This is really a problem of meta design and it is unfair to place the entire blame on Blizzard for it. In the previous examples, a designer or design team just made some dumb mistakes and those mistakes for some reason were not caught in design reviews. At least I hope that is the case. It would be disturbing to find out that Blizzard actually saw those things as good design.
World of Warcraft is a "Game World" as has come up before in this blog. And meta design deals with the design of the game world more than the design of the game. There are many games within World of Warcraft. And those games exist simultaneously within the game world.The problem of meta design is - how do you set up the world so that people playing different games can co-exist with each other without diminishing each others game experience.
Most of the time this works out pretty well. So we should give credit where credit is due. However, certain kinds of game play leads to aberrant players who reject the lusory goals in favor setting their own goals. In some cases this is ok. A person may enjoy making things for friends or guild members in lieu of leveling. However, when one sets their goal as grieving others, it creates problems.
What happens with bored 80s it that people have advanced to the top level without having really earned it. They may have friends they use as a body guard. They may have friends who run them through dungeons. The may have bound on account gear, armor, weapons, or spells that make them more than a match for challenges appropriate to their level. The point is that they ramped up to 80 without having really earned it and don't want to put for the effort required to advance as an 80.
So, what do they do? They do the World of Warcraft equivalent of picking on little kids. They hang out in areas where they are likely to encounter people leveling at ten or twenty levels below them. These are easy kills and are not very satisfying. But the alternative is legitimate leveling which is way to hard. So, they redefine the game goals to grief as many lower level toons as they can.
On one hand I feel sorry for these players. They are seeking a satisfaction from the game that they will likely never achieve. On the other hand, the are ANNOYING!!
Wednesday, August 25, 2010
Thursday, August 19, 2010
What's So Annoying? The Documentation!!
This may be a generation gap, but I don't think so. The documentation for World of Warcraft is abysmal. There are three sources of information about WoW: books, websites, and other players. Each leaves a great deal to be desired.
You would think there would a wide range of volumes available for World of Warcraft. With over 11 million players there is a ready made market. Further, it would be in Blizzard's interests to make WoW more accessible as that would mean an even larger customer bases. But sadly it is not so. The main offerings in print are Strategy guides by Brady Games. These are dense volumes that are more like a specifications manual than they are documentation. I have most, if not all of them, and rarely refer to them at all. They are simply unusable. I'm sure there are people who find them useful. But they come under the umbrella of driven singularities which I will get to in a moment. There are also numerous online guides that you can download, some free, some you pay for. The problem with that is that there is no way to know if they are any good or if the information is accurate.
Websites are the primary form of documentation. This is the generation gap that I was referring to earlier. I am used to books. Younger people are used to websites. The question is - is this just a question of different modes or it is a difference of quality. I would say that it is a difference of quality. The WoW main sight is pretty good at giving you the most superficial of overviews, but getting to any depth is nearly impossible. There are sites like Thottbot that are pretty good for quest information. And there are numerous other sites that various people swear by. Nonetheless, there are several problems with all these sites. The first is that there is no systematic overview of the information available. So, figuring out even where to look is an uphill battle. Second, the information is hit or miss. If you are lucky, you may find what you are looking for. Chances are you won't. Third, these sights are organized as wikis making them nearly impossible to use. All this does not mean that people never find what they are looking for at these sites. They do. And this is again the driven singularity problem.
The third source of information is other people. People ask questions in guild chat. Sometimes other people will try to answer. People ask questions in the open chat channels such as the trade channel. Sometimes other people will try to answer. But, using other people as a source of information is even more hit or miss than going to websites. First, if you ask a question in any of the channels, you are lucky if you get any answer at all. If you get an answer, you don't know if it is accurate or not. And the person providing the answer probably does not know if it is accurate. So, any information you get from other people is suspect at best.
Does anybody ever find what they need when they have a question? Yes, they do. And that brings us to the driven singularities.You can say "there is no way to find where a quest is" and somebody might say "sure, just go to Thottbot". You can say "there is no way to figure out if +8 spirit is better than +8 stamina" and somebody might say, "sure just go to wowwiki.com". Just because specific individuals have had the persistence to find specific things does not mean the documentation is adequate. There are, what I am calling, driving singularities. Individual people who persisted enough to find some obscure piece of information.
There are several problems with driven singularities. First, it takes way to much time to find something if you happen to be a driven singularity. Second, if that driven person doesn't happen to be within earshot when you ask a question, you just won't get an answer. Third, that person might not know what they are talking about. People often over claim their expertise. And finally, this approach only works in a very, very, very small percentage of the cases where people are looking for information.
WoW brags over 11 million users and that is, indeed, an accomplishment. However, with decent documentation, that number might be ten times, a hundred times, or maybe even a thousand times the current level.
You would think there would a wide range of volumes available for World of Warcraft. With over 11 million players there is a ready made market. Further, it would be in Blizzard's interests to make WoW more accessible as that would mean an even larger customer bases. But sadly it is not so. The main offerings in print are Strategy guides by Brady Games. These are dense volumes that are more like a specifications manual than they are documentation. I have most, if not all of them, and rarely refer to them at all. They are simply unusable. I'm sure there are people who find them useful. But they come under the umbrella of driven singularities which I will get to in a moment. There are also numerous online guides that you can download, some free, some you pay for. The problem with that is that there is no way to know if they are any good or if the information is accurate.
Websites are the primary form of documentation. This is the generation gap that I was referring to earlier. I am used to books. Younger people are used to websites. The question is - is this just a question of different modes or it is a difference of quality. I would say that it is a difference of quality. The WoW main sight is pretty good at giving you the most superficial of overviews, but getting to any depth is nearly impossible. There are sites like Thottbot that are pretty good for quest information. And there are numerous other sites that various people swear by. Nonetheless, there are several problems with all these sites. The first is that there is no systematic overview of the information available. So, figuring out even where to look is an uphill battle. Second, the information is hit or miss. If you are lucky, you may find what you are looking for. Chances are you won't. Third, these sights are organized as wikis making them nearly impossible to use. All this does not mean that people never find what they are looking for at these sites. They do. And this is again the driven singularity problem.
The third source of information is other people. People ask questions in guild chat. Sometimes other people will try to answer. People ask questions in the open chat channels such as the trade channel. Sometimes other people will try to answer. But, using other people as a source of information is even more hit or miss than going to websites. First, if you ask a question in any of the channels, you are lucky if you get any answer at all. If you get an answer, you don't know if it is accurate or not. And the person providing the answer probably does not know if it is accurate. So, any information you get from other people is suspect at best.
Does anybody ever find what they need when they have a question? Yes, they do. And that brings us to the driven singularities.You can say "there is no way to find where a quest is" and somebody might say "sure, just go to Thottbot". You can say "there is no way to figure out if +8 spirit is better than +8 stamina" and somebody might say, "sure just go to wowwiki.com". Just because specific individuals have had the persistence to find specific things does not mean the documentation is adequate. There are, what I am calling, driving singularities. Individual people who persisted enough to find some obscure piece of information.
There are several problems with driven singularities. First, it takes way to much time to find something if you happen to be a driven singularity. Second, if that driven person doesn't happen to be within earshot when you ask a question, you just won't get an answer. Third, that person might not know what they are talking about. People often over claim their expertise. And finally, this approach only works in a very, very, very small percentage of the cases where people are looking for information.
WoW brags over 11 million users and that is, indeed, an accomplishment. However, with decent documentation, that number might be ten times, a hundred times, or maybe even a thousand times the current level.
Wednesday, August 11, 2010
What's So Annoying? Managing Inventory
There are many good things about the way inventory is handled in WoW. So, out of fairness, I should point a few of them out. As you advance, you get increasingly larger bags in which to store your inventory. These bags are increasingly more expensive allowing you to make rational trade off decisions about the cost of a bag versus the convenience it affords. Tailors can make bags and sell them at the Auction House providing a source of revenue for that profession. Guilds can buy Guild Vaults provide more storage and incentive to join the guild. Individuals can buy bank slots to hold bags that are not carried around, thus providing more storage and another rational trade-off decision.
This is all good design and well thought out. So, what is my beef? I have two gripes with the inventory management. The first, is junk inventory and the second is recipes that requre materials you didn't think you would ever need again.
Junk inventory is loot that you pick up from any of the variety of means there are for collecting things. You may loot a corpse, get something as a reward for a quest, or acquire items through one of the professions such as herbalism. Actually, mining and skinning aren't too bad for junk but herbalism is. What happens is that you pick up something and have no idea if it is good for anything. So, you put it in your inventory where it takes up space. Later you find that it is either used in a worthless recipe or is not used at all. To their credit, Blizzard added sell prices to loot items so you can make rational decisions about what to keep if your bags are getting filled. But, there are a whole host of items, especially in herbalism, where you can fill up your inventory with worthless junk and not know it is worthless. Every decision should be a rational trade off decision. And putting junk items in the collectibles is just arbitrary and poor design. Some might argue that it adds an element off randomness. I would argue that this is just the defensive claim of a mediocre designer.
As you progress in your profession, you go through different levels of materials. Say, you are a miner and blacksmith. You begin with copper, then to tin, then to iron and so forth. Now, once you are at the iron level you are inclined to get rid of your copper and tin to make room for the items that are appropriate for your level. Then, when you are past iron, say at mithril, you encounter a recipe that requires copper. And you get irritated for having sold all your copper. This is just arbitrary and annoying. Since inventory is limited, you can't keep everything. And you cannot make rational trade off decisions about what to keep if you are going to encounter arbitrary requests for materials you have gotten rid of. Again, one might argue that this introduces an element of randomness. However, I would counter again with my remark about mediocre design.
The problem here is that the whole conceptual design of professions and inventory management are quite well done. But, these little annoying oddities become the focus over time. You forget how cleverly done it all is, while festering over the fact that you threw something away that you needed. Not only do these decisions not add to the game experience, they seriously detract from it.
This is all good design and well thought out. So, what is my beef? I have two gripes with the inventory management. The first, is junk inventory and the second is recipes that requre materials you didn't think you would ever need again.
Junk inventory is loot that you pick up from any of the variety of means there are for collecting things. You may loot a corpse, get something as a reward for a quest, or acquire items through one of the professions such as herbalism. Actually, mining and skinning aren't too bad for junk but herbalism is. What happens is that you pick up something and have no idea if it is good for anything. So, you put it in your inventory where it takes up space. Later you find that it is either used in a worthless recipe or is not used at all. To their credit, Blizzard added sell prices to loot items so you can make rational decisions about what to keep if your bags are getting filled. But, there are a whole host of items, especially in herbalism, where you can fill up your inventory with worthless junk and not know it is worthless. Every decision should be a rational trade off decision. And putting junk items in the collectibles is just arbitrary and poor design. Some might argue that it adds an element off randomness. I would argue that this is just the defensive claim of a mediocre designer.
As you progress in your profession, you go through different levels of materials. Say, you are a miner and blacksmith. You begin with copper, then to tin, then to iron and so forth. Now, once you are at the iron level you are inclined to get rid of your copper and tin to make room for the items that are appropriate for your level. Then, when you are past iron, say at mithril, you encounter a recipe that requires copper. And you get irritated for having sold all your copper. This is just arbitrary and annoying. Since inventory is limited, you can't keep everything. And you cannot make rational trade off decisions about what to keep if you are going to encounter arbitrary requests for materials you have gotten rid of. Again, one might argue that this introduces an element of randomness. However, I would counter again with my remark about mediocre design.
The problem here is that the whole conceptual design of professions and inventory management are quite well done. But, these little annoying oddities become the focus over time. You forget how cleverly done it all is, while festering over the fact that you threw something away that you needed. Not only do these decisions not add to the game experience, they seriously detract from it.
Wednesday, July 28, 2010
What's So Annoying? Ralai Quests
Ralai Quests (or 'Running Around Like an Idiot' Quests) are really annoying. These come in two distinct varieties. But before I get into that, I should say that I am a systematic and methodical person. I like to do things in an orderly way and I like to see progress in what I am doing. I think most people are like this although, perhaps, not as extreme as I am. I realize that there is an element of disorder inherent in WoW because different players will choose to pursue quests in a different order for a variety of reasons. So, some element of randomness and disorder is inherent in a dynamic game such as this. I have no qualms with that. It is when unnecessary chaos is added for no particular purpose that I find it annoying.
There are numerous quests such as The Missing Diplomat or the Legend of Stalvan that force you to run from place to place talking with different NPCs or collecting various items. These are some of the bigger ones but there are dozens of little ones where X tells you to talk to Y, Y tells you to talk to Z. And Z tells you to talk to X again. Further, X,Y and Z are all in the same area. What is the point in that? Quests should be designed to teach you something about the game or give you a reward of some kind that enhances your play experience. Most of the time, especially on the larger Ralai Quests, the effort is way out of proportion to the effort required. One might try to argue that Ralai Quests force players to see more of the game than they would otherwise and this is a valid claim. However, if the goal to to get players to see more of the game this has be be about the most lame way to do it.
The second kind of Ralai Quest is a dungeon with windy passages all of which look the same or very similar. The Den in Stonetalon is a good example of this. This quest is an unqualified disaster. There is no systematic way to explore the dungeon and even if you have done it many times, as I have, you cannot apply what you learned from previous runs to the current run. I don't expect a series of signs pointing to the quest object. But I do expect that I can reasonably figure out where I need to go. After all, there should be a logic to the game and as you acquire more experience, you should be better at figuring things out.
Even if you can't figure it out you should be able to systematically go through the dungeon. Having different passages and different levels that are indistinguishable is either laziness or perversity on the part of the designers. If they made them look the same because it was too much effort to make them look different then it is just laziness. If they enjoy frustrating their account holders to the point where they drop the quest in frustration and bail out with the hearthstone then it is just perversity.
There are numerous quests such as The Missing Diplomat or the Legend of Stalvan that force you to run from place to place talking with different NPCs or collecting various items. These are some of the bigger ones but there are dozens of little ones where X tells you to talk to Y, Y tells you to talk to Z. And Z tells you to talk to X again. Further, X,Y and Z are all in the same area. What is the point in that? Quests should be designed to teach you something about the game or give you a reward of some kind that enhances your play experience. Most of the time, especially on the larger Ralai Quests, the effort is way out of proportion to the effort required. One might try to argue that Ralai Quests force players to see more of the game than they would otherwise and this is a valid claim. However, if the goal to to get players to see more of the game this has be be about the most lame way to do it.
The second kind of Ralai Quest is a dungeon with windy passages all of which look the same or very similar. The Den in Stonetalon is a good example of this. This quest is an unqualified disaster. There is no systematic way to explore the dungeon and even if you have done it many times, as I have, you cannot apply what you learned from previous runs to the current run. I don't expect a series of signs pointing to the quest object. But I do expect that I can reasonably figure out where I need to go. After all, there should be a logic to the game and as you acquire more experience, you should be better at figuring things out.
Even if you can't figure it out you should be able to systematically go through the dungeon. Having different passages and different levels that are indistinguishable is either laziness or perversity on the part of the designers. If they made them look the same because it was too much effort to make them look different then it is just laziness. If they enjoy frustrating their account holders to the point where they drop the quest in frustration and bail out with the hearthstone then it is just perversity.
Wednesday, July 21, 2010
What's So Annoying? The Graveyards
The death model in World of Warcraft works pretty well. Your character gets killed. You get sent to a graveyard. You have to run back to where you got killed. And you have to rebuff yourself. It interrupts the rhythm of your play and causes you to loose certain buffs. And that make getting killed something to avoid. That is the good part.
Here are the annoying parts. As far as I can tell, every time you go to a graveyard, your character is placed so that you are pointing in the wrong direction. Every damn time! This is such a small thing but I find it incredibly annoying. It would actually be less annoying if it were random and you had to figure out which way you were pointing. There is an important element in game design in this comment. Features of the game should all contribute to the game. That is, there has to be a rationale other than just unnecessarily making something more difficult. Challenging is fine. Random elements are fine. But annoying is not fine.
Second, some of the graveyards are way too far away from the point where you got killed. I know that Blizzard has noticed this because they have added some graveyards a little closer so your character doesn't have to run so far. One example is a new graveyard near Brewnell Village in Dun Morogh. When you are a higher level and have a mount, being killed and having to run without the mount is frustrating. You want the death model to be a deterrent to being killed, but not a punitive annoyance.
Third, there is some times difficult terrain to navigate to get from the graveyard to your corpse. This happens in mountainous areas and sometimes in dungeons. The problem here is that when dead you do not have the same resources available to you as when you are alive. The terrain is difficult to see because it is grayed. It may be totally unfamiliar if you just entered a new area. You can''t just bail out with the hearth stone. And you don't have use of your mount. Further, once you leave the death angel and get lost you are really in trouble. You can't find your corpse and you can't find the death angel. You are screwed!! Personally, I don't feel that running around like an idiot ever enhances my game experience.
On the positive side, I find the graveyards in battle grounds to be much more effective. It is like a time out for getting killed without the unpleasant experience of having to run around like an idiot over unfamiliar terrain trying to find your corpse.
Here are the annoying parts. As far as I can tell, every time you go to a graveyard, your character is placed so that you are pointing in the wrong direction. Every damn time! This is such a small thing but I find it incredibly annoying. It would actually be less annoying if it were random and you had to figure out which way you were pointing. There is an important element in game design in this comment. Features of the game should all contribute to the game. That is, there has to be a rationale other than just unnecessarily making something more difficult. Challenging is fine. Random elements are fine. But annoying is not fine.
Second, some of the graveyards are way too far away from the point where you got killed. I know that Blizzard has noticed this because they have added some graveyards a little closer so your character doesn't have to run so far. One example is a new graveyard near Brewnell Village in Dun Morogh. When you are a higher level and have a mount, being killed and having to run without the mount is frustrating. You want the death model to be a deterrent to being killed, but not a punitive annoyance.
Third, there is some times difficult terrain to navigate to get from the graveyard to your corpse. This happens in mountainous areas and sometimes in dungeons. The problem here is that when dead you do not have the same resources available to you as when you are alive. The terrain is difficult to see because it is grayed. It may be totally unfamiliar if you just entered a new area. You can''t just bail out with the hearth stone. And you don't have use of your mount. Further, once you leave the death angel and get lost you are really in trouble. You can't find your corpse and you can't find the death angel. You are screwed!! Personally, I don't feel that running around like an idiot ever enhances my game experience.
On the positive side, I find the graveyards in battle grounds to be much more effective. It is like a time out for getting killed without the unpleasant experience of having to run around like an idiot over unfamiliar terrain trying to find your corpse.
Tuesday, July 13, 2010
Pretty Won't Make Up For Annoying
I usually write this blog on Wednesdays. I have a Tuesday blog written about Second Life by my Second Life avatar Doctor Cosmos. But, after four years, I am giving up on Second Life. While I still think there is enormous potential for virtual world technology, I think the window of opportunity has closed for Linden Labs. Anyway back to the topic of this post.
Let's say that you are in a relationship with the most strikingly attractive woman you have ever know (please make any necessary adjustments for your circumstances or preferences). But, sadly, this luscious creature argues with everything you say no matter how trivial. Will this relationship last? No! Why? Because pretty won't make up for annoying. In fact, there is not enough pretty in the world to make up for annoying. Over time the impact of the prettiness fades and the impact of the annoying grows until you simple cannot stand it any more.
I say this not to be a sexist or chauvinist because it applies equally as well to any other pairing combination. I say it because it is analogous to the World of Warcraft experience. There is no doubt that this is an amazing game. It never ceases to amaze me at the care that went into the design, technology, graphics, concept, all of it. After more than two years, I still notice little things that impress me. And I still love to play.
However, there are also some really annoying things about the game and over time the clever aspects diminish and the annoyances grow. It doesn't surprise me that after a while people play less or move on. I am not sure if the things that annoy me annoy everyone. Maybe its just me. And I don't know if these annoyances are unavoidable given the theory of game design or if they are just bad design.
Nonetheless, next time I will spell out four annoyances that will some day have me run screaming into the night. After that, my relationship with WoW will never be the same.
Let's say that you are in a relationship with the most strikingly attractive woman you have ever know (please make any necessary adjustments for your circumstances or preferences). But, sadly, this luscious creature argues with everything you say no matter how trivial. Will this relationship last? No! Why? Because pretty won't make up for annoying. In fact, there is not enough pretty in the world to make up for annoying. Over time the impact of the prettiness fades and the impact of the annoying grows until you simple cannot stand it any more.
I say this not to be a sexist or chauvinist because it applies equally as well to any other pairing combination. I say it because it is analogous to the World of Warcraft experience. There is no doubt that this is an amazing game. It never ceases to amaze me at the care that went into the design, technology, graphics, concept, all of it. After more than two years, I still notice little things that impress me. And I still love to play.
However, there are also some really annoying things about the game and over time the clever aspects diminish and the annoyances grow. It doesn't surprise me that after a while people play less or move on. I am not sure if the things that annoy me annoy everyone. Maybe its just me. And I don't know if these annoyances are unavoidable given the theory of game design or if they are just bad design.
Nonetheless, next time I will spell out four annoyances that will some day have me run screaming into the night. After that, my relationship with WoW will never be the same.
Wednesday, July 7, 2010
The Stranger - A Solo Player
In some ways the solo player sounds like an oxymoron. World of Warcraft is, after all, a Massively Multi-player Online Role Playing Game. Doesn't multi-player mean, well, multi-player? How does the solo player fit into all this?
The Stranger is a solo player, pursuing quests individually and leveling up strictly from individual efforts. This can be a slow way to level and it can be made event slower if the player waits until the character has acquired double experience credit. Double experience credit give your character twice the experience normally acquired from killing a mob. If you do not use double experience your character will not level quickly enough and the quests will become too difficult. However, you can level without quests by farming for goods that you can use in your profession. For example, if you are a skinner, you can kill mobs that yield leather. You get points for killing the mob and you get the leather which you can use to make a variety of useful things. The things you make in your profession can help your character and extra items can be sold in the auction house. This money can then be used to buy addition things your character might need such as amour or weapons.
The Stranger with many faces is a solo player with several characters of different classes and with different professions. There are several benefits of playing this way. First, while your wait for a character to acquire double experience credit, you can play other characters. If you have a full set of characters you will have a constant supply of double experience credit. In addition, the different character can have different professions. The leather worker can supply the other characters with armor enhancers. The tailor can supply bags. The blacksmith can supply weapon sharpeners and so on. The drawback of playing multiple characters is that you have to get reacquainted with the capabilities of each one, each time you play it. It can also get confusing trying to remember the names, classes and professions of each. WoW can be overwhelming for the new player. Having a full cast of characters can make it even more confusing.
It is possible to reach the top levels as a solo player. And, if you wish to go on raids you can announce your interest in the general chat and may be picked up by a raiding team for just that raid. And you can always group with other characters for specific task.
The benefit of solo play is that you can advance at your own speed, play when you want to play, avoid guild chat drivel, avoid obligations, and most of all avoid drama and annoying people. If you are not a particularly social person, this may be the approach for you. If, on the other hand, you are social and like to get help from other people, maybe you could consider being a guildie. And that will be the topic of then post.
The Stranger is a solo player, pursuing quests individually and leveling up strictly from individual efforts. This can be a slow way to level and it can be made event slower if the player waits until the character has acquired double experience credit. Double experience credit give your character twice the experience normally acquired from killing a mob. If you do not use double experience your character will not level quickly enough and the quests will become too difficult. However, you can level without quests by farming for goods that you can use in your profession. For example, if you are a skinner, you can kill mobs that yield leather. You get points for killing the mob and you get the leather which you can use to make a variety of useful things. The things you make in your profession can help your character and extra items can be sold in the auction house. This money can then be used to buy addition things your character might need such as amour or weapons.
The Stranger with many faces is a solo player with several characters of different classes and with different professions. There are several benefits of playing this way. First, while your wait for a character to acquire double experience credit, you can play other characters. If you have a full set of characters you will have a constant supply of double experience credit. In addition, the different character can have different professions. The leather worker can supply the other characters with armor enhancers. The tailor can supply bags. The blacksmith can supply weapon sharpeners and so on. The drawback of playing multiple characters is that you have to get reacquainted with the capabilities of each one, each time you play it. It can also get confusing trying to remember the names, classes and professions of each. WoW can be overwhelming for the new player. Having a full cast of characters can make it even more confusing.
It is possible to reach the top levels as a solo player. And, if you wish to go on raids you can announce your interest in the general chat and may be picked up by a raiding team for just that raid. And you can always group with other characters for specific task.
The benefit of solo play is that you can advance at your own speed, play when you want to play, avoid guild chat drivel, avoid obligations, and most of all avoid drama and annoying people. If you are not a particularly social person, this may be the approach for you. If, on the other hand, you are social and like to get help from other people, maybe you could consider being a guildie. And that will be the topic of then post.
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