WoW’s Drug-Culture

Over the last few years, I’ve had the occasion to talk about a lot of things. One of them I haven’t yet is the prevalence of the drug culture in MMOs. Well, thanks to trade chat, that day has finally come.

I see this all the time on my realm. Whether it’s in trade chat or, simply, at the beginning of a PuG run: people talking about using drugs while playing the game. Most often, it’s pot. Some stoner in party chat has to let the group know how high he is or that he just smoked some “green bud.”

Well, good for you, guys, but I really don’t care.

In party chat, it’s usually no big deal. More often than not, Stoner A says he’s high and no one responds; in the age of zero-talk-LFD-runs, you get high in silence. Unless, of course, Stoner B is in the group. In which case, the rest of the run is filled with talk of buds, bowls, blunts, and bomb-ass weed. But, like I said, no big deal. So long as I can get a message across when I need to, we’re cool.

Then there’s trade chat. Trade chat is about as close to virtual soap-box as you can get without starting a blog. Stoner A pops up here and you have a debate. Conservative C wants to STOMP Stoner A. Conservative C wants to melt Stoner A’s face. Publically. Repeatedly. But, he forgets one key fact: Stoner A is stoned. Stoner A probably has a notepad full of facts on how beneficial pot is and how “studies show…” even though Stoner A has never read any real study in his life.

Stoner A and Conservative C are both rocks. Rocks with mouths, each shouting at the other, neither noticing they’re getting nowhere.

I’m not saying either side is right. Or wrong. Actually, I think it’s entirely possible to agree with both sides. Sure, pot kills brain cells, but it also makes the game “so much more immersive.” I buy that studies show pot doesn’t cause lung cancer but that it also drops your sperm count. That’s all great. Points for each side.

But, does it matter?

Not really.

The truth is, I think anyways, that people with strong feeling about drugs have something to prove. They want these arguments and their indulgences to be public. It’s a “listen to me, I’m smart” (and stoned) thing.

I recently got the chance to sit down several times with one of these trade chat aficionados to talk about some of these things (and wrote up an article for Lagwar on it– up later today). There are whole guilds founded on drug-love. In-game celebrations of 4-20. Emotefests where “SirStonezalot hands the bong to TokeLove” and “TokeLove takes a lovely toke.” Burn with Ragnaros/Onyxia nights.

It’s true, and it’s more than I ever thought. Once I started to dig in, I began to see the outlines of a flourishing little community of drug-users in WoW. It’s really some crazy stuff when you see how far people go to endorse their love of the drug. Fun, light-hearted, and a little bit frightening.

But, it all comes to the face in trade chat. Stoner A wins because he’s sure all the reasonable people are on his side. Conservative C wins because he’s sure those same people all support him. In reality, 98% of them stopped listening when someone said weed.

I’ve found the whole experience of researching this, interviewing on it, and writing about it very interesting. There is a drug-culture in WoW, just like there’s a raid-culture, and RP-culture. Some players are loose, light, in their embrace of it. Others get defensive just by being in the same game with the previous group.

In the end, it’s all just rocks. One on one side, the other on the other, banging away at each other all day long, thinking they made a chip. In reality, its a scratch-line, waiting to be washed away by the next rain.

The Removal of Grind

As World of Warcraft and its player base age, the experience requirements for leveling have been dropped significantly.  With items such as BoA gear and experience requirements for levels being lowered, the leveling process is becoming less and less of a ‘chore’. This means more players getting to the end game faster, and I am not so sure I think that is a good thing anymore.

Arguably, the main focus of WoW’s game is the end game.  It is where most players spend their time furthering their characters.  The focus of most expansions has been additions beyond the leveling cap.  We call these vertical expansions.  Cataclysm is the first WoW expansion that is attempting to deviate a little from that path by revamping the vanilla experience. It’s a mix of the horizontal and vertical expansion models, something I think the game has desperately needed.

Blizzard has made comments about how the vanilla experience will not get faster in Cataclysm.  However, they have hinted at taking a look at where the hang ups are in the total leveling process during beta.  Undoubtedly, this will be the WotLK content.  It is only a matter of time before the experience requirements are lowered there much like they were for all of The Burning Crusade expansion.  The idea here is to help players make it through the content into the end game with relative ease.  Unfortunately, it results in a lot of content being skipped.

My recent experiences in WoW’s endgame have started to make me think if making things faster equates to a better experience.  While my guild raiding experience is absolutely fun, the pug experience is horrid.  It used to be that pugs were bad cause they lacked the same solid communication and group cohesion that a guild provided.  In addition to the old pug problem, we now have a new breed of players that have made it to 80.  These new players have had more handed to them to get them into the end game and as a result expect more to be handed to them in the end game.  It is a constant with any pug group, from my experiences, to have several people bail on a group if it fails once.  This new player mind set has turned into one that expects to have things handed to them easily without the hassle, work, and potential failure.

This isn’t that surprising though.  When I think about my generation and those that follow, I see an ever dwindling work ethic and more people and kids expecting a hand out just for making it passed a certain goal.  Assumptions that because you finished college you deserve a job, or because you were a great artist in high school, the world should recognize your talents now that you are on your own.  I’m not saying that this way of thinking is absolutely horrid.  I am just concerned that the growing trend seems to be an expectation of success and reward for decreasing amounts of effort.

Back to MMOs.  Blizzard has done a great job of implementing changes on a large scale to cater the game towards the casual player.  It has increased the players in the industry, and likewise caused the genre to grow.  Good or Bad?  Well that is subjective to the individual.  I am not saying that WoW should be the most hardcore game in the genre.  I like how easy certain things are like crafting or picking up dungeon groups.  The problem I have is with the side effect of making the journey to end game easier.  Sure it benefits those of us who leveled to 60, 70, and 80 initially and want to now level alts without repeating the work.  However, it also makes it easier for those who have yet to work towards those levels.

Take the recruit a friend bonuses.  I have a guildie, and she is great, but was able to level 4 60s this month with the recruit a friend bonuses.  Four.  It took me months to level my first 60 and still takes me about a month to really level one alt that far.  The result is a player with little experience but lots of toons. She is getting the hang of the game but still has no clue what half of her mains spells do.  In fact she has yet to train skills beyond level 40 due to lack of funds caused by a quick leveling process. That is a level 60 character with level 40 skills.  How is this helping?  With characters being handed to players this way, they cant help but think the rest of the game should operate in the same manner.  That is what they have been taught. Why stick around and die in a raid when you should be able to get all your loots the first time through?

The more and more the game is made ‘casual’ the more and more the player base is adopting the “gimme now” mentality. Blizzard is taking away the grind but grind isn’t just a term for killing a bunch of baddies outside of questing.  Its a term for work.  Quest grind is working through your quests.  Crafting Grind is working up your levels in crafting.  Gear Grind is doing your dungeons and raids so that you can buy or have a chance at winning the spoils of your effort.  Grind has a negative connotation much like work or chores.  However, in the end work and chores are what help make us better, more responsible, contributing members of society.  Ya it sucks, but it makes life better in the large perspective.  Grind sucks, yet it is the mechanic much like work in life, that makes us better, more responsible, contributing members of an MMO.

Thanks for reading.

Yogi

On vacation!

Hey Guys,

As you’ve noticed, things are a little bit slow around here this week. My wife and I are getting ready for an anniversary trip out of state, so we’ve been busy. We leave Sunday and will be getting back on Tuesday or Wednesday. So, apologies for the quiet. I’ll be back soon, once this “married for a year” funness is over with!

Think I could get away with sneaking my laptop along?

Kidding! 🙂

But Home is Nowhere

My plans for WoW took an unexpected turn today. As of 6:30PM, my alliance death knight is no longer on the Aegwynn PVP server. As a matter of fact, my death knight is no longer even a member of the Alliance on any server.  That’s right, I went for the full whammy; I pulled up roots, changed my appearance and my name, and bought a one way ticket to the horde side of Earthen Ring.

This is the kind of change that I’ve never been able to take lightly. My wife, high on the idea of babies, has been talking to me about how her nesting tendencies have started to kick in. I think I do something similar with the games that I play. I pick a server and stick with it, making an effort to establish myself there and see all the sights (battlegrounds, LFD) it has to offer. I make it as homey as I know how. But, I’ve never been able to do that on Aegwynn.

You see, when I started playing there, it was because two of my best friends also had characters there. It took me a while, too. The server was low population with forums somewhere between dying and far past dead.  I didn’t want to tie myself into the extra work that goes into playing on such a server, but, friendships being what they are, I said to hell with it and made a character.

After about three months, one of those friends got burnt out and quit. The other lasted a couple longer but, unfortunately, lost his job and hasn’t logged into the game since. My return has been empty and I’m not used to that. I like to see guild chat going back and forth. I like to see the same names pop up on my friends list day in and day out.  It makes me feel connected to the game in a way deeper than the LFD tool allows; it’s the difference between a CMORPG and an MMORPG.

I didn’t take the decision to leave lightly. I’m actually a little worried that my friend will be upset to see that I’m gone when he comes back; he’ll pretty much be in the same situation I’m in now. As 80 looms ever closer (almost 79 now), the realities of the near exclusionist and almost universally competitive guilds begin to take shape. I would imagine that when he gets back, he’ll try to find a new guild like I did. I’d also imagine that he’ll find almost all of them too demanding for the average player.

But, to brighter shores I go, and perhaps he will follow. I’ve played on Earthen Ring (RP) before and I’ve always had a good time there. As a high pop. server, there’s almost always other people around and it makes the game that much better. It also means that it will be much easier to find a guild, though I’d be lying if I said I wasn’t planning on checking out The Instance Podcast’s guild, Alea Iacta Est. Their sheer numbers (last I heard, something like 3000 members) mean that there’s a much better chance doing things with other members at any time of the day. Plus, you’ve got to love gerp.

After dropping the money on a server transfer and faction change, though, I think I’m in it for the long haul again. I love tanking, and I decided today that I’m spending my first 1000G on a PVP dual spec. I haven’t PVP’d with a melee character in over a year, so it should be a fresh experience and break up the routine of dungeon running.

As I’ve always said, WoW is a game that you have to accept as it is or you’ll always be dissatisfied. I’m not approaching WoW as the game I’ll play for the next 12 months. Maybe two. Or five. Or ten. It doesn’t matter. I’ll play for as long as I find it fun.

The whole experience has really caused me to wonder what the best route is for rolling a new character. Do you plan ahead and roll on a good server, even if your friends aren’t on it; or, do you play on the worse server and hope for the best? It’s a tough decision. I had fun playing with my friends while they were here. But now they’re not, and I’m left with the impact of my choice. Hello, Earthen Ring!

Cataclysm Cutbacks, My Thoughts and Hopes for E3, and Gaming Keyboards

I’ve been pretty busy managing games, work, and hardware upgrades this past week, so I’ve been a little behind on the news. Sorry for the lack of Monday update, but there’s a few big things I’d like to touch on, so let’s get started.

Cataclysm Cutbacks

Original ideas for Path of the Titans

Path of the Titans represented one of the most intriguing updates to them game since… well, ever. Alternate advancement. Can I tell you just how badly WoW needs this? I know a lot of people scoff at the idea, but let me just say that, compared to a lot of other MMOs, WoW is pretty limited. It’s standard “quest, level, dungeon, raid” MMO fare– and that’s not necessarily a bad thing. By the time most players have hit the mid-to-upper 4ks in their gear score, they’re burnt out on the repetitiveness of it all.

PotT was a great opportunity for Blizzard to do what it does best: take good ideas from other games and make them their own. And it could have been good. The idea that PvP balance could have been a key reason for its failure bothers me. That’s lazy and short-sighted. WoW is a PvE game, no matter how much Blizzard tries to push the e-sportiness of it all. If it doesn’t fit for PvP, turn it off during matches. End of story.

It could have been cool but now I’d bet on mediocre. Instead, players that take up archeology can get lore tidbits (a strange decision considering most players claim to not even read quests) and vanity gear. Vanity items and pets are neat, I’ll give them that, but not as neat as AA.

Okay, enough said on that.

E3 Hopes and Thoughts

To be honest, I didn’t realize E3 started today until Ryan from Vagary called me on six hour drive in. It was nice to see so much big news flashing on my feed reader, though.

Microsoft’s Kinect (does anyone else think of those construction sets, Knex?) looks interesting but no different than any of the other motion devices. I was surprised to see that they’re offering a 360 “thin,” though. Apparently, it will come with a 250GB hard drive and built in wi-fi for $299. Comparing that to Sony’s 250GB PS3 at $350 and it’s easy to see the undercutting going on. Competition is good, though, and the PS3 needs a price cut, so here’s hoping.

I’m more interested in what’s to come. The Nintendo 3DS has my hopes high. If Kotaku is right, it will be the most graphically powerful handheld gaming device on the market. Cooking Mama will never have looked so good, but I’m looking more towards a new Zelda. Or, perhaps, a remake of a certain Ocarina filled Nintendo 64 game? Please?

But, and here’s my big hope, rumor has it that Sony might be unveiling the PSP2 at the expo as well. I love my PSP but, I’ll admit, I pretty much only use it to reader Google Reader before bed. It’s long in the tooth. If they’re able to pack the power of a Playstation 2 into their handheld, port some classics over (San Andreas, anyone?) and get rid of that god forsaken UMD, it’ll be a day-one purchase for me.

Plus, the MMO news. SW:TOR announced that they’ll be doing player housing in the form of personal space ships. That’s cool, in theory. I’ll wait to get excited until we see how useful it is. Will it be a solo-instance? Part of the world? Customizable beyond simple exteriors? And then there’s FFXIV. Square-Enix has some major signage in place, so I’m hoping that means some big news.

Gaming Keyboards

As regular readers may know, I’ve done a lot of computer upgrading lately. Originally, it was a new motherboard, processor, RAM, and Windows version. It’s been fun getting into my favorite MMOs and seeing how much better (or worse) they all run. I’ve also installed a few single player games for comparison too, namely Dragon Age: Origins and Mass Effect 2. DA:O has more of my attention right now, since I’m not huge into sci-fi.

My new keyboard: Logitech G110

To top that off, I got my first full size paycheck from substitute teaching, so I treated myself to a new keyboard. You would be amazed at how in-depth things can get when you’re looking at gaming keyboards. I bought the G15 and returned it; the keys were too clunky (I’m used to low profile boards) and the LCD seemed gimmicky. I got the Razer Lycosa and returned it; without macro keys, it really offers very little to an MMO player other than its low profile. In the end, I settled on the Logitech G110. It’s much more powerful than the G15, the keys are nicer, and it’s more customizable in programming and color. I love it. Now comes the learning how to use it to its full effect.

That’s been my weekend. Now that I’m settled into my new hardware, I get to look forward to a fairly relaxed summer. This is the last week in session for the schools I sub at, then it’s summer break. I’ll work in between but not as much and not as frequently. Hopefully, that means I’ll be able to finally finish DA:O and gear out my Death Knight in badge gear.

Things look good. Now, how do I program MMO macros into this thing?

Emotions and Games

This Stormtrooper is so cute! Aww.  One of the things I really like about RPGs and MMOs is how the games pull on our emotions.  Anything from anger and frustration, to sadness and concern.  To me, one of the best ways to provide and immersible experience is to relate to players on levels that are real for them.  Emotions do this beautifully.

A few days ago I watched a video (contains spoilers!) showing a cut scene from Gears of War 2.  I wont dive deep into details in order to avoid spoiling a very powerful moment for anyone who actually cares about the game.  I played GoW but now that I no longer have a roomie with an xbox 360, my desire and ability to play console games has all but diminished.  However this scene really struck a chord with me.  I am usually a sponge for the emotions around me so its not surprising that I almost felt the pain of this scene as I watched it.

I wrote a few days ago about an experience I had in ME2 during the Tali Loyalty Mission.  This isnt really a spoiler but the little laptop that I watched in game showed a mother Quarian giving her final farewells to her child before screaming “I Love You’s” and being shot down by Geth.  It was so creepy and terrifying that I actually found myself angry and wanting revenge for the innocent mother.  You can read about it here.

These two moments really got me thinking about how useful emotions can be when making a gaming experience what it is.  Those moments of fear when enemy players are charging you, the adrenaline pumping as members of your party die as a boss is nearly finished off, or even those small moments where a smaller player throws out the /cry emote as you charge to gank.  It all pushes on emotional triggers that aim towards making the experience more real for the individual.

I am currently leveling up my priest in World of Warcraft.  I happen to be working out of the Coldera region of Borean Tundra.  For anyone not familiar with the quest chains, you follow a story figuring out what is happening to the region and finally end with a scene of Keristrasza (a dragon companion) being captured and taken by Malygos.  Keristrasza is a good helpful dragon that has her will bent by Malygos and eventually is defeated by you in the end of the Nexus Dungeon.  The story is almost heart breaking and makes the final Nexus battle all the more interesting.  Essentially you must kill your companion through Coldera in order to free her from Malygos’s will.  A mercy killing.  I am not one for reading much quest text but I am glad I did here as it made Nexus so much more interesting in the end.  I actually felt really bad during the fight having to put her down.

Humor is a huge one.  If you have not played Mass Effect 2, then you should.  The game has tons of humor that has had me laughing for minutes.  I don’t think a single person can claim that when you laugh, you are not enjoying yourself.  Make a player laugh and they will in turn have a more positive experience in your game.  Do I always want to be laughing? No. I like my angry and sad moments too.  The mix of emotional queues in Mass Effect 2 is nothing short of brilliant.

Its not all about quests and cut scenes, although they really help.  Music is another huge stimulant or depressant to a scene or experience while playing a game.  The right music at the right time can absolutely change how you interpret a scene or area. Notice how combat sequences in games pick up the tempo and intensity.  This adds to the adrenaline rush.  Ever listened to something faster paced during pvp?  How about slower tempos with calming melodies? Its strange but I have more fun pvping to fast music but tend to get pissed off more quickly than when I listen to calming songs.  Desolace region in WoW is a great example.  People hate that place and regard it as one of the most boring areas of the game.  Besides being a desolate waste of bad quests, the music also contributes to this.  You wont find a more boring melody that drudges along in the game.  Throw on some Coheed and Cambria and I bet that zone wont feel nearly as bad.

Crafting emotional queues in games is becoming some what of an art form.  Those games that pluck them really resonate with players.  Take Biowares Mass Effect and KotOR series.  There are lots of reasons people claim those games are arguably some of the best single player RPG’s of all time.  Story, npc interactions, and dialogue options all have the common connection of allowing the player to express and enjoy emotional decisions and experiences.  Take out the emotion and those games would not have been nearly as successful.

MMOs that can tap into this will always be more appealing to me.  World of Warcraft has it if you look for it.  EQ2 does as well.  When looking to the future I think Guild Wars 2 and SWTOR will have it even more.  While both games have concerns from me, I do think this area of both will excel.  If they do, it will only bring us one step closer to feeling like we are really wielding magic or a lightsaber.  I think that is something we all can appreciate.

What moments really hit your emotions in a game?  How did it affect your experience? Let me know in the comments!

Thanks for reading.

Yogi

My Thoughts on the Evolution of F2P

The topic of RMT has been huge the last couple of years. When I first started blogging in June of ’08, F2P was almost universally derided by the subscription-game crowd. It was tied with notions of poor quality and a “buy now” herd mentality driven by manipulative game design. I don’t know how true any of that is.

The reason I don’t know is that, honestly, I’d heard so many bad things about the model that I’d pretty much written it off. Why bother trying out a game that would come off shoddier than what I was playing anyways? There were intriguing games, to be sure, but the numerous comments from other players (“if this game gets a cash shop, I’ll quit!!1!”) pushed me away from the style of MMO.

Then, something amazing happened and DDO went from Death’s Door to a cash-shop driven free-to-play success. Here was a game that had previously been your standard $15 a month MMO, flush with beautiful graphics and high quality systems, turned into what most MMO players previously despised. And the magical part was that, when they were made to try it for themselves, people loved it! DDO single handledly changed the community’s acceptance of the F2P model as a viable system.

Now, more and more games are pushing towards this model, and the internet is no longer filled with people saying how doomed they all are. Well, to be fair, those people are still there, there’s just lots of supporters now too.

The Makings of a Good CS

The whole thing has caused me to re-evaluate my feelings on the F2P model, as compared with your standard subscription. At this point, it’s not reasonable to hold out. F2P is here to stay and will only grow in popularity.  And, really, I’m alright with that. That is, as long as a few key areas are maintained:

  • Cash shop items should never give an unfair advantage. While I prefer them to be cosmetic only, the rule of thumb is that, if your game has competitive raiding, or PVP as the main end-game, cash shops items should not make one character more powerful than the other. Unless, of course, those items aren’t able to be used in raids or PvP. If someone wants an XP pot, that doesn’t effect me.
  • Players shouldn’t be forced to buy items. Separation is the absolute key if you want to lure P2P players into a F2P game. They need to be able to ignore it and not feel gimped. Players should be able lured into the cash shop instead of pointed there.
  • Microtransactions should be micro, larger purchases are just transactions. You know, I think the term “microtransaction” is a little bit too big for today’s market. $25 is not micro. Nor is $15. Or $10. When I think micro, I think $5 or less. If you want to sell something bigger, make it un-necessary, and please put it in a section of the store clearly labeled differently than the $.30 clearance items. Any game changing content should be very reasonably priced, otherwise players will feel “forced” to buy it.

If both of those points were maintained, I think I’d be able to really enjoy a cash shop game. Hell, if they were maintained, I almost wouldn’t mind if WoW went full F2P with cash shop support.

I’m proud to say that I own a Lil’ K.T. and that I gave my friend a Pandaren Monk for his birthday. These, price not withstanding, are great examples of the stuff great cash shops are made of. They’re not necessary, they’re just cool. So, I want them.

How Important is LotRO Really?

LotRO’s going free-to-play, raises a lot of concerns for players because we don’t have any concrete details yet. Turbine has told us that my first two points are important in their design, but, until we see concrete facts, it’s hard to alay that fear. I firmly believe, however, that, if done right, the decision to go free-to-play could be a game changer for the entire MMO market.

There seems to be a lot of disgreement about how important this change is to the wider MMO market. Like many people have already mentioned, the game really won’t change that much for subscribers– at the outset, anyways. But, there’s a difference between player experience and public perception. LotRO is one of the only post-WoW era games to be considered a success. If they come out a year from now and announce a player base of 5 million people, it’s going to make some waves. Even Blizzard will take note of that, as you can bet they’re taking note right now.

Even though the gameplay might be the same for existing players, if the non-players decide that it’s a success because of going F2P, that’s how it’ll go down in history: the cash shop made the game.

The Insurmountable Hill?

All of this fails to overcome the model’s biggest hurdle in my mind: equality. In the western world, people value being on the same keel as other players. Cash shops, from the minute you enter character creation, introduce the inequality that, to many, define them. I value a standardized game experience. I like to know that I’m getting the same starting product as everyone else. With a F2P game, where is that standard? Do you need that item or two to get the best experience?

For me, one of the biggest reasons I support the subscription model is it gives some vestige of equality. Time will always be a factor, but, so long as there are 24 hours in the day, I have the same opportunity to achieve as any other player. In a F2P, it’s determined by your income and time, a double whammy that, for this player, gives me a heap of apprehension anytime a cash shop game catches his eye.

Conclusion

In the end, I can honestly say that I’m much more optimistic about the F2P playing field than I was before. Games like DDO, Guild Wars 2, All Points Bulletin, Free Realms, Tiger Woods Online, and Lego Universe are really coming along to show us that quality and business model don’t have to be inverse. It’s all about execution.

I, for one, feel a bit like I’ve missed out these last few years. If I had gotten over this hill before, how many more games might I have come to call home? Even if they’re just weekday diversions, there’s still value in that. Enough for a sub? Maybe not. Enough for a visit now and again? You bet.

Especially when they’re not proxied 😉

Content Explosions are Overrated

Ravious writes today asking whether content explosions are still the best way to introduce new content to an MMO. By explosion, he means, of course, the traditional method of delivering large patches every six months. This is the model most AAA MMOs opt for, but, as he points out, there’s a much wider array of choices in the gaming market now. When this delivery method became popular, it was during the time of Diku MUDs and it must have seemed like the best option for dangling that eternal carrot before our noses.

While it’s undeniable that big patches and expansions draw people in, it’s also true that there are extended periods of burnout and boredom before they actually launch. In WoW, the pre-expansion doldrums are a well known phenomenon. As Ravious notes, new mechanics, such as the ICC time-locked dungeons, are small steps forward to help temper the problem; it extends the life of the content without actually having to add anything new to the game.

Today, however, I think the better option lies in the slow drip. To be honest, I’ve always wondered why MMO companies are content to let their players sit bored between updates. When EQ pioneered the patch patterns of today and yesterday, there really weren’t that many options. Now, though, it’s much more likely that a player will simply drop WoW, or whatever game, to play one of the other myriad options available to them — most, even, without a subscription or client fee. As a developer, that should ruffle some feathers. While it might seem counterintuitive to want to lock a player into a single game, when you’re operating on a subscription model, that’s where the incentive needs to go.

My solution would be to implement a new quest line every week. Nothing big, really, but it would have to be thoughtful and fun. Not everyone wants to run heriocs all the time. This would give every player in the game something new to look forward to every week and a break from the routine they’re probably set in. I honestly don’t understand why this isn’t being done already. It could probably be done with a single coder/storyliner. If Orion can rework the entire Lone Lands in a couple months, I’m sure another developer could make up a five-quest series.

Really, each content method operates on the same principal: keep the player looking forward. Many games do this very well. What we need to get at, though, is options. Players shouldn’t be herded into a single playstyle for too long. That’s the main cause of burnout. Slow drip is about satisfying that anticipation and, in my mind, will always win out over quarterly patches.

But, keep the yearly expansions (/agree Ravious). All fronts assault and all that.

The Multiverse – Episode #19 – “In Defense of Gold Buying (and the Point of MMOs)”

Afternoon, gang! Another week, another Multiverse. This episode we discuss the week’s new (LotRO going F2P, MMOs have no point, and more) as well as tackle a very on topic discussion: what is the point of MMOs and what keeps us coming back. Later, Ferrel and I debate about buying gold in MMOs. He thinks it’s time to move past shunning these players and for studios to start giving us their own options. I disagree and it leads to some interesting banter.

This was a good show. The chat room was booming and, at one pointed, a heated debate even broke out. Thanks to everyone who came out to listen live! We’d love to see even more people in there, so join us this Friday at 7:30PM EST by clicking the link above or checking out our sidebar.

I will say this though, we had a couple of technical problems with the stream this week and had to break to fix them. On the plus side, it allowed some very strange audio to come through on Skype. Gavin’s and my mind run amuck
and fun ensues.

Without further delay, to the notes!

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[audio: http://vagary.tv/multiverse/episodes/multiverse19.mp3]
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Community Spotlight #3: Larisa of the Pink Pigtail Inn

Larisa the Innkeeper

Happy Hump Day, folks! It’s been a while since we’ve sat down to do an interview and that makes me sad. So, this past weekend, I got the chance to chat with Larisa of the Pink Pigtail Inn. We spend some time talking about bit about blogging, WoW, and the MMO genre. It was a fun interview. Thanks very much to Larisa for making time for us in her busy schedule!

Without further adieu, let me hand you a flagon a fine ale from the Pink Pigtail Inn’s private reserves. Cheers, and on to the third in our Community Spotlight series: Larisa of the Pink Pigtail Inn!

GBN: Hi, Larisa, and thanks for sitting down with us today. Let’s get right into it. Tell us a little bit about the woman behind the blog.

Larisa: If you met me on a street I don’t think the first thought that crossed your mind would be: “That woman looks like a gamer, I bet she plays WoW”. Judging from the outside I’m a well adjusted woman in the 40s, holding a good position in the PR area, married since forever and a mother of two teenage daughters.

However, under the surface, I’m a bit of a geek, with a background in the Science Fiction fandom, and a dedicated LoTR reader since I was young. And I think this is what makes me feel so much at home in the WoW community. It’s more mainstream than it used to be, but in the end there are a lot of nerds around here.

GBN: I’d definitely agree. Can you take us through a day in the life of Larisa? Where do gaming and blogging fit into the mix?

Larisa: I lead a pretty ordinary adult life. Get up, go to work, get home, have dinner with the family, talk with the kids, maybe give them a ride if they’re going somewhere or watch some TV together. If it’s one of my raiding nights, I’ll log onto WoW before we start at 8 pm and then keep playing until 11.30 with just a ten minute bio and say-good-night-to-the-family break in the middle. Blogging is something I do whenever I get a little bit of time over. It can be in the morning, during my lunch break, after work, after a raid or in the weekend once I’m done with the household stuff. I’m always trying to maintain a balance between WoW and RL that is acceptable to myself and my family.

GBN: I’ve been a fan of your blog for a while now. I really like how there’s a bit of in-character interaction going on. How did the idea for the Pink Pigtail Inn come about, and has it met that original “vision” many of us have when we begin?

Larisa: When I started to blog I had a very vague idea about what a blog was, why I was doing it or where I was heading. I was just curious about the medium and I wrote about whatever came into my mind, without any intentions in either direction or expectations that anyone would read it. And even if I’m a bit less clueless now, the content isn’t all that different.

The image of an inn came to my mind after I had been blogging for a couple of months and decided to switch language from Swedish to English which required me to get a new web address. I thought about the name I asked myself what blogging meant to me, and that’s when the image of the virtual pub popped up. I discussed it further with a game friend, who suggested the name, and since I liked it, I went for it.

I have never intended PPI to be a strict in character role playing blog. Mosts of my posts aren’t referring to the inn at all; it’s basically opinions and reflections on what I’ve been up to in game or recent news in the community. It’s Larísa, the player who is speaking, not Larísa, the gnome. But sometimes I toss in a little word here or there referring to the image of the inn. I’m bringing out toasts, I invite readers to have a seat, I hand over a pint or I sit by the fireplace, resting my legs after a hard raiding week. It all comes very natural to me as I imagine myself in this inn as I’m writing my posts.
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