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21
Aug

Long quest or short?

From the 5 minute Daily-quest to the several weeks long Legendary Cloak quest-line. Having spent multiple hours in World of Warcraft these last few months I can readily say that I have been doing my share of both, and I have found a few elements that I have been experiencing as hindrances rather than entertaining.

Lets start with Daily-quests as these are often how a gaming session would start out, and all in all I do not mind pursuing a few of these to earn some gold, harvest some reputation and scrape together some crafting goods along the way. Saying hi to friends that are online and checking around for events or activities for the evening. Its a good way to kick off the game session, but there are a few drawbacks. First off its the pure number of such quests and elements of the game that are considered obligatory to be able to enter into the more challenging parts of the end game (game activities after hitting the maximum attainable level in the game). Second its the feeling of work where it stops being ‘blissful productivity’ and become repetitive ‘waste’ of time I would have rather spent doing something more fun. My solution in the end has been to pick up a few very quick such quests along with a very limited amount of those that are considered ‘obligatory’ (often needed to be able to enjoy other parts of the game or as parts of longer quest-lines). Problem in my situation is progress as completing important combinations or sequences of such quests takes me much longer than someone spending most of their time online or spending more time grinding their way through these quests in larger scale.

Next is the longer quest-lines that require weeks of work to complete. I mostly enjoy this method of storytelling with one important hindrance. Game play to me is more like a good movie or a great book and less like an ongoing TV-series, so when I am forced to ‘put away the book’ or hit ‘pause’ on my movie I become really annoyed. There are presently two types of game mechanics like this where one is connected to item drops and the other to a virtual currency where there is a limit to how much of this currency you are allowed to earn every week. Going through end game instances hunting for these drops also earns me the possibility for item upgrades and is part of the end game I would be pursuing anyway. So this version of blocking my story I can live with. Its the virtual currency I have trouble with. To fill my weekly quota it is not enough to go through the end game raid instances, you also need to push through a number of Daily-quests and/or heroic dungeons/scenarios. So I grind my way through to reach the cap only to have to repeat the same grind the following week and then again the week after. It is not the first time this type of game mechanics have been introduced into World of Warcraft, but I really hope they can find better and more relevant game activities for us to pursue when working our way through some of the best end game story-lines. Not to mention the feeling of having completed an epic achievement when completing them.

Finally; do not mix PvE and PvP. These are two completely different types of game play and forcing non-PvP gamers to fail their way through numerous PvP-grinds facing massively superior and motivated PvP-players destroys my evening. Many PvE-players might enjoy some PvP to add diversity to the game, but its by choice. I found the solution for the Throne of Thunder where the players could chose to earn their reputation and progress through either PvE- or PvP-quests perfect, but being forced to do PvP as part of the Legendary quest-line was a massive game destroyer for me an I would end up dreading to have to go online to play at all.

14
Aug

Bullying and verbal abuse – part II

It happened again. And even if I should not be surprised I am a bit frustrated by the logical irrationality of it. Let me try to visualize how I am experiencing this;

World of Warcraft has a built in tool called Looking For Raid that allows you to be more or less randomly put into a group together with 24 other players divided into 3 roles; 2 tanks, 6 healers and 17 DPS (damage dealers). You sign up for this to face challenges in the game that are impossible to take on alone or with just a few of your friends, and it lets you progress your character to a point where you can face these encounters in something called a Flexible Raid which lets you face the same encounters with 9 or more friends rather than randomly selected players.

Initially I find that working together with a team of random gamers sound fun and interesting, both on a game and social level. And for most raid experiences I have this is the case, with of course some raid runs being more fun than others. But then once in a while you get these raids where you have a couple of players that can totally take the fun out of the game, and working on my Master thesis I feel obligated to sit it out to make sure I get the whole experience. I sometimes wonder why I put myself through this, but what it comes down to is that its a part of the game that has a critical negative impact on the cooperative efforts of the players and there are no real game mechanics in play to counter them.

So let us take a random example; one or more players are for one reason or the other performing below the standards of an ‘elitist’ players expectations. To the point where this ‘elitist’ verbally goes out and refers to these players as ‘stupid’ or ‘retards’, tells people to ‘shut up’ or throws around random negative comments. This might be considered an outburst of frustration, and when it gets thrown out as a one-time comment it not really an issue. Its when it becomes a continuous rant in the raid chat channel I have trouble understanding the logic of it all. If you have freely chosen to join a randomly generated raid like this, and you feel that the raid you have been placed in is composed of ‘retards’ it becomes problematic for me that this person chooses to stay. ‘Retard’ in this context are obviously not smart people in this persons mind, and as such one can not expect them to perform in an intelligent manner. So these players will continue to perform as ‘retards’ and are by definition here too ‘stupid’ to leave. The ‘elitist’ on the other hand, whom we should think would be both an smart and able player, chooses to stay. With the ‘retards’ that are performing badly and ruining the game. And as they are ‘retards’ there is nothing he can say or do that is likely to make them any better – they are as stated ‘retarded’ and will continue to ‘fuck things up’ to quote one such player. No here is what I do not get; why stay? If you choose to stay with this group of ‘retards’ you can not exactly be too bright either now can you? Or maybe these people have an irrational faith in ‘Lady Luck’ that will override the ‘retards’ incompetence?

Add to this these ‘elitists’ seem to continue to join the randomly generated groups as they often refer to the presence of such ‘retards’ as common in these kinds of raids. So they join a raid that is highly likely to contain a large number of ‘retards’ that will play completely ‘incompetent’? I do not care how good this player is. That kind of logic is to me ‘retarded’ in itself. So I end up sitting in a raid with a number of ‘incompetent retards’ that are annoying ‘the crap’ out of some highly ‘competent retards’ that are just too ‘retarded’ to find an alternative to joining a raid that is highly likely to contain a large number of ‘incompetent retards’. And even worse; these ‘competent retards’ choose to stay in these raids and just pour out verbal abuse in the chat channel rather than hopping out and waiting for the next raid to pop hoping for a few less ‘retards’. Of course now that I have called them ‘retards’ as well it makes complete sense that they do not leave. But it does not make it any more fun to get stuck in a group with one or more of them. I frankly prefer the silent ‘incompetent’ players. As for my thesis – I definitely need a full range of game mechanics to help block/buffer or remove this kind of behavior, but alas the game itself does not have any such mechanics yet and I am forced to look elsewhere.

14
Aug

Behavior in raids – the final chapter

If we take the two last items of group dynamics that were part of the webpage referred to in the initial article they touch on the topics of rumors/topics of communication among raid members as well as group competition.

Raid communication can be divided into three main categories; pre-raid communication, in-raid communication and post-raid communication. Each of these again divided into directions from leadership, game related topics and social chatter. For quick examples; a pre-raid direction might be a raid invite, an in-game social chatter could be a joke between boss fights and a post-raid game related topic could be player suggestion for a change in strategy for a boss fight. You will find that the participants in each of the categories as well are their sub-categories will contain a different set of members, and whom you find in each group can help you understand a bit more of the groups social dynamics. Naturally it is important to understand whom gets along, who does not and who are just silently sitting in a corner. People that get along are more likely to ‘go that extra mile’ to help out someone they relate to. People that do not get along a more like to ‘add some effort’ in a competitive context. And people that are just silent will often need very specific details and orders to do anything beyond what they normally do. And if your raid goes silent its never a good sign…

Now we have mentioned individual competitions, but it scales once you add another group to it. Either a DPS-race between melee and ranged DPS or a progress race with another raiding guild. Once we step from individual to group competition we are also ‘upping the ante’ if both groups believe they can out-perform the other, or completely destroy it if either group feels that the competition is rigged or beyond their reach. In short its a tool in the raid leaders tool box, but one that requires a bit of pre-analysis to make proper use of. I have to admit that I have also been inspired by raid guild progress competition on an individual level, or even on a class progress level for that matter, but to make this effect contagious you need the whole group believe it is possible to ‘win’. Having a goal is one thing, adding some competition makes the goal more alive as a target. And whether you love to win or just enjoy achieving a goal its an added value to help bring your raid members together as a team.

In the end its all about having fun. Remember that above all else. If you are not having fun you are not doing it right, or you should be doing something else. Continuing to ‘not have fun’ just seems like a bad idea…

14
Aug

Behavior in raids – progressing or regressing as a group

There are two side to this take on group dynamics, one positive and one negative. One set the stage for increased performance of the group members. As the result of internal competition and performance tracking or just that the presence of others help facilitate their own ability to perform. The other involves ‘hiding in plain sight’ while letting the rest of the team do the job. Positive tracking seems to be the key to make sure that all pull their weight with emphasis on the positive. Its ok to have a bad day, just not every day there is a raid planned.

Personally I subscribe to the Pareto Principle (80/20) for analyzing raid performances, and in more ways than one. Lets look at some examples of how this might be useful;

1. No matter how awesome your raid group is you will always have a someone that is having a less than perfect day. Or you can turn it around and saying that there will always be a few that are having a great day and performing above and beyond what they normally would. No matter which version of the Pareto Principle you make use of its all about expecting the balance of your group to be different from raid to raid. The number one DPS might always top the DPS trackers, but gap to the number two is likely to be different, and sometimes this has nothing to do with the game itself. Being able to identify variations like this will help you adjust strategies accordingly.

2. When given the choice for multiple strategies it is always difficult to decide if one should spend five wipes on the most promising of them or try out five different strategies and see how they pan out and then chose the one that worked best. Or test two strategies two times. There are three parts to this way of deciding on strategies. First is researching and analyzing different strategies, both the ones you can find online and those you draw up yourself. Second is about knowing your team and understanding which of these strategies are likely to work or fail. And finally how many wipes before you change strategy. The combination of these will ensure that wiping does not feel like you are running constantly into a wall hoping it will fall over due to some miracle of random luck…

3. The final example that I find important to mention is when everything is going wrong. Often when things seem to be failing all over the place there are a very few reasons for it; 20% of the errors being made are resulting in 80% of what is going wrong. The trick is to identify and fixing those key errors or if this is not an option its time to change the chosen strategy itself.

In an earlier post we touched on the topic of conformation in groups, and so far it seems that high performance creates better players as much as a low performance results in massive slacking and crappy performances. I have to admit to being a ‘victim’ of both; if a raid has set my mood on a negative curve I am more likely to be counter productive and at the same time I see that high performance encourages me to push myself harder and increase my game awareness.

So to make some conclusions; raiding is rarely WYSIWYG, and as much as there are no real clear black and white there is no pure gray either. The Pareto Principle mainly tries to focus on the fact that there is always a balance, but that it is rarely 1:1. Some things you can track with addOns, some can be tracked by just knowing your players, but some things are left open to pure intuition or even clairvoyance if you are a believer in such. And the more present something good or bad is in any given raid the more likely it is to breed more of the same.

12
Aug

Behavior in raids – bullying and verbal abuse

Bullying seems to be all too common among gamers today as well as all sorts of verbal abuse. Anonymity is like a motivator to release all kinds of venom in gaming chat channels and it feels like it has gotten steadily worse and worse. Luckily the majority of gamers prefer to avoid this kind of behavior, and I often experience that players will also speak up against this kind of abuse.

Now I can see many reasons for why people have all kinds of emotional outbursts while playing, but what I do not get is what they hope to achieve by verbally attacking someone for one reason or the other. It makes no sense to me to call someone a ‘retard’ in the hopes that they will perform better or act in a way more suitable for my personal game play experience. Considering my post regarding ‘raid rules’ this behavior just adds up and I have yet to see it be constructive or productive. In short it seems like complaining about the stupidity and ‘retardity’ of others is in itself just as stupid.

On the opposite side when looking at the more focused groups that have a high level of progress you will find these rules change somewhat. It is a commonly used management style to run a strict team with a very present level of verbal abuse in the form on direct micro-management not unlike what one might see/experience as part of military training. Making use of such a management style is no guarantee for success as it also holds a fine balance for when its productive and when it is absolutely not. But when it works it seems fair to say that it does so quite brilliantly.

In a different context this kind of behavior might be a part of the humorous tone of social interactions in a raid group, and in this case it is important to be aware of unwritten rules of how these joke and puns are thrown around. Knowing with whom you can joke, what jokes are ok and have a positive effect on the mood of the raid is something that is part of the initiation rites of most groups. This social interaction in between the focused boss fights is an important part of a raid experience and helps keep the game entertaining, fun and social.

12
Aug

Behavior in raids – leadership

Becoming a raid leader is not role one can just ‘take’, its a role that first requires you to conform. Just like the players will conform to their roles and their personality type the leader must first find his place in the group to be able to lead.

In a LFR the time needed to ‘hold’ a leading role is short, but for a guild raid group a leader will need time to be able to have the group work together as a team. The difference primarily based on the level of ‘facerolling’ (lack of complexity) that is possible in a LFR where mistakes are much easily ‘forgiven’ and the boss mechanics can be ‘ignored’ by some and have the raid still come out victorious. From the next level and onward such mistakes have much ‘deadlier’ consequences, and when you reach the Heroic level you also face additional mechanics that do not exist in the other levels and where there is no room for ‘mistakes’.

Even if the basic mechanics of an encounter is more or less the same for all, it becomes unique for each combination of players that take it on. And its up to the raid leader to ‘mold’ his team into a team that is ready and able to succeed. Overcoming these challenges is not just a combination of individual efforts, it is just as much how they are able to work as a team and counter any flaws or assist in enhancing positive abilities that each individual player might display during different challenges. Where each player must understand both the game mechanics for the encounter as well as those for their characters role, its the leaders role to puzzle all of this together on both a game and social level and bring the victory home.

So make sure you groom your aspiring leaders – they are a rare breed, and the good ones even more so. At the same time it seems that good leaders always bring with them a set of flaws. So the question becomes this; does the raids successes outweigh the flaws of the leader?

12
Aug

Behavior in raids – play your role

At the absolute most basic level raids operate with three roles; the tanks, the healers and the DPS (damage pr. second; the damage dealers). In a game like WoW the balance between these roles is critical for a raids success, but how a raid chooses to balance between them can be different depending on play style and level of progress and/or skill of the individual players.

One of the famous psychological experiments concerning the adoption of roles in the Stanford Prison Experiment which took the conformation the participants to the roles they had been given to the extreme. Interestingly you find the similar effects when it comes to players conforming to their raid roles, and this includes both their player role as well as their perceived social role. Tanks are leaders, damage dealers are superstars and the healers are the caretakers. Of course these are my own personal generalizations and when we come down to specific experiences its rarely this simple. You will find that any role can lead, the superstar is all about how ego a player boasts and anyone with a kind word and encouraging attitude can become the social glue a good raid group needs.

When you take the step deeper into the actual game play roles in a raid you will discover additional nuances; there are different tanking styles, damage dealers will be able to excel on different raid challenges and healers will differ in how they use their abilities. For a good group you need the right diversity where all the roles come together and creating a ‘well oiled machinery’. A good raid leader will be able to identify how his teams individual players perform and create tactics that match their play style.

Moving from the game to the social relations between the players you will find similar behaviors as you would in most groups. There are a multitude of descriptions of such personality types, but as an example these 7 personality types might be a place to start if you want to check how your own raid is made up; the leader, the team player, the researcher, the expert, the planner, the creative and the communicator. Optimally most of your raiders will take on more than one role, but the key to success here is to find a good balance covering several such personality types.

12
Aug

Behavior in raids – obeying the rules

There are rules in the game. Some of them are coded into the game and breaking them will be considered cheating and some are policies and might get you into trouble with the game company if you decide to ‘play’ with them. Then there are the ‘unwritten’ rules of the social gaming community. They are based on a certain level of consensus meaning that what might be allowed in one raid might get you kicked in another. All though nobody has taken the time to list them like ‘The Rules of Fight Club’, there are definitely a set of rules for raiding. It is more a problem of knowing exactly which interpretation or version of the rules that are active for any given raid experience. One of the positive elements of joining a raid guild or community is the fact that these rules will remain more or less the same over time, but there is also less flexibility when it comes to breaking or bending them.

I have found a few rules to be more ‘common’ than others and I have tried to make a quick list of them with a few comments as they are not always self explanatory to non-gamers:

1  –  do not stand in crap
This is the rule that covers the mutual understanding that you have some idea of what this boss fight is about and that you will be able to act accordingly. This simplified version basically refers to the understanding that you should not let your avatar stand in stuff on the ground that will kill it, but is often meant more broadly and refers to having an understanding of how a certain boss fight works and that you have either already successfully mastered this or you have a decent understanding of how you might be able to.

2  –  play your role
A carpenter is not a neurosurgeon, and a tank is not a healer. When signing up for a LFR you will also select a role to play and people expect you to be able to perform accordingly. When it is questionable if you are ‘playing your role’ people will most of the time ignore it, but if you blatantly take on a different role than the one you have signed up with the raid will kick you quite quickly – even if you might be able to sneak in a wipe or two first…

3  –  be prepared
Directly relates to rule 1 and 2, but includes an expanded level of preparedness through having brought with you virtual goods as well as making use of add-ons and/or other 3rd party software that will enhance your ability to perform in the game.

4  –  be nice
Do not be an ass, try to be friendly and polite when ever possible and avoid name-calling and abusive behavior. Even if cyber bullying is all too common these days I find that most raids have a tolerance level that only stretches so far. Emotional outbreaks will happen, but unless your actions could in any way have any positive effect you are better off rage-quitting than ‘infecting’ other raid members with your ‘social vileness’ . Same goes for handling failures and mistakes; stating the obvious will not make ‘obvious’ go away and a little kindness will always get you farther than calling someone ‘a retard’.

That last rule also seems to be the one that a random group could be more ignorant about than what you would see in a raid guild. On any account; the more rules you break the quicker you will get yourself kicked. Add to this that the more rules that are broken the more likely the raid will perform poorly it seems like a good idea to follow them.

11
Aug

Collaborative gamification mechanics

Active collaboration in games today have certain common game mechanics that are used to promote such user interactions. This brings us to the gamification mechanics that will allow and motivate the users to collaborate. After analyzing multiple massive online games the following list of game mechanics seem to have become a standard for MMORPGs:

Chat and communication
Live chat services in one or more channels. These channels can also contain information feeds from the game system containing real-time game data. Both types of channels stimulate users to communicate.

Frequent visits
When users have a reason to visit the game often they will be able to make these visits part of their daily routine. As long as the interactions helps the user progress in the gamified solution, or adds value to the user profile, even the most trivial tasks can become part of a users day to day activities. McGonigal refers to this as ‘blissful productivity’, Deterding as part of what creates ‘meaning’.

Connections and relations
Take the two mechanics above and add mechanics to connect with other users as part of the gamified experience. This to ensure longer collaborative efforts between users that initially have no or little contact. Such a mechanic will add a list of connections to the user profile and add ways to interact with them. Allowing for ways to differ between how a users profile relates to the other users opens for more interactivity between the users.

User interactivity
Collaboration is possible if the users can work together to achieve a common goal. A solution will allow for multiple types of such goals, both related to ideas as well as achieving certain collaborative goals. Make it valuable not only to interact with the ideas but also with the other users generates a map where a user connects with both ideas and other users as an important part of the gamified experience.

In short we want the users to communicate with each other, we want them to do it often, we want them to connect with each other and we want them to interact on a regular basis. The large MMORPGs are doing it today, but will it work in a gamified solution?