Design and Nostalgia

To start, I didn’t play the original Dungeon Keeper. I get the design brief though. A player builds a dungeon with traps and monsters and then the ai let’s loose adventurers that try to get to the treasure in the dungeon. It’s a neat idea. When EA announced they were doing a new one, for iPad, people got excited, until they heard the word micro transactions, then it all went to hell very quickly.

When the game finally hit, it was universally panned on gaming sites, and my twitter exploded with vitriol at EA. I decided, for science, to download it and play it. If it was really that awful, I wanted to know. I wanted to see why everyone was so upset.

If anyone has a right to be upset, it’s SuperCell. The new Dungeon Keeper is effectively a direct lift of Clash of Clans (CoC). But here’s the funny thing. The same day I started playing Dungeon Keeper (DK), I also fired up my CoC again, despite not having played for months. Here I am, a month later, and I am still enjoying DK, and still hating CoC.

I am going to pick apart the design a bit, but here’s why, despite being the same general kind of game, DK is a superior design to CoC. Why I won’t be playing CoC, but will likely keep playing DK for a good long while.

Both games have the player building a base, then raiding other bases for materials with units. In CoC, the base area is a wide open space, filled with trees and such, but it takes a relatively short time to clear, after which the player can arrange things how they wish. When attacked by another player, that player can drop their units anywhere in open space. There is no way to build the village at the back of the area and effectively “narrow” the access. So the player has to build their base with a 360 defense in mind. Walls can be broken down, and archers can shoot over them. In truth, the village is never very secure, and it only takes a single fallen wall to lead to a complete destruction.

In DK though, every tile of the dungeon must be carved out. The raiding enemies can *only* appear at resource collectors, and taken over rooms. Theoretically, a player could force the enemy to meander around a maze of traps before gaining access to the dungeon heart. It allows for strategy that is lost in CoC because of the 360 requirements.

People complain about the time it takes to dig out corridors, but I am thankful for it. In CoC I dropped a bit of money on gems to buy more builders. Within a day I had one of my builders just sitting around. My money had been wasted because I wasn’t able to gather resources fast enough to keep up with building. By the time I quit playing the first time, all 4 builders were just sitting about. I have slowly built up to 4 imps and I seriously think I will never have them just sitting around!  Any time I have a free imp, I have at least 5 different choices of where to send him.

This next argument is a bit “anecdotal” as I do not have firm numbers on the production curves and gathering stats on each game. I have reached the point in CoC where I have cleared all the single player raids, and can do nothing but raid other players. As a result, I only get resources from my gatherers, not from playing the game. When I get raided, I lose resources, both from my stores and my gathering buildings. The amount I lose is often MORE than the amount I earn over the time period. If I don’t get a shield, I could be raided several times in a row. The people who can raid me are people who are “within” range of me as determined by trophies. So high level players will intentionally LOSE raids to lower their trophies, to be able to attack weaker players. I have a negative income of resources unless I spend money on shields. When I do queue to attack other players, I have to cheese the system to find players I can even think about attacking.

In DK though, I earn far far more resources than I lose in a raid. I don’t know how it decides who can raid me in DK, but so far, none of them have had a huge force that is significantly stronger than what I would be able to amass. And even when they completely demolish my dungeon, they make off with fewer resources than I could get in an hour or so, and I get a 12 hour protection spell! I am usually only attacked every few days or so as well, as opposed to CoC where I will be attacked within 30 minutes of my shield coming down, without fail.

CoC has become a game of watching how slowly my resources are taken from me while in DK, it’s still exciting, even now, figuring out what I am going to focus on next.

It comes down to the balance of the two games. CoC was clearly not balanced for the numbers of users it has. The ability to cheese the trophy system and fight noob players need to be patched out (though it hasn’t in the year I have been playing). DK has a better matching system and doesn’t punish the player for having lost to a raid nearly as much.

I am certain some of my ability to enjoy DK comes from NOT having the nostalgia over the original game. I feel like this is yet another case where the company would have been better served not using the old name, but giving it a new one. I understand they want to use old IPs, but when the old IP has so much baggage like this (or XCOM) it’s just unwise to try to overwrite it.

I will likely keep playing Dungeon Keeper for a good long while. I don’t think I will persist in Clash though, as I am so frustrated at the designer’s lack of desire to fix the problems in their game. At least DK has the potential to get better.

Proving Your Way to … Rares?!?!

Blizzard added Proving Grounds in MoP. These were solo battles intended to prove your skill with a specific role. But very few people used them. They awarded you nothing other than an achievement, which is not a carrot most people care about.

The progression of leveling/loot currently goes like this:

Level -> Normal Dungeons -> Heroic Dungeons -> LFR -> Flex Raids -> Normal Raids -> Heroic Raids.

Each of the stages up through Flex raids requires an item level to queue unless you are running with a pre-made group. The purpose of the item level requirement is to check that you are geared and prepared for the dungeon/raid you are about to go in. Does this work? Not really. Dungeons, after the first two months of the expac or so, people outgear them, so even a terrible player will just be carried through on the backs of their group. The same goes for LFR. In a group of 25, there are usually up to about 5 or so people who are just completely worthless and they get carried through.

Does this create frustrating or difficult times? Yes. Should Blizzard be attempting to fix it? Yes.

Well now, Blizzard has announced that Proving Ground will be REQUIRED to queue for Heroic Dungeons in WoD as a fix for the above problem. And I think it is not only the wrong fix, but also shows a lack of understanding as to the problem.

My experience with Proving grounds was I walked in, tried the Bronze, one shot it. Cool. I tried Silver. I got to the final wave (10) and was overwhelmed. So I checked WoWhead, and sure enough, as a Warlock, I *have* to spec into certain skills to be able to succeed. Because you can’t out-gear the encounter, you are literally LOCKED into certain skills and talents. I didn’t have tomes, and I didn’t care enough, so I left.

Two other times in WoW I have been in a similar position – The Legendary Nexus quest in Cata and the Legendary Cloak quest in MoP. I was trying a thing, I couldn’t have help, and I needed to literally change the way my character played to succeed. Both times it was annoying, frustrating, and felt like Blizzard was telling me “We gave you all these choices of ways to play your character, but haha, most of those were wrong and this is the only way to play.” Both times it took me several hours of frustration that I was being forced to SOLO extremely difficult content when I had a GUILD full of people willing and wishing they could help. (It’s especially odd when for the Legendary staff, I literally COULD NOT have done the entire rest of the questline without a guild.)

The problem with random groups is not specifically that people don’t know how to play their class, but rather with the ways of gaming the ilevel system. First off, items in the bags count, meaning many people are queuing based on their off spec gear or pvp pieces they have their bag. Or just flat out wearing pvp pieces. Or they will game the system and queue wearing gear that has no business being worn in that instance. (I am not even kidding, I had a tank in LFR one time who was wearing a GREEN 432 weapon – when the ilvl to queue was over 520 – and no one was willing to kick him because of how long it took to find tanks, so we struggled through a 3 hour LFR instead.)

Further this, the kick timers and troll prevention are needlessly obfuscated, and the punishment timer goes on the person doing the kicking and not the idiot getting kicked. In a 5 man it’s actually not hard to kick people. In an LFR it is. I was in an LFR where we had TWO dps who were in tank spec, one of whom was actively taunting off the tanks and throwing off the rotations. We couldn’t kick both, just one, because the people willing to do something all had timers. Another time I was healing, and the death knight tank was THIRD on the healing list. The other people were just farting around. It had ZERO to do with skill and more to do with them not giving a shit.

See why requiring a proving grounds medal does this not actually address the problem?

There are also other reasons, like: people don’t play solo the way they would in a random dungeon or lfr. Proving grounds is also not balanced for all classes and specs. If it’s not an account wide thing, it means people will have to do it over and over again on their alts.

It’s gatekeeping. This has been proven to be a POOR choice every single time it has been used in WoW. Attunement quest chains? Discovering the instance portal? Even the item level thing has not worked out as intended.

What did work? 1. Luck of the Draw. 2. Determination. 3. Bonus Bags.

So what would I do?

First – require all dungeons be completed in normal IN THE ROLE YOU QUEUE FOR. So with this requirement, it’s like the achievement requirements for LFR. First off, it solves the issue of group play vs solo play. A guild can carry someone through. Even if you are running with your guild, if you are healing, you learn a bit about healing the fights. If I want to queue for heroic dungeons as a healer, I have to heal all the dungeons in normal first. To me, this upholds the pillar of multiplayer, allows for help from a guild, and also allows a path for people who play less seriously to get there without the frustration of gear scaling/spec changing.

Second – WoD’s gear “adaptation” is already going to fix *some* of the ilvl gaming going on. But I honestly feel unless an item is equipped, it shouldn’t count. This comes from someone who has BOUGHT blue pvp gear, held it in my bags just long enough to queue, gotten a drop or two, then re-sold it on the AH. Never equipped, but used for the purpose of queuing.

Third – Change the vote kicking system. You should be able to know if you have a timer because of “too many vote kicks initiated”.  For every completed instance, you should get the ability to vote kick without messing up this timer. For every wipe, you should get to vtk without affecting this timer. In LFR, it should take more than 5 kicks in a single LFR to affect this timer. If you are the person kicked, you should get a 30 minute debuff JUST LIKE THE DESERTERS.

 

There are other small tweaks that could be done, but these are big ones. Also, does anyone else notice, this whole thing seems to be “fixing” heroic dungeons when the real problem is LFR, WHICH IS NOT GOING TO REQUIRE SILVER? What are they even thinking? Is LFR going to be removed from the gearing steps? If so, it will have to be the same gear as drops in Heroics, in which case, people will just stop outright, as LFR takes far longer, and you have a greater chance of getting asshats. Not to mention, Heroics drop RARE items… RARES. We have to do jump through how many crazy hoops to get RARES?!? Why? At least in LFR it’s epics! Heroics, even Stonecore, was only awful for the first two months of the expac or so, then the number of people who outgeared it had hit critical mass and it became fairly easy.

When /G goes silent

Last night, I did my usual evening routine. I put my kid to bed, I grabbed a beer, and I logged into WoW. I spawned in and typed my normal greeting: /guild Hey guys! How goes?

<You are not in a guild.>

Wait. What?

Sure enough, I was unguilded. No more Villainous tag under my name. What happened? I opened my friends list and pinged my RealId friend who had also been in our guild.

“What happened?”

“Oh hey, yeah, Spart logged on and just booted everyone today. We are trying to figure out what to do.”

I felt like the rug had been yanked out from under me. The floor disappeared as the floor on Lich King could vanish. I didn’t even have my friends on my friends list. Why would I? They were in my guild. Finding yourself un-guilded, unexpectedly, was bad enough. But the night it happened… that was worse.

In December, 2012, I got a whisper from a RealId friend asking if I was still working on the legendary staff from Firelands. I told him I was, and I was halfway through Stage 2. He asked if I wanted to go? “Does the pope wear a funny hat?” Of COURSE I do. So I jumped in. Turns out, this close knit group of friends ran old content most every night. Just for fun, achievements, and titles. After 3 weeks, I decided I should transfer servers. After all, these 9 people were helping me get a legendary staff, I should share the rewards, specifically, the mini-pet that the guild gets from the guild achievement for having someone with the staff.

$25 later, I was on a new server, leaving my 21 alts behind. (I have 9 level 85s, and 19 toons over level 70.) We rolled through all the old content. Everything from Ulduar drakes, to Sinestra, to ICC LK Heroic. It was great fun. Most of the guild were people who were friends in real life. Over the course of the two months, I progressed into Stage 3 of the quest and got a few dozen other achievements from other raids. Then, I realized, I was ONE clear from the Staff.

I pointed it out and everyone got excited. We actually PLANNED the night we would run Firelands, instead of just winging it like normal. That way, everyone who wanted the pet, and wanted to see the event could be present.

The night we planned to run Firelands – that was the night our GM logged on and booted everyone.

Heartbreak. I am sure everyone felt much the same way I did. We logged on, ready to have fun, ready to celebrate our guild doing something Legendary, and instead, we were met with abandonment and betrayal.

It’s just a game, but it felt shockingly similar to being laid off at work. The worst part was asking in TRADE CHAT if we had missed anyone in our guild.

I pinged my friend, and discussion was had about what we were going to do, but to be honest, most of us were just hurt. So we formed up a raid, and we only had 5 of our normal guildies. The others had disbursed. I almost cried. So close to the staff, and now so far. My triumphant night had been disbanded just like the guild. Our raid leader, contacted another guild, and asked if anyone would be willing to run Heroic Firelands. Five players stepped up. I cannot express the heroism of these 5 players. They all had Firelord. They had zero reason to help. They did anyway. They gave up 2 hours to help someone they had never met, never raided with. HEROES OF AZEROTH.

Silver linings and heroes aside, the night was still marred by the loss we had all suffered. A few people drifted to an alt guild. A few others ended up in alt bank guilds. Worst of all, the mini-pet I had transferred to allow people to get was no unavailable, to all of us. So now I am left trying to figure out how to guild hop between guilds to get all my new friends a pet.

Here I am, 24 hours later, and the one thing I can’t let go of… This should not happen. There IS a design solution to prevent someone booting everyone else in the guild and making off with a level 25 guild, with bank filled with mats, gold, and gear. Even if the guild had been okay with a dictatorship, most of us now aren’t. We don’t want someone else to be in charge. We want to be able to TRUST the person in charge. Our guild leader, he wasn’t just some guy. For most of the people in the guild, he was a REAL LIFE friend. He was a real life friend who got rejected by one of his other friends and decided he didn’t want to deal with it. He destroyed the guild because another guildie had flirted and then broke his heart. In return, he broke our hearts.

Why can’t we decided to have a guild that has a co-gm or council? Why can’t we chose our own leadership?

There has to be another way. Before the days of guild levels, it would be a simple matter of pestering a GM to restore our stuff and gold. But now, we have to start over or join another group. It’s like, hitting level 90, having your friend leave the game and suddenly you are level 1 again.

Once bitten, twice shy.

Is this going to improve the game? – A Design Question

“If someone says, ‘It would be cool if…’ tie them up and throw them in a closet until the game is done.”

That might be a bit of a harsh reaction, but if there is one thing I have learned in video game design it is this: ALWAYS CRITIQUE YOUR WORK.

Is this thing you are doing, this choice you are making, is it *vitally* important to the game. Will it make the game better as well as not break or make the game worse?

Let’s look at a few examples:

Skylanders: Spyro’s Adventure, I worked on the Darklight Crypt expansion. One of the things I chose to do early was have a “boss” fight at the end. Most of the other levels, if they had bosses, they were against Kaos, and all done by another designer. But Darklight Crypt was an adventure pack level, meaning the user would have to spend extra money to get the toy for it to unlock the level. The theme was dark and very haunted crypt castle kind of place. So the boss I created ended up being a huge eyeball.

Queue the jokes. “I see you!” The boss would shout and kids would burst into fits of giggles. Was the boss fight the best? Nope. It was a super simple push the button to make the boss vulnerable and then hit him with the big guns, repeat three times, and win. The fight wasn’t the reason to include it. The ability to cleanly mark the end of the level with a climatic moment was. The addition of a bad guy the player could see and interact with was pretty important too. The humor that tagged along turned out to be vital to the level as well, but at the time we didn’t know that would happen.

The inclusion of the boss was risky. I was new to the project and studio. The fight was a complex bit of scripting. There were a dozen things that could have gone wrong. There was bad choices made within the fight (locking out players from using two cannons at once). BUT in the end, we can see that it added so much of the heart and character to the level, it wouldn’t be the same without it. When I suggested putting it in, I made these arguments for it: It makes the level feel different from the main game, with a boss fight at the end. It gives the player a firm target and goal, that is clear from the beginning of the level. It wouldn’t detract from the level, because it would give it a climatic moment and would be very simple for the player to understand.

I think, for the most part, it was successful. One thing that we did fail on, and learned our lesson, was using the main mechanic of the level, switching worlds, in the boss fight. Occulus, while awesome on so many levels (did you notice after him, there comes Eyebrawl?) didn’t fit within the switching mechanic of the level well. I shoehorned some switching in, but it felt out of place. In Giants, we did this MUCH better with the boss at the end of Wilikins Isle, the new switching level. I worked with the designer who did the boss fight to make sure that it incorporated switching in an organic way. Of course, it helped that before I ever suggested it, I knew he was an Ikaruga fan. It made it very easy to convince him.

So why is this so important?

Because not every game can patch out their problems. You have to put every design decision under the microscope. Think about the player and how they are going to have to deal with each decision you make.

Another example:

World of Warcraft recently added pet battles. All the minipets crazy people (like myself) had been collecting as pure vanity items suddenly became the source of gameplay. They essentially turned pets into Pokemon, complete with elemental affinities and weaknesses. Pet battles is an amazing feature, that needs a great deal of polish. Deciding what parts need polishing becomes very clear the minute each decision has to be defended.

One of the major things to do as a pet battler is go out and fight Trainers. Much like Pokemon, these are NPCs that have a team of their own, that you, as a player can challenge and beat for rewards. One design decision, that looks good on paper, is that the early trainers have set orders to their team. The order that their pets fight in is always the same. This allows the player to start off on a good foot, by stacking their first pet against the trainer’s pet. As the trainers level though, their pets begin to appear in a semi random order. Meaning that they will choose to use one of two of their pets seemingly randomly at the beginning of battle. I know, I hate random. But in this case, it is clearly worthless.

Let’s say I go up against a trainer that can bring out either a critter or a dragon first. Well clearly, I want to stack my first pet to be against one of these two. So I pull out my humanoid, who is strong versus dragons. I initiate the battle. The trainer brings out their critter. I could, and it is clearly designed that I should, switch pets, forfeiting one turn to the trainer, to have my strong pet out. BUT they allowed us to forfeit the fight entirely, with no punishment for doing so. So instead, I just forfeit, then re-initiate the fight. Repeat until the trainer brings out her dragon first, then battle away. Sound tedious? OH IT IS.

At this point, the designer should defend their decisions. They have made two. 1. That pet trainers should pull out pets randomly. 2. That forfeiting costs the player nothing. First, look at the source design, Pokemon. In Pokemon, the trainers always use their Pokemon in a set order (also generally having a team with nearly all the same elements). Also, if the player wants to quit a fight… they have to lose all their Pokemon. So there is a conflict with the source design on both points.

Which feature makes the game better? If you could only have ONE, which one would you chose: Random pet order or forfeiting? I choose forfeiting. It’s never very fun to realize that your entire team is all wrong and then just have to suffer through being bludgeoned to death so you can try again.

So what about the random pet order? Well, defend it. 1. Does it improve the game? The argument could be made that it makes the fights more challenging. 2. Does it break or make the game worse? The ability to forfeit negates the challenge introduced in point 1, and the constant cycling to try and get the “correct” pet up first makes it tedious, so yes, it makes the game worse.

At this point, CUT IT. Rip it out. Not only are the battles less tedious, but also they make the fights easier on the players. If there is a need for challenge, do that in the numbers with a systems designer, or have the trainers use more “dual affinity” pets (like dragonkin who use all magic abilities, super tricky!). It takes some of the randomness out, and improves the flow of the mini-game. Designed is always better than random.

Unfortunately, according to patch notes, Blizzard has already decided to create a punishment for forfeiting. Now each of the pets on your team will take some small amount of damage when forfeiting. So rather than streamlining the game, they left the tedious part in, but increased the time it takes to get past it. NOW players will forfeit, then wait for the 8 minute timer on the ability to heal their pets to come up, heal the pets and try again. Or they will just stop fighting the trainers completely. (In explanation, they will not just switch out pets, because the high level trainers are so tightly tuned that even one miss or dodged attack can lead to the player losing even WITH the first pet being stacked to win.)

No design decision should be made without first asking, “Does this make the game better, without making anything worse?” Would the game be better without this feature?

Once the game is shipped, the players will see it, and rip it apart. They won’t ever know about the features that were cut or didn’t make it in their original state, but they will see the broken or bad features that are present.

 

The Secret World – It’s all true…

“It’s an MMO, set in the Modern world. Conspiracies like the Illuminati and stuff, it’s all true. And the Secret World is spilling out into the real world. That’s where the player exists.”

That was the first description I heard of the Secret World. It was at least 3 years before the game came out. I was interested.

“It’s like Lovecraft, Poe, and Stephen King had a love child, and they made a game about it.”

OMG, this game is going to be awesome. I started to follow the game voraciously. Every tidbit. Every video. Every screenshot.

When the game finally launched in June, I had already made my pre-order of a lifetime sub. I not only wanted to play this game as much as I could, but also wanted to support it as fully as possible.

The intro tutorial quest was very… odd? Discouraging? Combat felt odd to me, and I really didn’t like the aggro mechanics. But I persisted.

And boy was I rewarded. If you do nothing else, get Secret World and play through Kingsmouth. It’s the first “zone” of the game.

Kingsmouth is a small coastal town that feels very New England. There are mines, junkyards, the shipyard, the old forest, and even a small municipal airport. The first thing that really struck me about the town, just on the surface, was how well a “real world” location actually felt to run through. As someone who started playing WoW when ground mounts weren’t available until level 40, I am well aware of what it feels like to run through MMO games. The town made sense, and the more I moved through it, the better I understood it. Normally I am one of the first ones to call games out for being “jogging simulators” where you are forced to backtrack over and over again. It took me about 4 hours to realize I had run back and forth across this small town at least a dozen times, and it STILL didn’t feel old. It just felt good moving through the world, jumping over trashcans, fences, and barricades.

Then I found it. The best quest ever put in an MMO. Funcom wanted to make Secret World different. They wanted it to be unique. And they succeeded 100%. The quests in Secret World are broken down into Main Story Missions, Action Missions, Investigation Missions, and Side Missions. Main Story are obviously varied missions that move you through the game’s main plot. This actually works quite well for keeping a coherent lore thread. Action Missions usually involve alot of killing. That’s fine, although I will get back to combat in a bit. Side Missions are pretty much fedex or fetch quests, nothing really standout. Investigation missions are what makes this game so.much.better. than all the rest.

The Secret World comes with a Google browser built into the game. Why does it need it? Well obviously, they didn’t want people alt tabbing while doing investigation missions. The Kingsmouth Code was the first quest where I really began to understand what Funcom had done. Most games, when presenting the player with a puzzle, include the answer in the game. In most modern games, the answer is 2 feet from the player at all times, outlined in yellow, and so simple even a 10 year old can get it. The dumbing down of games is a holy war I don’t want to get into, but regardless, Myst wouldn’t make it today, purely based on the insanity of the puzzles. Secret World went the complete opposite direction. Not only was the answer not in the game, but they actively expect you to use Google. (Best part, one of the NPCs responds to you and says “I don’t know! Google it!”) You have to pay attention to the most minute of details in the world. They will give you hints that really only get you about halfway there. Don’t know Latin? Better just keep a Google Translate tab open.

At one point in the quest you are given this clue: “Time is the province of Kings and Gods. The hands of time point to truths written by kings in the words of God. The path is open to the enlightened.” That’s it. I immediately looked around for the clock. Sure enough, there’s a clock with the time set at 10:10. I am a bit sad to say that it took me another 20+ minutes to figure out the next part. Did you already? Words of God. The Bible. Kings 10:10. Of course, this verse talks about a woman giving talents to King Solomon… How does that apply? It just gets more convoluted from there. In the end, the entire quest chain took me about 2 and 1/2 hours. I couldn’t have been more pleased.

Seriously though, Kingsmouth Code (and by virtue it’s extension, Digging Deeper) are amazing quests. Almost worth it alone, if you can get the game for $20 or so. The other investigation quests are just as fiddly, deeper, and mind bogglingly obscure. (Do you know who composed the Four Seasons? Cause if so, you are going to do better than most.) The best part is, unlike games like Myst, where the puzzles are just obscure, the investigation missions in Secret World are all based on fiddly niche knowledge. Do you know where old churches list the hymns you will sing that Sunday? Do you know how to translate Morse code? Do you know how to dig into a company’s website to find info on their employees? When you know the answer, you quite possibly feel like the smartest person in the world. When it takes you three hours to figure something minor out, you feel like the stupidest person in the world. And it’s ALL AMAZING.

The game holds up through the second zone, the Savage Coast, but after that it starts to go downhill. The Faction Missions you get every so occasionally are superb and well worth the time, but once I hit Blue Mountain, it was like smashing into a wall. Which brings me to my big complaint.

Combat and the over abundance of choice. In Secret World you don’t pick a class. You pick a weapon. You earn AP points, which you can then spend to get skills in any weapon you want. There are 9 possible paths right from the beginning. I picked Blood, as it appealed most to my Warlockian nature. Turns out, you can’t solo as Blood. In fact, you really can’t do anything as *just* Blood. So I had to go back and pick up another weapon. So I snagged Shotguns (seems like a solid choice yeah? Zombies + Shotguns == always fun!). Only shotguns, being short range, really didn’t fit in well with my ranged magic. So then I switched to Blades. How? Well, in Secret World, you can’t respec, you just need to earn more AP. So they let you redo quests you have already done, and you get the same reward. I just had to go back and re-grind Kingsmouth’s quests until I could level my Blades skill up to match the monsters in the area I was fighting. The thing is… as much as I loved doing the Investigation Quests, they weren’t the quests you could re-do. It’s the Action ones… which require you to kill things… which I was having trouble doing… which is why I picked up a new weapon… which I couldn’t use effectively because I didn’t have the AP… that I needed from the Action Missions. Oh dear. For you WoW players out there, imagine getting to level 50, as a priest, realizing you really want to be a Shadow Priest instead of leveling Holy, and instead of just respecing and changing some gear, you have to go back to Westfall and relevel from 10 to 50 to gain access to your Shadow Spec. Seemed like a great idea on the surface. Fails in reality.

Once I got my blades up to skill level, I noticed something very disheartening. I was mowing through enemies like one of those oversized lawn tractors. Blades was *significantly* more powerful than Blood or Shotguns. Enemies I barely beat by the skin of my teeth before were dying from a single slice of my katana.

I never really appreciated the balance that goes into WoW class design. Yeah, I can argue that my warlock does twice the work of mages for half the dps, but in the end, I rarely feel as if I am just completely playing a wasted class. I felt that way with Blood vs Blades. The options seemed so numerous at character creation, but in reality they were few, you were just very likely to pick the wrong choice.

I am currently at the Egypt zones (having a child really cuts into the gaming time), and starting into them, but I can already tell the slow degrade of polish through the second two Solomon Islands zones is going to continue through the game. It’s very clear they worked very hard to nail the first zone, Kingsmouth, and as a result the other areas did not receive as much love. The Faction missions, which are scattered based on how much overall experience you have earned are clearly in the Kingsmouth polish category and do some really amazing things. (The first one sends all three factions to the same location, but each tells a different side of the story. And each are scary on Silent Hill levels.)

The Secret World doesn’t hold your hand. The community tools like Wowhead and Wowinsider don’t exist. Figuring out powerful solo specs requires a great deal of work and number crunching, as opposed to just stopping by Elitist Jerks. It’s a game that makes you work for it. In some ways that’s good. In others, it makes you realize how much WoW has spoiled us as gamers (I am looking at you Random Dungeon Finder). It makes me realize that any MMO that wants to compete with WoW can’t compete with WoW at launch, they have to compete with WoW as of today (or rather the day the competing game wants to launch). And that is an exceptionally tall order.

On the up side, it costs me nothing to take long breaks between playing. There have been small content patches, with bug fixes and new quests, every month. The game will keep getting better, and I will keep coming back. The Secret World is just as engrossing and enthralling as I had hoped. It just doesn’t feel like an MMO. It feels like a single player game. The social aspects weren’t vital to the game. (In fact some of the missions required solo instances and thus actively prohibited group play.) I can’t wait to see where they take it. I can’t wait to see plot threads picked back up and extended. And I can’t wait for more Investigation Missions.

Secret World is one of my games of the year and very much worth the initial investment, provided you can give it the time to play through Kingsmouth during your free month. Watch for sales on Amazon or Steam, and pick it up for under $30. The first zone is worth that much.

Dishonored – Look Up.

Full disclosure, I haven’t finished Dishonored yet. I just finished Lady Boyle’s Party. There will likely be spoilers up to that point in the game. You have been warned. (Edit: Now I am up to the part AFTER Dunwall Tower.)

I missed Thief, System Shock, and System Shock 2. I watched my husband play Bioshock, but when I tried to play it myself, I was terrible at it. I am bad at shooters, and trying to play shooters on the xbox just makes it worse. I was excited for Dishonored and decided to play it on my pc, so I wouldn’t have the added difficulty of trying to target on the 360.

The first thing that struck me and echoed within my little heart was the plague. The city of Dunwall, where the game takes place, is being ravaged by a plague. And someone mentions rats. I am obsessed with all things bubonic, and so having the black plague alive and well in your steam punk game is like the icing on the cake. LOVE IT.

True to it’s heritage, Dishonored is a game designed to fulfill the fantasy of being invisible. Maybe not actually invisible, but essentially so as you move through the world unseen and unheard, with only unconscious bodies and missing valuables in your wake.

I dislike negative feedback loops. If a designer makes the game harder because you failed, then all they are doing is supporting the player failing again. This is especially bad if the player isn’t certain of WHY they failed. In Dishonored the core game revolves around the player sneaking about without being detected. There is a negative feedback loop though, that if you are detected, more guards are called, alarms sound, and generally you get detected by even more things.

In Dishonored you don’t have to play non-lethally, but the game is designed to push you in that direction. It even states in the loading tips that the ending is better the lower your chaos score. (More killing == higher chaos.) So the ending is different (better) if you play non-lethally.

I object to the way they did this. If you are creating an immersive sim, and put the player in the role of an assassin, then you cannot punish them for being an assassin. Giving the player the option to play the way they want to play, then punishing them for playing the way they want to play is just absurd. I really wanted to be the death from the darkness Corvo. I wanted to shoot bolts and drop assassinate every one of those stinking corrupt guards.

Someone asked, Is it really a punishment to have two different endings? When the game specifically calls out one ending as “better”, then yes, it is. (I have also had the ending spoiled, so I know for a fact they strongly apply a moral stance to each.)

Okay, MAYBE it’s okay, in a game where the moral choices and stances are very clear cut. KotoR could do this because there was a clear line between Sith and Jedi. As a Jedi, you weren’t punished for killing Sith characters. They are the bad guys after all. Sure the argument could be made you are just as bad as they are for killing them, but in killing them you save how many thousands of lives? Of course, the secondary problem is that you can’t tell you are saving thousands of lives. In fact, it’s very difficult to say who you are fighting for in Dunwall. I mean, Emily, sure, but after her? The whole city seems to be a loss. So few people even remain, and none of them are without blame or corruption.

The problem with the negative feedback loop and the moral push is that it leads to the player feeling like they have “screwed up” and need to start over. I had already completed four missions before I understood “Chaos” and how it affected the game. I soldiered on, despite the fact that I now strongly felt like I was playing the game “wrong”. I decided to try a few low Chaos missions. I may have succeeded, I don’t know. After two missions where I barely killed anyone, I was still High Chaos, and it was taking a great deal longer to play each mission. Add to this the fact that all the cool toys in the game are lethal… *sigh*

Not only are they using a negative feedback loop… but also all the best powers and weapons are un-usable. I mean, you can’t even summon rats, because they might eat the guards you knocked out. Resigned to the fact that I would have to play the game again, trying to do it as low chaos,  I simply went on a blood bath during the next mission. But even that feels wrong. I just charged in the front door, gun a blazing, and killed everyone. I wanted to be stealthy, but to be rewarded for my stealth. I wanted to be able to kill indiscriminately, but not be punished for it. In the end, this ONE thing ended up pushing me to either extreme of playing and neither is fun for me.

Regardless, I have enjoyed Dishonored immensely. It’s great fun blinking around the level. The world is deeply interesting and every nook and cranny is filled with interesting things and people. It’s worth every penny, and a fine addition to any gamer’s collection.

I almost forgot! The Heart. The Heart is the crowning achievement for Dishonored as far as I am concerned. I have always hated items that a designer adds to make the game more “interesting” by adding a “useful” item they have to switch to occasionally, usually switching it out for a weapon. However this always happens in combat games. So you are swapping a VERY useful weapon for a very unuseful NON weapon. (I am looking at you Ocarina of Time… I haven’t forgotten the Lens of Truth…) When I was presented with the Heart in Dishonored, I immediately groaned, and then switched off it, and thought of it no more.

My husband reminded me the next day that if you have the Heart equipped though, you can point it at people, use it, and it will tell you secrets. What kind of secrets? OH ALL THE BEST KINDS. I equipped the Heart in the safe house, and started pointing and clicking. Next thing I know, I am constantly switching my weapon and magic out for the Heart. It was like a lore stream I could turn on and off at all the best times. It was such a cool item, I was annoyed later when playing another game (Skyrim) that it *didn’t* have a similar item. I want to know everyone’s secrets. But the Heart is a perfect example of how to tell extraneous narrative. It works seamlessly with the world and allows the player as much or as little narrative as they choose. Absolutely genius.

Some other amazing high points of the game: Each assassination target has a “non-lethal” way of being dealt with, most of which feel strongly of poetic justice. So many paths through each level, it’s almost impossible to find them all. Powers and abilities that are just fun to play with on their own, in an open space. The levels also have minor changes and adjustments based on the chaos level, which is cool, except that it creates that negative feedback loop.

Diablo 3 – Random Returns for Vengence

I have always been perfectly upfront about how I feel about using Random as a game design tool.

To catch anyone new up: I hate it. I think it is a terrible idea. It’s a terrible crutch.

The entire point of a designer is to sculpt the experience for the player. To create the world for them to interact with. To make something amazing for the player to play in. Using random takes the control away from the designer and puts it in the hands of a program.

So by this extension, I wouldn’t even try Diablo. It’s a randomly generated world, with randomly generated enemies, with randomly generated loot. Good lord, it’s a trifecta of bad random. But I love Blizzard and I had fun playing the beta, so I knew I would play the game.

How does Diablo 3’s randomness make me feel? Like I was right all along.

1. The Problem with Randomly generated gameplay spaces.

First off, Diablo 3 doesn’t use randomly generated levels everywhere. And to be fair, their code is much better at creating spaces than it was in Diablo 2.

BUT. Diablo 3’s random maps all suffer from the same problem: Jogging simulation. If you don’t head the right direction, and there are a bunch of branches in the path, you can and will find yourself backtracking over huge portions of terrain. For a game that is all about fast paced action and demon slaughtering, this leads to some very boring lengths of time in the middle of your fun.

Even worse is when you have these huge sprawling dungeons, where the named enemy you are supposed to be killing spawns three rooms over from the chest of loot. Way to protect your treasure man.

 

2. Random Enemies – oh god or yawn.

The idea behind the enemies sounds good. Each enemy has a modifier. Vortex, Frozen, etc etc. The idea is that when an enemy gets created, it has 2-4 of these modifiers which gives it abilities and makes it more interesting.

A good idea, in theory. But in practice shows the painful problem with random modifiers like that. Some modifiers aren’t that scary or dangerous to the player. Many are extremely dangerous to the player just by themselves. If you get a monster with two of the weak powers, they are a one finger pushover, almost on par with standard enemies. If you get one with 2 of the powerful modifiers, you are toast.

Add this to the random placement of enemies, in randomly generated terrain, and you get serious gameplay problems. I zoned into a basement area, that had an enemy with the modifier that lets him freeze me in place, and the modifier that lets him create arcane orbs that generate a beam of death that moves in a circle. Both of these abilities are combated by moving away from them and kiting the bad guy. But I was in a basement. Not only that, the boss’ trash mobs with him managed to corner me and block me from moving at all. I got thrashed repeatedly, because I couldn’t even get far enough into the room to not be completely surrounded and have collision preventing me from moving away from the stuff I knew was bad and I shouldn’t be standing in.

 

3. Random Loot – Good thing we have the auction house.

I have a level 42 Wizard in Act 3 of Nightmare. I search every corner, every dungeon, kill every enemy. I pick everything up. I just bought the third tab of my stash. I like to loot.

Over the course of the game, I have probably gotten 40-50 rares. Of all these rares, I have been able to equip about 5 of them. Only one actually had stats that made me want to equip it. I haven’t equipped a drop since I was level 15.

I get all my gear from the Auction House. Period. I sell things I get that are decent, but I can’t use, and I buy things I can use.

If not for the auction house, I would be sitting around farming some boss or other hoping for rares. Only 1 in 50 of which I will be able to use.

Boy, that sounds like fun. (Or not so much.)

Would it really change the game that much to have the rares at the very least be ones I can equip on that character? Even then you have the second random of it getting stats you want/need, but must we double roll to get anything? Actually, triple roll, because not all bosses drop rares all the time!

To recap: The boss has to drop a rare, which might not happen, you have to be able to equip the rare, which might not happen, and then the rare has to have useful stats on it, which my wands with strength on them prove doesn’t happen. Yay. This is fun. *said in Simon voice*

 

I get that all of this is kind of the “point” of Diablo. That’s the base of the design. But really, it just means that here I am, in Nightmare, already sick of the game. Already ready to go back to WoW, where at least I am fairly certain a boss will drop something useful, even if I can’t use it.

I feel that there is a possibility for a Diablo like game (in the base game play idea) that doesn’t rely on random or at the very least mitigates the negatives of using random. Loot may be randomized, but at least have logical limits placed on them. (Like all wands have to have Int and Vit, but the secondary stats, and the amount of the primary stat can be random. Also guarantee that at least 1 rare item off each boss is equip-able by the character playing, though in multiplayer this could be any one of the characters playing.) Monsters may be randomized, but their powers weighted, so you never have an enemy with more than a 10 difficulty rating and then you give all the worst powers a 6 so they never appear together. Levels shouldn’t be randomized. I mean honestly. Use modular pieces, and throw something together. Anything designed by a person will be better than a computer.

It’s worth a shot huh?

Hey, I was playing with that.

Minecraft 1.8. I couldn’t wait. Villages, abandoned mines, Endermen… oh, my!

Until Notch broke my world. Okay, to be fair, he didn’t break the world. But when I would go an investigate a new area, new chunks would spawn and there were “issues” due to the fact they Mojang changed the way the world was created. Like my ocean dropping down one block in the middle of no where.

I tried to keep playing. I really did. I persisted for about a week. Then gave up and started a new world, which I played for about a week.

I realized that Minecraft would be releasing in November and this mean that I only had 2 months with this new world before they likely broke it again. So I just stopped playing Minecraft until then. It seems wrong to stop playing a game I enjoy simply because I know the world is going to be broken.

 

This really brings up a larger issue with games, persistent and otherwise, and the way some designers approach them. My main complaint is this:

I spent time and money playing your game. Respect my investment, or I won’t be returning.

I love Minecraft, but I won’t be giving Mojang another dime. I won’t be buying their new games. They don’t respect the player’s time invested into their creations.

Is it an easy fix to make the world add new things in already discovered and explored areas of the game? No, it’s not. But it is respectful of the player. I spent at least 2 months building my obsidian palace and digging my huge quarry. Respect the work I did and do not screw up my save file because you want the ocean to be one block lower.

In World of Warcraft, for the most part, when I do or earn something, it’s done. I get to keep it. And for the most part, Blizzard does a great job of respecting the player’s time. You spend enough time and you can get anything. They have messed this up on occasion (Keymaster, the Darkmoon Faire turn in achievement, removal of old quests and rewards) but for the most part, this seems to be a design goal they meet.

This is perhaps one of my greatest gripes with Jolt’s games like Legends of Zork (now gone) is that they were wildly disrespectful of the player. Your time and money meant nothing and they were completely willing to wipe it off the game’s database.

As a game designer, when dealing with games that will be updated, or patched, always stop and consider each change from the point of view of the player. Does it make their achievement worthless? Does it make time they invested worthless? Does it “roll back” things they have earned? If you ever answer yes, stop. Think. Is there a better way? There probably is. That is what game design is all about, finding the best way to do something.

 

I am playing Minecraft again, but I will admit, I found a bug that lets me dupe items. And by god, I have been using it like mad. I no longer care about doing things “legit”. What’s the point? Mojang is just going to screw them up anyway.

RNG is bad game design

I cannot say this enough. It makes me want to grab a rolled news paper (if one could even find one in this day and age) and smack a designer across the nose with it. BAD BAD BAD. STOP DOING THIS OR I AM GOING TO TAKE YOU TO THE POUND.

RANDOM IS NOT GOOD DESIGN. Read that line about 10 times, please.

Why in the happy hello kitty’s name would you ever do something random in a game? It’s a crutch. And some people are under the mistaken belief that it allows for a feeling of “unscripted-ness”. The thing is, random should only ever be used the in the creation process, then the results cherry picked to be added to the game. (Like generating a few thousand faces, then picking the best 10% or so for your NPCs.) Random can also be used on anything that doesn’t matter at all (which of these 5 possible vendor trash items is the guy going to drop? It doesn’t matter, it can be random). But what these designer really want, but are failing to get, is a systemic solution to their problem.

Systems are a great great thing, and used effectively, can *make* a game. But systems are very difficult to set up well as they can lead to cascading issues when interacting with other systems. It also requires designers and programmers to either be the same person, or attached at the hip. But random is something that people seem to assume a good system is. When people played Bioshock 2, every so occasionally they would be attacked by a big sister. People who played the game might assume that these attacks felt “random”. It’s not. It’s a system, designed to interact with other systems. It’s also a bit more complex and scripted than most systems would be, but it is still used in a system fashion.

When I started playing Skyrim, I discovered very quickly that Dragons can and will attack at random times. *yay* /sarcasm

But wait, you might say, that seems like a great idea! It’s fun! It makes the world feel alive and perilous! It makes it feel like you aren’t fighting as ordered by a designer!

If things could be done well, randomly, there would be no designers. But having a designer allows for a crafted, non-frustrating experience. Because a designer can look at the sequence of events and say, this is a terrible spot for pacing and narrative to have an event happen. Let’s move it somewhere else.

Example #1:

In the main quest of Skyrim, at one point, you leave a city with two NPCs in tow. Now, I am playing a mage/thief. As a mage, it is hard for me to fight around NPCs as they like to move in front of me and take damage. As a thief, they are even worse because a single hit with a bow leads to their death. Normally, this isn’t too much of a concern, as they can handle themselves, and I can focus on other targets.

Unless we get attacked by a dragon that is.

So now, not only do I have the worry of an NPC DYING, which they can totally do, but also, I can’t help because we are all targeting the same thing and I might hit one of the numb skulls. And if I do hit one of them, they turn on me, along with every guard in a 100 mile radius.

Yes, this random attack is fun and not at all frustrating. /sarcasm

 

Example #2:

The first time seemed pretty bad huh? Kinda hard to top that level of frustration and difficulty.

Oh, it gets better.

At ANOTHER point in the main quest (notice how BOTH of the incidents take place when actively involved in things REQUIRED to complete the game?) you are told to meet with a guy in a city and he is going to help you sneak into a secured location. COOL. *pulls on my thief hat* Ready. Locked. Loaded.

Only in the middle of this conversation, he goes, oh, by the way, you can’t take any weapons or armor, but you can give them to me, and I will smuggle them in. My response: “I’m sorry what? UH NO. You can have my bow when you pry it from my cold dead fingers.” So here I am, handing over my epic bow of ass kicking, my light armor of super thievery, and my amulet, ring and headband of melting faces to some NPC I TOTALLY DO NOT TRUST. Oh and did I mention, I totally don’t carry a second set of armor? So now, I am naked. Quite literally, my character is walking around in her underwear, and several NPCs comment I need to put some clothes on. Instead of handing me my “Party Clothes” like I expect, he tells me to meet some OTHER NPC at the stable to get my clothes. Oh and she will hold anything else I didn’t hand him. (All that loot I was carrying.) So here I go, walking out of the city to the stables, in the all together, to meet this chick.

Now CLEARLY the developers realized this was a tricky point in the game. Fast travel is disabled. You can’t really go anywhere else, you have to finish this mission first. They KNEW you had just handed over all your equipment, rendering you as useless as you were in the opening cutscene.

I walk out the city gates, thankful it’s only a short sprint to the stables when I hear…

*RAWR*

Look up, oh yes, there it is, a RANDOM DRAGON ATTACK. OH YAY. I have no armor, no weapons, and no health potions. This is gonna be FUN.

Needless to say, it wasn’t. Not even a little bit.

 

The idea may have seemed sound. For a large portion of the game (which is terribly relative considering how much dang game there is) this doesn’t seem to be a big issue.  But here, in these two instances, this makes the game blindingly frustrating and annoying.

In either case would I have noticed the lack of a dragon attack during the completion of these quests? The one I can’t do anything because I just handed over my armor? Yeah, I am going to finish that as quickly as possible. The one where I am escorting 2 NPCs? Yeah, that one is a stick with it until you are done too. There is NO LOGICAL reason to not disable random dragon attacks during these times. The player is never *ever* going to notice. Your DESIGN decision is going to actively make the game better.

It could be argued that since they are random, the developers never encountered a dragon during these times. Well, sure that’s possible, but when designing something like this, as a developer, you need to play through the game thinking always, is there ever a time this would be the WORST POSSIBLE THING. It’s just a good idea to consider when implementing a game wide system like this.

Regardless, the random dragon battles don’t make the game feel unscripted or even realistic, but rather they make it feel buggy and broken. Never sacrifice gameplay for realism. Remember, the player won’t notice the dragon not showing up, but they will remember the dragon showing up at the worst possible time, and then write a blog post ranting about it.

LfNm for PST

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.