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I recently read Ready Player One over the Christmas break. As it had been descibed to me, it was a book about what happens when everyone plays WoW, loves video games, and pretty much worships the 80s. As an avid WoW player, a rabid reader, and a child of said decade, I figured, why not, it seems to be right up my alley. Ready Player One: Target audience: me.

So how did I like it? Should you read it?

1. Do you like old video games and like impressing people with your encyclopedic knowledge of them?

2. Do you like movies made between 1980 and 1996 and like impressing people with your encyclopedic knowledge of them?

3. If there was a multi-billion dollar scavenger hunt through a virtual world, where all the clues were directly related to question 1 and 2, would you take part?

If you answered yes, to any of these questions, you will likely like RP1. RP1 is an orgy of pop culture, video games, and geek culture on the level of ComicCon. If ComicCon were a virtual world like Second Life where pretty much everyone spends all of their time. The book is one long scavenger hunt, about a socially awkward and nearly outcast boy, who becomes a hero, without ever really changing who he is. Never is the nerd forced to stop being a nerd. In fact, his nerdiness receives him praise and admiration from all who encounter him.

Wait, scratch that. RP1 is every nerd/geek/dork’s wet dream. A virtual school where you can mute bullies? Yes, please. The ability to make yourself appear normal, as opposed to fat, short, red haired, bespectacled, or so thin and pale you look like a drinking straw? Why in God’s name would I ever ever meet people in real life again! RP1 is absolute porn on a stick, dipped in chocolate and deep fried for those of us who loved all the things the characters in the book revere. The ability to be famous because you can beat a video game? The chance of winning unlimited wealth because you can recite a movie from heart? Becoming the hero, not because you slayed the dragon, but rather because you did something relatively inconsequential that later turned out to be the magical macguffin you needed to save the world? Okay, well maybe we are getting into spoiler territory with that one, but seriously, anyone who has ever played a graphic adventure knows the truth of “If you can pick it, it’s gonna be important later.”

RP1 is set in a future where virtual technology has advanced to the point that people can easily enter a virtual world, called OASIS, where they can do… anything. Kids are given access so they can go to virtual schools. People show up to virtual work. Chat rooms are more like hang out spots. It’s like WoW mated with Second Life and had the perfect love child. Of course, the author points out a few of the social ramifications of such a creation. No one interacts in real life anymore. Poverty is widespread, escapism the reality. The government is second to the virtual government. The sad thing is though, the author notices these huge, monolithic social issues, and then completely ignores them in favor of more anime references. Yet another video game name drop. The fact that the big bad in the book, IOI, is an internet service provider and wields more power than anything else even mentioned is terrifying, and yet even at the end, when the credits roll, they are still in charge of the access. They are still alive as Glados would say, because she would totally be a part of them.

The book is great. Fairly well written, with a few odd pacing moments. It has some truly unbelievable conceits that one just accepts to move on with the story, but in reality, it’s a nice fun romp through a virtual world every nerd wishes they could live in. But then the crippling truth of the book is… it only appeals to us. Those of us who want to live in OASIS, not the real world. The main character isn’t really a hero, despite saving the virtual world. He is given the tool to save the real world. The one with crippling resource shortages, wide spread starvation, and more social problems that could ever be solved, even if all it’s members weren’t spending most of their time plugged into computers.

This book could have been a fantastic philosophical discussion. It could have been the cautionary tale of allowing ourselves the ultimate fantasy. How everything a human thinks they want is really what is absolutely worst for them. The fact that the “hero” is given the tool to save the world, the real one, not the virtual one, and he glances at it, then WALKS AWAY, just proves this book was written by a nerd for nerds. He would rather make more references and more jokes than face and deal with the very real and very terrifying truths his tale reveals in the dangers of virtual fantasy fulfillment. The dangers of living in video games, movies, music, and tv shows. He would rather end on the hero sitting next to the girl, happy to not want to go back into the virtual world, not realizing that only having one person change isn’t going to change the horrid truth that their world is still dying. It’s still on the brink of chaos and destruction. The author ignores the philosophical, moral, and religious ideas that his book touches on in favor of another video game joke. True discussion and thought could have come from this work, with a bit more gravitas.

It’s a great adventure book for nerds/geeks/dorks, who worship Steve Jobs, Richard Garriott, and Shigeru Miyamoto, instead of the nerds who want to step up and make these men look like idiots. The nerds who want to figure out how to make cold fusion a reality. The nerds who want to find the Higgs Boson. The nerds who aren’t content playing other people’s games, watching other people’s movies, and listening to other people’s music, but instead strive and seek to create their own. The people who would be fixing RP1′s world, instead of practicing Pac Man and watching Pretty in Pink.

I guess I shouldn’t admit that despite it’s faults, I really liked this book. Oh well. I am going to go re-watch Lord of the Rings now.

I didn’t expect much from 4.3.

I mean, look at Cataclysm’s track record:

Patch 4.1

Extremely difficult and punishing heroics.

Extremely difficult and punishing raids.

Slow gearing.

Wildly monotonous dailies next to a pvp zone.

Patch 4.2

Extremely difficult, reused, and punishing heroics.

Extremely difficult and punishing raids.

Slow gearing.

Wildly monotonous dailies.

 

With all that, who was looking forward to more of the same? Not me. I was looking forward to Transmogrification, mostly for the ability to wear t5 on my warlock again. And boy do I look awesome.

What I wasn’t expecting was Morchok. To die. On our first attempt. Dead. Huh. After taking 2 weeks to kill Magmaw and 3 weeks to kill Shannox, that was a tad bit of a shock. So our raid snagged in some extra people and went to LFR. And we cleared 4/4, raking in the loot like it was Christmas morning. Week 1 we were 3/8. Now this is more like it.

What I wasn’t expecting was Murozond. The best.fight.in.Cataclysm. Seriously. Getting to “reset” the fight every 20%? That is *awesome*. Hero for the whole fight. Cooldowns SPAMMED. DPS through the roof. People popping back up after they died!

The mechanics in the new dungeons were simple, easy to understand, and relatively clear in how to overcome. The lore is interesting. The dungeons themselves, short, sweet, and LOOTY.

What I wasn’t expecting was the Darkmoon Faire. Wow, are those mini-games fun.

What I wasn’t expecting was running the 3 new heroics on 4 toons and capping on valor on all 4 toons in one week. Considering I am pretty sure I have run those 3 way more than all of the trollroics on all my toons combined.

 

I came for the Transmog and stayed for the end game. What a shock.

Okay here’s the article.

 

To summarize, it’s a nifty article on last names, and women taking their husband’s name after they get married. It’s a nifty article because it covers many of the viewpoints WITHOUT ever pushing an agenda. Bravo Stephanie Pappas for writing a good article.

Now, why do I want to talk about it on what is arguably a gamer blog? Because it’s important to me.

My experience:

My mother has been married 3 times in her life. The third time was apparently the charm, as she is still married to him now. She had my brother with her first husband, me with her second, and married my step-father when I was 9 or so. So growing up my brother had one last name, I had a second, and she had a third. I was used to being the only person with my name. Add to that, it is a rather uncommon last name, and I liked it.

You see, it started with Ac. So when teachers in school would go to put people in alphabetical order, I would just get up and walk to the front. I generally had the first seat in the front row in every class. I had no problem with this. In fact, I kinda liked it.

My name was a part of who I was. It was short, sweet, and unique. It meshed well with my middle name (I always went by my middle name not my first name) and generally was fun to write.

It never bothered me that my mother had a different last name. It never bothered me that my brother had a different last name. We knew we were family and loved each other.

Now, I did have a hated first name. It was pretentious, long, misspelled, and didn’t fit me even a little bit. I shorted my signature to start with a J. very early in high school and never looked back. As my friends and I discussed getting married one day and names, the discussion generally revolved around whether we would take our husband’s names or not. The consensus was that we would, unless it was a stupid name, or it sounded bad with our names. I always said I wouldn’t, because I liked my name. It was part of who I was.

The first time I got engaged, I flat out told my Fiance I would not be taking his name. It wasn’t interesting, it wasn’t cool, and it certainly didn’t improve the sound of my name any at all. This engagement eventually fell apart. Why? I was too independent, and he was too clingy. (Among other problems, but those are the big “overarching” problems and were a common theme among all the others.)

Was the name thing an indicator? Maybe. He was certainly upset about it.

Many years later, after going to grad school, and living on my own, I got engaged again. This time, his name wasn’t perfect, but it wasn’t bad either. Also I saw the opportunity to get rid of my dreaded first name. Here I was, at 26 about to completely change around my name.

Now to follow along… <J. First Name> <K Middle Name> and <Ac Last Name>. When I got married I legally changed my name to <K. Middle Name> <Ac Last Name> <Husband Last Name>. No hyphens, or whatever, but now my maiden name was my middle name. I looked at my new name and smiled. I *loved* it. It was totally me. It fit me better than my birth name ever had.

I took a moment to consider if I would ever change my name back if I was ever to get divorced. The more I thought about it, the more I though, no, probably not. This name was more who I was that ever before. And I loved it.

My husband wasn’t pleased. I know right? His response was “Well that’s a rather sneaky way of keeping your own last name?” Is the name thing such a touchy subject because men still have this desire to “lay claim” to their women? It’s kinda cute, as long as they are okay with dealing with it if we don’t go along. This comment surprised me. My mother had always used her maiden name as her middle name. My grandmother did too. All the adult women I knew growing up had done the same thing. With one exception and she had *hated* her family before she got married and likely wanted to shed her last name as much as I wanted to shed my hideous first name.

Turns out, it’s a common Southern tradition for a Southern Belle to keep her family name as a middle name, unless she is ashamed of them. I am not ashamed of my father’s side of my family, but neither am I proud of them. I don’t really think about them one way or the other, as my parents divorced when I was 3 and my mother then moved 14 hours away. I never really associated the name with them. It wasn’t their name, it was mine. Mine and unique. I think this discovery of culture mollified my husband.

What changed in the 3 years? I grew up, lived on my own truly, and struck out into the real world without Mom and Dad or Student Loans to keep me up. I came to view my life as something other than just myself. I was planning on being with this man forever. I was still myself, but now I had a part of him too. My new name looked and sounded right.

I embraced this new “label” for who I was. I was different than I had been as a child, so it made sense for my name to be different as well. Maybe this mentality comes from playing games, and thus having avatars or roles, so I already deal with “alternate” names quite a bit. I mean, I answer just as readily to Joyia (my World of Warcraft warlock) as I do my own name. I use Ember Dione as interchangeably with my own name to the point Google thinks it really is my own name.

I feel now like a name is a representation of who we are. And as such, should change when we change.

My name is meant to fit me, not the other way around.

 

Addendum: As far as the “legally required to assume your husband’s name” thing in the article, that’s just ABSURD. Not a chance in hell would I be okay with that being a law. It’s a person’s choice, and it should be left at that. After all, they have to live with that name.

There are a ton of reasons why this post took so long to write.

1. Our guild stalled out on Shannox for the first 6 weeks of Firelands.

2. They gave 5 embers to a guy who then left. (Shocker, as they didn’t take my suggestions on how to pick someone to get the embers.)

3. We converted from a 25 man to a 10 man raiding group.

4. To deal with converting, we now have 2 dps teams and so dps only gets to raid half of the time. Hence, our embers are pretty evenly split between two players. (Me and another Lock.)

 

But finally I am able to write that my embers have been collected, and last night I walked into the Nexus to complete the quest Through a Glass Darkly.

Holy hand grenades, was I not prepared.

I can actually solo level 70 Nexus on my lock fairly easily, but this was a whole new level of difficult. I didn’t have too much trouble until I reached the final boss. Then I had the great joy of wiping for 3 hours trying to kill him.

This was both the greatest and worst quest ever.

Great:

1. I just killed a thing that was AMAZINGLY difficult.

Terrible:

1. That AMAZINGLY difficult was also frustrating.

(Let’s just assume from here on, the first one is a good, the second is a bad.)

2. I had to use skills I so rarely get the chance to use.

2. I had to use skills that are so rarely used… FOR A REASON.

3. I love playing affliction and dot management.

3. I could only play affliction because I had to have the fel hound out.

4. Speaking of Fel Hounds, man does that dude rock when glyphed and has mana feed.

4. Man is the Fel Hound RETARDED when it comes to staying out of the fire.

5. The Nexus was a pretty cool instance.

5. The circular platform with a flying boss makes it impossible for my pet, a good 25% of my damage, to attack said boss.

6. I understood what I needed to do, even though it was somewhat “random-ish” it wasn’t too cheap.

6. I also understood how much easier this would have been if I had been a mage.

7. I have an amazing staff!

7. That is equal item level to two other staves that are just drops off of bosses… and that didn’t cost weeks of raiding, 9k gold, or 400g worth of repair bills.

8. Now that I have the stage one staff I am the only one collecting for stage two!

8. I have to kill the same seven bosses over and over and over again for the next SEVEN WEEKS to get the next stage. Are you KIDDING ME?!?

 

The more I have thought about this, the angrier I am. This staff should at least be the iLvl of the staff of Rags. The quest or the extra boss or the money sink should have been spread out. Now I just have two lame collections that essentially are: farm Firelands for x amount of time. Really Blizz? You couldn’t try to be a little more original? It’s like they got to this part, went, okay, that’s an awesome first stage. Oh we’re out of time? Oh well just throw in two more collections and call it a day.

Regardless I suppose I should be happy I have the Branch of Nordrassil. I should be happy I have started my cinder collection. Really I am just annoyed at Blizzard for not thinking out the rest of the quest line and making it JUST as interesting as Through a Glass Darkly. I am annoyed that the second parts now have no variation other than farm Firelands.

When Blizzard announced their intention to nerf t12 in preparation for t13, I immediately though, “Oh thank god.” No anger, no rants, no sadness, merely a soothing sense of relaxation and peace.

What the hell?

Peace?!? Soothing relaxation? A tension I didn’t even KNOW was there was pushing on me. The tension of progression. Snapping at my husband. Ignoring chores I needed to do. Being unhappy and frustrated with my hobby. I didn’t notice that it was there until it was suddenly gone. Why do I care if we wipe on Aly for two nights this week, we have downed her once pre-nerf so post nerf, we got it in the bag.

I think the most indicative thing of what this raiding tier had become for me was the replacement of a glyph. Seems like such a small thing right? I replaced the Glyph of Fear with the Glyph of Shadow Bolt. Such a tiny thing. But I had been looking for ways to push my dps just a bit farther… Just a bit… Enough to nerf my cc and utility to eek out 200 more dps. The thing is, I *hate* those DPS. I hate them. I love utility. And I really loved my utility when I had more of it. Why was I pushing my dps? Because my raid wasn’t progressing.

Casual doesn’t mean what it used to. It used to be that casual meant just a few hours a week. Now casual means medium levels of gear and people who barely know how to stay out of the fire. When Blizzard made raids more accessible, they had people who didn’t know how to raid, raiding and loving it. But now those same people expect to raid, and they can’t. In Cataclysm a raid can’t carry 2-5 people and be fine. Everyone needs to carry their own weight.

Instead of running with whoever you wanted to, now you have to run with people who know how to raid, and possibly hurt the feelings of those who are less good. For those who would jump in and say, “L2P NOOB!” Remember, WoW has always worked to cater to the path of least resistance. What is the path of least resistance when it comes to learning new, painful boss fights, to not keyboard turn, and how to play their class to the fullest to overcome the challenge or just saying “Bah, this is too hard. I liked Wrath better” and canceling their account? The 1 million subscriber dip points to the truth.

Some people are saying “OMG this is unprecedented!!!” Hello, I would like to introduce you to the ICC Buff. Remember the one that started at 5% and grew to 30% over the course of a few months? Instead of a slowly growing buff to the players to make the fights easier, they are just nerfing the bosses across the board.

This brings me to my point. Blizzard knows. This is a company who has built their entire business on balance and stats. They *know* how to balance. They do it more than any other company. I would bet every piece of gold I have that they have massive amounts of data flowing in on everything. I wouldn’t be surprised if they didn’t have huge files where they can look at every single classes’ dps on every boss in t11 and t12. We use WoWLogs, which is close, but flawed. We run sims that are best estimations. They have the real deal.

They know exactly how many players have been in Rag’s room. They know how many guilds have downed him. They know the percentages. They know what people are dying to. They know what fight people are by passing. They know everything.

People on these blogs and forums talk about the difficulty being fine, talk about how the nerf is too much, too soon, they talk about how well their casual guild is doing on heroics… Wait, what? I don’t want to burst anyone’s bubble, but if your guild is on heroic modes, you are NOT CASUAL. My guild is casual. No attendance requirements, no spec requirements, no “stacking” to get the best buffs and we are 6/7. But even without my guild, only 6 guilds on my entire server have downed Rags. Only 6. And only 2 of them are 25 man guilds.

Wait, before you say, “Oh well your server just sucks.” I agree, it does. We are ranked 164 in the US servers. I thought, well that makes sense… OH BUT WAIT. THERE ARE 241 SERVERS. That means almost 80 servers are below us. 80 servers with HOW MANY PLAYERS? Including my old server. Including the other server I used to play on. I always thought we were the far end of the universe, apparently we aren’t! We are on the low end, but not near as bad as I thought.

Blizzard knows. They have the numbers to back up their decision. It may be different on your server or in your guild, but the WoW world at large is struggling and not seeing progression. If the end game is where the game really begins, shouldn’t more people see it?

They tried a valiant effort with Cataclysm to return to the harder style of Burning Crusade, but you can’t put spilled milk back in the jug. Players got used to raiding in Wrath. Players enjoyed raiding in Wrath. Players are leaving in droves because raiding in Cata isn’t nearly as fun. And Blizzard surely has the numbers to prove it and back it up.

Raiding is in a hard way right now. And everyone is speculating as to why. Then recommending answers. For what must be the 3rd or 4th time today I saw a blog post on “how to fix raiding” that immediately bounded off into rather large changes.

I shook my head, as this person clearly had only a passing grasp with game design. One of the big rules of game design is meeting player expectation. Players come to the game expecting something. As a designer, you have to meet their expectations. You can’t just start one way and shift 90ft to the right whenever you want. The player may not follow you.

So, as a game designer, how does one identify what is “wrong” with raiding and then how do we speculate how to fix it?

First, identify “good” raiding.

This is a bit difficult, as everyone has a different opinion of “good”. So let’s look at what we have. I will list the raids I have experience with.

Burning Crusade: Everything but Sunwell. From Kara 10 mans to Black Temple Warlock tanking on Illiadan.

Wrath: ICC, Ulduar, and Naxx. 10 and 25, for all 3.

Cataclysm: 25 for BoT, TotFW, and BWD, and 10 for Firelands.

Okay, so now that we have that, I will say that I liked ICC/Naxx/Kara best of all of those raids. Everything else aside, those are simply the ones I enjoyed most.

Step One:

What went right in the old raids?

1. Running Old Raids – Blizzard has shown they would like us to run old raids. Weekly quests, not allowing tokens to be purchased, etc etc. They want this to be our “play” night raid. Burning Crusade did this better than Wrath though, because there were no 5 mans to gear up in. Every week, raiders were back in Kara. Regardless what people say about running the old stuff, it made it easier to go back and farm that item that might have been missed, or to train new raiders while running mildly older stuff with overgeared people.

2. Achievements – Okay, so BC didn’t have achievements, but there were so many weeks I remember raiding just for the achievements. Also it is worth noting this is not a good reason for everyone. In Wrath though, it was possible, and in fact happened often where you would get an achievement without actually *trying*. Not all achievements should be like that, but having some would remind people they are there.

3. Balance of progression – In BC I remember when I realized our 25 man guild took about 2 nights to get a boss down for the first time. But once we had it down, it stayed down. In Wrath, some of the more complex bosses took multiple nights, but as always, once it went down, it stayed down. In FL it seems like having a boss down doesn’t mean we are more likely to have it on “farm” later. In fact weeks can pass between the first down and the second down.

4. Overgearing the encounter – Some might consider this “cheating” the fight, but really what it is, is playing an RPG. This is a core game design truth in RPGs. The player can put sufficient effort into one thing and do that one thing well enough, that it allows them to over power the enemy. In both BC and Wrath there was a way to generally get gear over what your guild’s current progression was. This allowed you to be more useful when running that progression. This really worked best in the Wrath 10 vs. 25 model.

5. Split gear between 10 and 25. Everyone hated it. The fact that gear was so much better in 25 vs 10 mans made 10 man guilds feel like second class citizens. Also things like the legendary was limited to 25. Making it seem like Blizzard was saying “only people who raid 25 are real raiders.” BUT this also allowed Over gearing. It also really only worked when considering that 10 and 25 were separate lockouts. All those itemization issues we have in Cataclysm would be much less painful.

6. The ability to carry – Not the idea that a raid can have 2-5 dead weights and still pull of heroic modes, but rather that a raid can have 2-5 deadweights and do most of the normal mode. In ICC it was arguable that until Sindragosa, a raid of 20 could pretty easily knock it out. In Burning Crusade it was really only Illidan, Archimonde, and Vashji that gave guilds with “not great” players trouble. (At least on my servers.) Why is this important? Because we want to raid with our friends, NOT with elitist jerks who min-max and do everything perfectly. I would rather raid with people I know irl than with people I have never met.  The ability to carry less awesome players meant we could play with who we wanted and still do the things we wanted.

Step 2:

What went wrong?

1. Not enough bosses. I know guilds who could get all of the t11 down in a single night of 4 hour raiding… then they were left with sitting about for a week. The raids were smaller, and more manageable, but overall there have been fewer bosses. At this point we have 21 bosses. At this point in Wrath we had 33 bosses, PLUS an extra tier before we hit the final raid. Now if one thinks about 10 v 25 mans, we actually have 21 bosses versus 66. That’s a THIRD of the content.

2. Holy paladins is this tier hard. No wait, not hard, FRUSTRATING. We know we wiped on Atramedes because the person hitting the gong in searing flame was a bit too slow and the tank had too much sound. One person stand too far out on Magmaw? Gonna wipe. One person miss the jump on Conclave, start running back. The fights have too many instant kill mechanics and too many if one person isn’t paying complete attention the raid will wipe. Worst of all is that if someone disconnects, you might as well just wipe it right then.

3. Itemization – Hey casters, where can I get a 346+ wand without spirit? Seems like a rather complex question. Non-casters or those who don’t use wands would assume there are probably a large number of answers. There aren’t. There is exactly TWO epic level wands for mages and warlocks. TWO. Oh and did I mention NEITHER are boss drops? One is a boe random trash drop and the other is just recently added for valor points. There are FIVE belts though, one of which is easily crafted. Three of which are boss drops. And it’s not just us, how many people do you hear griping about shoulders and bracers? Shaman apparently have the same thing with Weapons in FL. It’s just sad how many people in my guild run with Trollroic gear because they *still* haven’t seen the drop they needed. (I have never seen the Booklight, and I have been running BWD since week 3 of Cata and clearing it since April, just fyi…)

4. It’s always been harder to wrangle 25 people into a raid. But now it’s not just 25 people… It’s 25 well geared, alert, non-drunk, non-distracted, correctly specced, and damn near perfect players. After two weeks of wiping on Shannox because if we lost even 1 person we wouldn’t beat the enrage, we had lost 5 of our long term raiders. The game wasn’t fun for them anymore. It’s no wonder people are breaking down into 10 mans.

So now what?

Well some bloggers say things like “get rid of 10s and 25s, make everything 15s!” or “more content!” or “more difficulty modes” or even god help them “make epics truly epic and have loot drop less”. It’s all I can do not the nerd rage all over their blog. Cutting raids down to 15 doesn’t support the “large scale” raiding paradigm. 10s and 25s is a nice split. The reason 25s are dying isn’t that they don’t want to, it’s that they don’t have the people. People are leaving because the content is too frustrating and they have nothing to do. More difficulty modes is too complex for the style of game. In fact, the current two are more than enough, if people are willing to accept that the variation between the two needs to be greater. And anyone who says anything about LESS loot is just insane. I hit level 85 on Thursday after Cataclysm came out. I was in BWD downing bosses within two weeks. I didn’t get Cataclysmically epic until APRIL. FIVE MONTHS OF RAIDING THREE NIGHTS A WEEK… Even counting for bad rng, that is still ridiculous. And considering the number of people I know who raid ONLY for the loot, I am not surprised subs are dropping like flies.

 

Band-aids and Long Term

1. Immediately, do not pass go, do not collect $200, revert back to the previous 10 and 25 unshared lockouts. This doubles the available content. This addresses the ATROCIOUS itemization issues. This speeds gear acquisition for newer raiders.

2. Achievements that are designed to be achieved in both regular and heroic modes. It seems like all the achievements for BoT, BWD, and TotFW are all designed for “perfect” raids. Giving people goofy and absurd things to do is fun too.

3. Re-tune raids on normal difficulty to allow for “carrying”. This allows normal modes to be for “casuals” and makes them newbie/pug friendly. No instant wipes from one mistake here. But keep heroic modes on the same level as they are now. Precision, perfection, and min-maxing all required to down the boss. The heroic modes scratch the hard core itch, the normal modes cater to people who remember they are here to have fun, not be frustrated to the point of snapping their keyboard in half because one healer accidentally walked into a crystal trap.

3.5 Accept that 10 mans and 25 mans are never going to be perfectly balanced. In Wrath 25s seemed to be easier. In Cata 10s are much easier. Determine why this was (Wrath – not tuned correctly/buffs, Cata – tuned too tightly) and then determine which is the one as a design there is the desire to support. Players will take the path of least resistance. If 10 mans are easier, like now, players will break 25 mans down to 10s. If 25 mans are easier, and there is a good reason to raid them (slightly better gear) players will run them.

4. Fix the itemization. Having a flood of belts, when there are easy and readily available ones just makes it that much more painful when those are getting sharded but that boss still didn’t drop that one upgrade you need to replace a blue. Also while they are at it, they should make it where no more the 2 of the same item can be dropped off a single boss kill. Three pairs of plate tanking boots when we only have one druid tank? Yeah that’s helpful.

5. Accept that casual players make up a large majority of your player base. These people don’t want to be frustrated. They don’t want long boring grinds. They want to have fun, with their friends, and they want pretty epics. At the end of the day it’s still a game, and shouldn’t feel like a job. People already have sucky jobs, and WoW shouldn’t be treating them like a horrid boss.

These are all “small move” changes. They don’t radically change the game at it’s core, but rather are minor tweaks on current design systems. It’s making the game better within the current game. It also compromises and attempts to balance between the two factions of the game, hard and casual.

I click.

I KNOW.

No really, I know.

I remember how hard it was to learn to move with wasd keys too.

I KNOW.

I have often thought of changing. But change is hard. I mean, I had to rebind autorun to r after playing DAoC for years, because that was their default binding.

I am not sure I can do it.

But I decided to rebind a and d to something else. Maybe if I can’t, I will learn not to.

Trying to change a habit you have had for 5 years? Ouch.

 

While in High School I participated in after school activities which led me to having to walk to the local public library every day and wait for my parents to get off work and pick me up. As then went on for 4 years, I had plenty of time to stop and read the books as the case may be. One such book explained probability and gambling. It broke down each game and explained why gambling was always a bad idea. Lotteries, casinos, poker, it was all stacked against the player. I resolved to never gamble, or if I did, only with small amounts of money that didn’t matter.

Many years later, I learned the truth of probability through WoW and it’s item drops. I understood that having a 1 in a 1000 drop rate didn’t mean I had to kill 1000 things to get it, but rather that each time I killed something I had a small chance of seeing said item. After 161 runs to get Baron’s mount, I was pretty sure I understood chance and probability.

Then with Cataclysm, a new item was introduced that peaked my interest.

The Mysterious Fortune Card. (MFC, henceforth.)

What makes them so mysterious? Once Cataclysm hit, I found out they were essentially “gambling” in WoW. They are an item made by inscribers that a player can flip over and receive an white card that sells for some value between 10 silver and 5k gold. I checked the “drop” rate on the 5k card and it seems to be around 1 in 10k. Yeah, so not worth it, I thought, and moved on.

When I leveled my scribe, I herbed, milled, and started making inks. Only to realize that Cataclysm had only added about 20 glyphs total. In fact, there only seemed to be two items worth making, Darkmoon Cards (a combine set can be turned in for a trinket, which is very very good) or these MFCs.

To explain a bit, Inscription, a profession, allows a player to take a stack of 5 of an herb and “mill” them, turning them into powder. Any mill can produce Ashen Pigment, which makes Blackfallow Ink and rarely Burning Embers, which make Inferno Ink. Generally a single mill of the high end herbs produces 2-4 Ashen Pigment, and 1-3 Burning Embers.

The Burning Embers and subsequent Inferno Ink are used to make the very valuable Darkmoon cards. Because the recipe to make them however requires 10 Inferno Inks and is random as to which of the 32 cards it drops, anyone trying to make full decks will need a huge amount of ink.

However, the Ashen Pigment and Blackfallow Ink are practically worthless. They aren’t used for anything other than trading down to lower inks to make glyphs, and even that, is a risky market at best as anyone trying to sell those glyphs will be competing with leveling scribes. So I decided what the hell, I’ll make MFCs.

I checked the auction house, to see how well these cards were selling. 15 gold EACH. Wait. What? Yep. 15g Each. Okay… So it takes 2 pigment to make one card. I get 2 pigment from a single mill generally. So that means, as long as I buy the herbs at 2g each, I can spend 10g to make 15g. I like that return. So I bought down 400g worth of herbs from the auction house. I processed them (by milling them) then spent another 600g to buy volatile lifes (which are used to make the Darkmoon Cards). 1kg spent.

I ended up with around 250 cards, plus two Darkmoon Cards. I banked the two Darkmoon Cards to make my trinkets, and listed all of the MFC. I listed them in stacks. 5 stacks of 20 cards selling for 14g. (Discount for bulk!) 5 stacks of 10 for 14.5 g. 10 stacks of 5 for 14.75g. And finally 50 stacks of singles for 15g each.

Three hours later, I logged back on to the character to find: ~3000g. HOLY FUUUU. *ca-ching* And note this is completely WITHOUT ANY PROFIT from selling the Darkmoon Cards!

So I of course dumped most of that money back into buying more herbs. Process. Make cards. Sell cards. Loot gold.

The price fluctuates, generally ranging from 12g to 15g. The stacks always sell, many to the same player. I also enjoy watching two or three sell, then about 15 minutes later, watching 3 or 4 more sell. I proceeded to do this for the next week or so, spending a great deal of time milling herbs and making cards.

Then Basil screwed me.

BLAST. Now everyone would understand MFC were a TERRIBLE investment. I mean, people understand if a slot machine has a 5% house advantage, they aren’t going to buy the cards that have a 98% house advantage! That would be idiotic. Sure enough, the market tanked instantly. Not only because people stopped buying, but also suddenly it went from me and one other player listing to 50+ listers. In addition the cost of herbs skyrocketed. Bah. My money making scheme gone. Oh well.

Several months later I was leveling my herbalist mage and got a rather huge stack of whiptail (one of the best Cataclysm herbs for milling for ink). I had learned the MFCs could be turned into food and had been using that on my warlock for a while. I figured my mage could use a darkmoon trinket, and so started sending her the whiptail to process for Inferno Inks. She processed, then made her cards. Over 200 MFCs. Man, that’s alot of cookies, I thought. I wonder how the AH prices for these are.

15g??!?

Did everyone FORGET? Do they seriously sell again? No, I thought, surely there is no way. People aren’t that dumb…

Or maybe they are, I thought less than an hour later when all my cards sold at 14g each. True the Darkmoon cards sell for half of what they used to, but then, so do the herbs.

I can generally get them between 1-2g each now. This past week I process thousands of herbs, and made over 1k cards, which I then turned around and sold for about 15k, so about 5k worth of pure profit. The best part is, I can barely keep stock up on the AH. I buy ALL the whiptail below 2g each. I process it all. I put cards up and usually they sell out before more whiptail is available. I am contracting specific farming players to farm for me. I have an alt named Bellagio! I camp the AH at work to buy more Whiptail. I got an addon that allows me to click mill and walk away.

Turns out, I am not the only one. Well, I guess I have a goal now.

As a game designer, it is generally accepted that at least 30% of my job is getting the player to do what I want. (Some would say even 90%.) Want the player to slow down and be cautious, make the area dark and play some kind of sound off to his side. If I want the player to move, I drop something nasty where his feet are. So on and so forth.

Blizzard generally does this very well. They want people questing instead of just grinding on kills. So they make it more worthwhile to do a large number of close quests instead of just killing mobs. They want the player to limit their playtime, so they add in the rest bonus to “reward” the player for switching to an alt, or not playing for a while.

Mechanics are used to alter  play style. If a player is rewarded for doing something, they are going to continue to do it. This is especially true when the rewarded play style is the path of least resistance. Players will always find the path of least resistance. Period.

So what this brings me to is raid boss design in World of Warcraft.

Blizzard seems to have forgotten that their game is about playing with your friends. And sadly, not everyone is friends with players who are awesome at WoW. In previous raid expansions there was the “dead weight” slots. These were raid slots that needed nothing more than a warm body in it. A decent raid team could “carry” several players without too much problem. This number changed based on the size and skill of the rest of the raid. It was generally accepted to be 2 slots for 10 man and 4-5 for 25 man. There were even achievements to support this “play style.”

Why was this so important?

Because it meant that even if you were friends with a really nice, but completely brain dead guy, you could still raid with him and do well. No, you wouldn’t be bleeding progression. No you wouldn’t be getting every achievement or even hard modes. But you could fight and see the raid.

But someone at Blizzard decided he was sick and tired of carrying his brain dead buddies. So the raid boss design stopped being about play style and started being about mechanics. (Either that or was just really annoyed at Sarth 3D zergs.)

Sartharion with 3 Drakes:

This fight perfectly explains the mechanics vs. play style debate I feel is very important to WoW raid boss design.

Mechanics: The players clear out the trash, then pull the main boss, with all 3 mini bosses still alive. As the fight progresses, the three mini bosses join the fight and the players have to deal with added fire, void zones, damage, etc etc.

Sarth 3D as it was dubbed was very difficult for 10 mans. It required 3 tanks, which is too much for a 10 man raid. It caused a great deal of raid damage, which required 3 healers. Now, more than half the raid is just there keeping the raid alive, meaning that without 4 amazing dps, the fight would be un-winable for most 10 man guilds. (To be fair it was done, just by a bleeding edge guilds.

Then some enterprising raiders discovered something very interesting.

Play Style: If instead of focusing down each of the mini-bosses as they joined the fight, the players could just focus Sarth and as long as they could burn him in the 90 seconds before the second mini-boss spawned, they would kill him before he became invulnerable.

So they ignored the mechanic of the fight and brute forced it. They made the game about they way they like to play. Burn hard and fast and win, or not quite hard enough and die to purple fire. Even with a decent group, this strat was not easy. My guild at the time would always wipe 4 or 5 times before pulling it off. But we could do it. And it was fun for us. It was still a challenge because pulling that much dps that quickly was not easy.

Of course, once this strat hit the internet, everyone did it this way. It was much easier, if less consistent than the normal strat. Does that make it inherently bad? I say no.

As a game designer it is my job to get the player to kill the boss. Not to jump through hoops until the boss dies. It is supposed to be fun and challenging. Sarth Zerg was still challenging, it just stripped away all the excess “fluff” of the fight and made it what it should have been. A toe to toe battle to the death between us and this huge dragon. It also made us feel like we were playing the game on our own terms. We were playing the game the way we wanted to.

Now, in Firelands the fights are tightly tuned. No more “dead weight” spots. Not only that, if even one person fails, the entire attempt fails. Brain deads need not apply.

Even more so, the fights are very very mechanics based. There is no edge for play style changes to strats. Trying to alter the strat even the smallest bit leads to an insta wipe.

The correct answer is somewhere in between the two ideas. Where people can try to do things their way or strictly stick to the intended way. It makes it feel more like a conversation between the designer and the player.

Blizzard says “Bring the Player, not the Class” but what if the player I want to bring is not awesome? What if the player I want to bring is a good friend but only a mediocre dps? Should I replace my friend with some douche bag who can pull 20k?

The big thing to be worried about when trying to force a mechanic instead of play style is that the path of least resistance might be right out of the door and never playing your game. A bad thing for any social game.

About 3 weeks ago my 25 man guild finally made the decision to downgrade to 10 man raids. It hurt. This guild *just* went from 10 man to 25 in ICC. For most of Cataclysm we have managed to keep ahead of the raiders leaving and replacing them. Unfortunately, OLN suffers from the fact that we are casual.

We don’t require attendance. We don’t require specs. We don’t have DPS thresholds. We are here to have fun with all our friends, not to chase server firsts. The problem is, only about 2/3rds of our raiders are the kind of people who go and learn every bit of info on their class, min-max, and know every boss video before we ever walk in. the other 1/3rd are very nice people, but aren’t pushing the envelope, can’t be bothered to show up, and our realm sadly does not have a good pool to pull raiders from.

As all raiders are pretty aware, the days of really only needing 8 of 10 or 20 of 25 of the raiders on point are long gone. Even the smallest mistake can lead to a wipe. One person not notice and keep nuking Magmatron? Kiss the raid goodbye. Miss the jump, die in the water, and you were the interrupter on your Nef platform? Game over. Firelands is just as bad. Didn’t see that trap? Too bad, the tank is already dead. Accidentally attacked the wrong foot? Even one person can lead it astray. Regardless of how you feel about this design (I hate it, just fyi), it has had an effect. Finding 10 competent and focused raiders is much easier than finding 25.

So we took our good, consistent, and still present raiders and put their names in a list. 16 raiders. Uh oh. There are only 10 spots. Lucky for our raiders our GM and Officers had no intention of just booting 6 people. However we don’t have enough to form 2 10 mans. So the GM decided we would be rotating people around.

This first week of this was TERRIBLE. We had several people raid 5 days that week, and several people only raid 1 day. The natives were restless. I spoke in a message to my GM and was like “dude, you need a system.” His response: “I KNOW! I just don’t know HOW…” So I decided to apply my game designer brain to this problem.

Our raiders broke down to 3 tanks, 4 healers, and 9 dps. First thing I did was cut “normal” raid nights to Tuesday through Thursday. Previously these were our 25 man nights. So now they are our standard nights. Sunday and Monday, our “cleanup in 10s” nights, became “wipe learning” nights. Sunday and Monday teams are formed based on who is on, and which boss we are trying (so stacking the proper dps for those fights).

Generally the tank situation just worked out. And if all 3 did manage to show up on the same night, they would just discuss it between themselves and sit out. They handled themselves essentially, but we decided to set it up to “rotate” them around. So Tank A tanks Tuesday and Wednesday. Tank B tanks Wednesday and Thursday. Tank C tanks Thursday and Tuesday. But they can switch up as they want or need.

With healers, we were really lucky in that handle fairly well on their own as well. One of our heals even has a super tank offset, so he fills both roles. So that just worked out.

But 9 dps… That makes life tough. They were the hard part.

Joyia’s Plan:

Split the DPS into 2 teams.

Team 1: Warlock, Warrior, Kitteh, Boomy, and a recruit. (Most times it is a great shadow priest, but this spot can be filled with any ranged clothie or mail wearer.)

Team 2: Warlock, Pally, Rogue, Mage, and Hunter.

Then, have the teams switch off nights.

So Week 1: Tuesday is Team 1. Wednesday and Thursday are Team 2.

So Week 2: Tuesday is Team 2. Wednesday and Thursday are Team 1.

Seems a bit complex, but here are the reasons:

1. It stacks the dps to be most efficient in gear drops. With the exception of clothies, each ac is only represented once.

2. It stacks melee vs. ranged and aoe vs. single target. I also stacked the weaker dps with the stronger dps, and the more likely to die with the more likely to survive, so neither dps team is “better” in a sense. They are quite well balanced and hit the same numbers. The aoe vs single target damage makes gimmicks like Rageface still do-able. It balances classes with high burst with classes with slow ramp up.

3. People who run earlier in the week have a good chance of getting several easy bosses and loot. People who run later get 1 or 2 bosses, but have to wipe on progression, however this means they might get to be in the kill group.

4. Even if the week goes badly, raiders know it will only be 1 week before they see another loot drop.

5. Each dps is part of a paired set. So if one warlock is going to miss her night, the RL can just contact the other warlock and ask them to show up. Regardless, most of us are connected on RealID so any holes can be filled quickly.

6. The warlocks are the two toons working on the legendary. Since they are in different groups there is no poaching embers.

7. If you are on the team not running that night, just can just log on at raid time, and check to see if the team running needs any holes filled. If they form up, you can go do dailies, randoms, or even level alts.

 

It just worked for us. Now, 3 weeks in, we have downed 2 new bosses, in two weeks, and are making great strides on Aly. Everyone is learning all the fights. The dps teams are becoming teams and learning to work well with each other. We have even started making red team vs blue team jokes. Because there has still been a ton of overlap on tanks and heals, including alt runs on off nights, with both teams making up the alt run, we are still a community as opposed to cliques. None of the raiders have left, and most seem to like it as well. By taking Sunday and Monday off the schedule, we don’t have to worry about people showing up those nights either, but generally we have 10-11 people on for those nights, then usually someone just offers to step out. 10 man’s are a bit easier to do this with.

Now this doesn’t perfectly fit with every guild. The team balancing just fell into place for us, but with a bit of thought, and even possibly scheduling which bosses are being done on Tuesday and then on Wed/Thurs to balance the number of bosses downed. It’s a slightly odd way of doing it, that might work.