepted the duty and obligation of a player to announce an illegal contact when he becomes aware of it. Immediately. Even if nothing has moved even by a dust particle’s margin. It’s a matter of honour, it’s a matter of morality, it’s a matter of what defines you as a Snooker player and earns you respect. Just as a pointer, respect is what earns you money through the discreet ad sticker you’re wearing on your breast pocket. It is not considered “okay” to run with it, just because no one noticed.

If you touch a ball, you admit it. If you are carefully swinging at the ball and your cue touches it before you execute the actual shot, you announce it. If you get a double contact (white jumps back from first contact with other ball and hits cue again before you pull it away), you say it. Even if no one noticed. Even if it costs you the frame, or the match. You don’t try and figure out how much you can get away with. You don’t care how much you can get away with. You care about fair and clean competition, and you are not interested in any unfair advantage.

If you get a fluke (i.e. a lucky shot with a much better outcome than initially planned), you apologise. You appreciate its results, of course, and the opponent accepts them gracefully, without any “lol ur lucky nuub” rage. Luck is part of competition, as it is of any process. But you apologise. When your opponent masters a particularly difficult situation successfully, or plans and executes a masterful shot, you congratulate. You don’t cry “hax” and rant about how his haircut is overpowered, but show respect for the skills of your opponent. It’s tradition. You just do it. Failure to comply with the moral standards of the game is as severe as a violation of its functional rules.

The bottom line is, competition does not have to be that dirty, grey-zone, cutthroat, no-respect-for-anyone dogfight we learned to accept it to be. You can compete, and compete on a very high level, without disregarding respect and morality. And next time you think about competition and what it allows and justifies, don’t think about what ESPN is showing right now. Think about Snooker. Otherwise you’re just tuning yourself to the wrong ideals.

Posted in Gaming, Thoughts | Leave a Comment »

Achievement nodes

Posted by Rem on January 19, 2010

Today, Gevlon is once again reasoning about node ninjaing. Well, actually he’s reasoning about social norms, but he uses node ninjaing as an example. Thus I will tell you a story I wanted to tell you anyway. Makes sense, no? Okay.

Some time last week, when my favourite druid‘s arrival was delayed by snow (and recovery from having bested it), I used the time for some domestic tasks. Flying down to Azjol-Nerub to hand in the watcher quest, then a few relaxed rounds of ore-mining through Icecrown (yes-yes, I know, only morons farm, but I actually like doing it for a bit now and again, so, sue me!).

On my way through Dragonblight I spotted a cobalt node. Descending upon it, I noticed nearby fighting. An orc rogue, level 73, was busy with a couple of mobs. Now, I do not nurture any particularly warm feelings for the Horde, or orcs in specific, and a case can always be made, that cross-faction meanness is very much in the spirit of the setting. But we’re not on a PvP server. What? Oh, no, that’s not what I mean. I did not intend to say that on a PvP server it is okay to steal ore, and on a normal server it’s not. No-no.

What I meant is that on a PvP server the situation could have been settled with game means. I could have attacked him with all my Prot-OP’ness (not to mention a 7 levels advantage), or simply taken the ore and then stood there in a “don’t like it? come take me” pose. Or, assuming I’d be stealing from someone potentially more powerful (there’s always a bigger fish), risk being retaliated through force. This is not an option on a non-PvP server. Therefore, my actions would not have been directed against the character, but the player behind it. Players, in most cases, all belong to the human race, and, despite what Gevlon thinks, deserve human treatment. Long story short, I did the usual drill, hovered next to the node on my gryph and waited for the rogue to finish. She then hastily mined the node and /thank’d me. I /salute’d back, continued on my way .. and suddenly felt good inside. I think I even smiled.

Roughly half an hour later I was in Icecrown, flying my usual path. One of the nodes in the “ghoul field” was up – and it was titanium! Now, I shall remark a couple of things. These days, I don’t really mind what metal I mine up. I farm mostly because 30-60 minutes flying from node to node, listening to music, can be quite relaxing when not done too often. It does earn me some money (especially when sold as Belt Buckles), but I could be just doing dailies instead – sometimes I do. Saronite is useful for the “everyday business” stuff, titanium for the rarer occasions. I’m always happy to see the blue-ish glow of a titanium node, but not getting all hot and bothered about it.

The other thing to remark is that I particularly enjoy going after those “troubled” nodes. Not those with just one mob or so next to them, but those in seriously tricky places, for the simple reason that I could not have dreamed about fetching many of those 2-3 months ago, even in the company of my favourite druid, so it’s a bit of a challenge and a comparison with my past capabilities. So, I get down to the ground and to work with those ghouls. The really nasty part are the casters, because if I charge them, I get too close to the next bunch, and my ranged silence is on a minute cooldown. This particular fight goes a little pear-shaped, it takes me a while to get into “efficient mode” and get full control of the situation. I don’t know exactly how many I pulled in total, but I did more than 160k total damage in the process (first fight after Recount reset), so, it must have been something in the 12-15 household. Oh yes, and midway through it, a blood-elf paladin (it’s always blood-elf paladins) flew in and grabbed the ore.

So, I mounted my trusty gryphon, ascended into the air, looked down at the pile of corpses (they .. were dead before anyway .. I know) I produced and smiled again. Gaming is all about achievements. Achievements are gaming’s vehicles to fun. You rescue princesses (from another castle), you kill dragons, you’re having fun in the process. Scoring a /thank from the opposing faction is an achievement. Clearing out a dozen ghouls around an ore node is an achievement. Cunningly grabbing a node someone else was after is .. an achievement as well .. in a way. I guess.

Posted in Gaming, World of Warcraft | 1 Comment »

PvP is CvM

Posted by Rem on January 13, 2010

This whole Warbringer debate once again reminded me of why I simply cannot enthuse myself over the idea of PvP. In an MMORPG, player-versus-player combat inevitably spawns a casters-versus-melee conflict, and you simply cannot balance it out. There is just no way to do it, since there is no state or situation in which both are happy. When the caster is successful at kiting, the melee dies without being able to touch the opponent most of the time – if the melee manages to stick close, the caster will be interrupted, silenced, stunned, pummeled and ultimately ripped to shreds. Blizzard stated more than a year ago that melee needs to be in range and casters cannot be balanced around kiting. Fair enough, but it’s not working. It can’t work, because no matter what else you put in place, being at long range is a huge advantage for the caster (they can’t be hit), and being in close range a huge advantage for the melee (they can, you know, actually hit). And so PvP turns into one big arms race between snares and gap closers. It’s always either the melee complaining about being kited to death, or the clothies complaining about being blown up. Or both.

Truth is, the traditional classes-and-levels MMORPG is unsuited for PvP combat to begin with. Yes, this is a blanket statement. No, I’m not going to qualify it. I am going to justify it. Somewhat. The problem, you see, is in the early design process. Most MMORPGs, strangely sometimes even supposedly PvP-centric ones, such as AoC or Aion, are, at their very core, designed as PvE games. How can I tell? By looking at classes, class roles and skills. The holy trinity is a PvE concept. Whenever you see neatly separated tanks, damage dealers and healers, taunts, detaunts and threat modifiers, you know where the wind blows from. In Warhammer, tanks actually have a role in PvP. In AoC they’re the guys with not enough damage output to kill anything and a ton of irrelevant survivability.

WoW? No matter how often Ghostcrawler, whom I respect a lot, says that WoW has two parts, both PvE and PvP, it is, at a design level, a game as deeply grounded in PvE as it gets. They wrote down roles, they wrote down tools, and then distributed them among classes. It is glaringly obvious, that the question never was “how would an encounter between a warlock and a paladin play out?”, but always “in which specific ways would a warlock and a paladin contribute to a group’s success?”. Because the tools were given out to classes assuming their co-working in fighting an outside enemy, how those tools would measure up against each other did not come into focus until much later. Moreover, many of the so called utility skills are designed specifically to neutralize particular mechanics the player, or rather the group they’re in, is confronted with. That mechanic may happen to be a fundamental offensive or defensive tool of another class. So, you end up with “counter-classes” and the ever popular rock-paper-scissors principle. Except, RPS is boring, because the outcome is mostly pre-determined.

But PvP isn’t balanced around 1v1! Yeah, I’m sorry, but if you do not balance around 1v1, you effectively do not balance around anything. Cleverly, they iterated to claiming they don’t balance around 2v2 either, weighted the respective Arena bracket down, and thus moved the problem into 3v3. Is WoW-PvP balanced around 3v3 now? Not really. It’s just that at that level complexity gets so high, that you can always wave your hands in the air and say, well, there are so many variables and possibilities, the composition is just one of a plethora of factors. Which is kind of true. But drowning a problem in magnitude is not the same thing as solving it. In the end, no matter the macro-format, on the micro scale, you still have one character and another character beating up on each other, and one of them has to win. Yes, they have teammates, but if A is doing more damage to B than vice versa while at the same time taking less in return, A’s teammates find themselves at an advantage.

Don’t get me wrong, I am certainly not advocating the case of those who try to argue, that you should be able to grab an arbitrary assembly of classes and have an equal chance of success regardless. I do not support that notion (neither does Blizzard). Composition should matter. Synergies is what MMORPGs are all about. Which is exactly what puts them at odds with fundamentals of competitive eSports. The very idea of any sport is to create an even field, on which the competitors can, well, compete in terms of the discipline in question. However, to even out the field in an MMORPG means to turn it into an FPS where you shoot fireballs instead of lasers. And no one would want to play that, because Quake is simply better at being Quake (and Unreal Tournament at being Unreal Tournament, and Counter-Strike at being Counter-Strike, and so on). I heard there was a PvP-competition MMORPG-style game called Fury, a year or so ago, that had all “serious PvPers” excited .. for about a week, and then they all went back to their games and all the serious FPS players went back to laughing about them.

Why do we have PvP at all? Because games are played by humans, and humans love to match with each other. You have a character, I have a character, just out of curiosity, let’s see how they perform against each other – sparring fight! And there, you have a duel function. It’s more fun when it’s large scale, so we get BGs. It’s even more fun when it’s rated, so we get Arenas. And people get so excited about it, that they forget it’s just an afterthought in a game with a fundamental PvE mindset. As long as the developer teams get together and start their brainstorming with “okay guys, we need tanks, healers and damage dealers – ideas?”, we’ll have PvE games, which will then contain some sort of PvP interpretation and implementation, and everyone will be bitching for years about PvP balance issues, because no one thought about that sort of balance right from the beginning, but instead about who gets to cast fireball and who gets to cast rain of fire.

Only if the designers sit down right at the start and ask “so we have the ranged guys and the melee guys, the guys who can heal and the guys who can’t, the guys who can deal a ton of damage and the guys who can take a ton of damage – how is this going to match up?”, only then will the result have a chance at being a balanced PvP game (cf. Darkfall, in some respects). If that’d be still fun or popular, now that’s a different question.

Posted in Gaming | Leave a Comment »

 
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