Showing posts with label gaming. Show all posts
Showing posts with label gaming. Show all posts

Tuesday, June 17, 2025

Serendipity Surprises

When I logged into Steam today, I wasn't expecting to see this:

Image

Honest!

I guess that makes yesterday's Meme Monday all the more appropriate, I suppose.

It's like seeing a random comment by an NPC and saying to yourself "What the hell was THAT?" Like this one I saw last night in Stormwind on the Anniversary Server:

Image

I can't say I've seen THAT one before, and given the lack of context (and to be fair, Blizzard's company culture's reputation these days) that just sounds so wrong.

There's one last little bit of serendipity that has nothing to do with gaming. I was working away at the end of May when I happened to look outside the nearby window and saw this:

Image

Yes, that's a very young fawn, likely a newborn, since the fawn was still a bit wobbly when moving around. That's something you don't get to see live every day.

Friday, April 12, 2024

A Drop in the Bucket

Something that frequently gets overlooked is that --relatively speaking-- non-mobile video games are still something that not a lot of people play. 

Sure, video games may make more money than movies and music do combined*, but when you look at sales of the games themselves, you realize that a lot of money globally comes from not that many people. 

I was curious about how many copies of Madden 2024 were sold, and I discovered that it was around 5 million or so. To put that in perspective, EA sold Madden 2024 to roughly the entire population of Alabama. That may seem like a lot, but when you remember the population of the US --the prime target of Madden, given it's American Football-- is 333 million, you realize that's kind of a drop in the bucket. And when you realize that the average viewership of CBS' comedy Young Sheldon is 8 million viewers, you get a better comparison between passive viewing and active playing. 

MMOs are even more of a niche market, given that the largest MMO out there, World of Warcraft, pulls in somewhere between 4 to 8 million or so subscribers** globally. Yes, only at best 0.1% of the world's population play WoW. 

So, when people talk about how WoW was a phenomenon, it's all relative. More than twice as many people bought the Spice Girls' Spice than the best numbers World of Warcraft posted in the last 8 years.

And we don't want to compare WoW to the number of people who have cable and/or satellite television subscriptions, do we?

***

So why bring this up?

I was reminded of this because I frequently interact with people at work and at other places who aren't gamers of any sort, and they have --at best-- only the vaguest idea about what might be going on in the gaming industry. They may know that game companies are making a ton of money because it improves their retirement accounts, but beyond that they are left in the dark.

When people find out I'm a gamer, I usually get a "Oh, like Madden?" question directed my way.*** 

If I respond with an "Actually, I play WoW," I get "those" looks. 

The "you're a weirdo" looks. The ones that I used to get when people found out I play Dungeons and Dragons.**** I have no idea what it'd be like if I said League of Legends or Fortnite --since I play neither of those-- but I'd imagine there'd be similar reactions. 

The irony is that people in my WoW friend group aren't all aware of the industry beyond WoW itself. When I mentioned Baldur's Gate 3, only one person in the chat said "Yeah, I play that too!" There were a couple "can't afford that right now" and a few "Huh? What game is that?" reactions.

Usually right about now someone will point out those profit numbers and how many people tend to watch the League championships. That's nice and all, but League still has a ways to go to match the viewership of the 2023 Major League Baseball World Series, and that World Series was the least watched Series in television history.

Image
By comparison, 300 million people
worldwide watched Joe Frazier beat
Muhammad Ali in 1971.
From Sports Illustrated.

It's kind of strange how boxing doesn't have the cultural cachet that it used to have, but I honestly believe that the pursuit of profit and moving boxing from something you could see on television to a strictly pay-per-view environment hurt the long term health of the sport. If you don't have eyeballs watching your product, it'll fade from public consciousness.*****

So, video games are this financial juggernaut, but that's largely on the backs of mobile games and live service games, where you constantly feed money to the beast.

But the long term cultural impact? Well, that remains to be seen.

My perspective as a gamer is that gaming is having a large cultural impact, but that's because I'm inside the ecosystem. However, my work and life take me outside the ecosystem, and for that reason alone I remain skeptical. We may no longer be in a world where a single cultural event dominates over all others --such as the final episode of M*A*S*H or the release of Michael Jackson's Thriller-- but that doesn't mean that gaming is lost in the noise.

I think that we gamers just need to realize that we're not as culturally important as we think we are.




*As of 2022 via a Forbes article which I won't link to because it's behind a "stop using your adblocker" wall.


***If they don't at first think that I go out to gambling casinos, that is.

****That's gotten better over the years, but you still have to read the room before you declare your full frontal nerdity to people.

*****And before somebody pipes up with the violence inherent in boxing, the popularity of MMA and UFC belies that. Those latter two can be easily found on television without pay-per-view.

Monday, August 8, 2022

Gen Con 2022: It's Good to be Back

Guess who just got back today?
Them wild-eyed boys that had been away
Haven't changed, had much to say
But man, I still think them cats are crazy
--Thin Lizzy, The Boys are Back in Town


(I added a jump break because, well... There's a lot of photos from both my son and myself.)

If there's one truism about a trip to Gen Con, it's that I don't get a lot of sleep the night before.

Not because of excitement, although I was looking forward to going for the first time since 2013 (ish), but because of.... Whatever.

In this case, I'd set things up to get around 6 hours of sleep, which would have been perfectly fine for me, but I woke up after 4 hours, wide awake, and I couldn't do anything about it. And I just knew what it was going to mean in the end: I'd be tired on the drive back home, and I'd be hunting for a rest stop so I could zonk for 1/2 hour.

But still, I did try to rest, so that kind of helped.

All things considering, we got off to a pretty decent start, although we had a rabbit in our front yard right by the driver's side door that simply refused to move when I wanted to get in and leave.

"Come on, buddy," I told the rabbit, "you've gotta move. I have to go now."

After about 10-15 seconds of staring at me, the rabbit finally hopped a couple of times and let me in.

***

This year it was just my son and I, as my wife took a pass at being around crowds, my youngest had other commitments, and my oldest was going to get her SO back from Interlochen, where they were an instructor this Summer. Given that I was fully vaxxed and that Gen Con had a "mask on" policy the entire convention, I was reasonably confident that things would be fine. Still, I was a bit nervous when we got in line for having our vaccination status verified, 

Image


but I need not have worried. We zipped right on through the (small) line and secured our verification tag.

Image

In what became the theme of our Gen Con trip, we arrived at Will Call for our tickets and said "Well, the line doesn't seem to be too long." About 5-10 minutes later, we got through the line and got our badges. (You need your vaccination status verified before picking up your badge.) We turned around and....

The line stretched almost to the bend in the hall. 

"We got here at just the right time," my son observed.

Wednesday, September 8, 2021

Talk to the Invisible Hand

It's a fairly well known item that I disagreed with the direction Blizzard took with the storyline in WoW, post Wrath of the Lich King. I need not rehash them here, but I should clarify one item: while I disagreed with the storyline --and the soap opera style transformation of some NPCs, such as Tyrande and Jaina-- that doesn't preclude whether I like the art style behind their look. So when I say I dislike the storyline that led to the destruction of Theramore --and the radicalization of Jaina*-- that doesn't mean that I dislike Jaina's current art design. 

Putting it another way, I hated the story that got her there, but I appreciate Jaina's art look much better than her original bare midriff look.**

Image
From this original model...

Image
To this. All pics from Wowhead.
On that first model, if she were
one of my kids I'd be tickling her.
It's waaay too easy of a target for
me to not be tickling my daughters.

The artwork is fine and all, but what gets me annoyed is this:

Image
From the Blizzard Gear
store. Actually quite impressive.

Oh, not the statue itself, because I think it looks nice, and to be fair the Sylvanas statue looks good too:

Image
Again, very well done.

But what annoys me is the price tag for these statues: $399 US each. (Plus Tax and Shipping.)

Even with the current 30% off coupon (which ended yesterday), each of those statues would be $279.30 US. 

What. A. Bargain. 

My ass.

Who has that sort of money lying around for this? It's not an action figure, it's a collectors item. But I have a hard time shelling out that sort of money for these "premium statues", whether they're 18" (~46 cm) tall or not. Don't get me wrong, they look nice enough that I'd not mind having one, but I expected the price point to be around $50 US or something, not 8x that. 

I guess I'm not "whale" enough for Blizz. 

***

In a way, this covers a lot of the excess in the video game (and gamer) industry.

If you're an executive or marketer in the gaming industry, you don't need to cater to everybody. You only need to cater to enough Whales to keep yourself afloat. Or just utilize the strategy that Torulf Jernström promotes:


Warning: watching this might piss you off.

But the thing is, this sort of targeting of a very specific subset of player is legal, but it sure doesn't feel ethical. It's preying upon people's weaknesses to make money. And because you're targeting a very specific subset of people, you're also inadvertantly locking everybody else out. Oh, sure, you can claim that "hey, anybody can buy those loot boxes" or "anybody can buy that statue", but the reality is most people won't waltz on in and spend money like that. They have budgets and other things that override their desire for what you're selling.

This is targeting the people with poor willpower.  

To the game industry, it's just normal behavior. But it shouldn't be. This isn't me complaining that a statue costs too much, because I'd have a hard time pulling the trigger at $50 (budgets, you know). This is more along the lines of that I'm tired that the industry is constantly making themselves look like asshats when they know that this looks bad. I'm tired of people hand waving that if it makes money, it must be okay. That somehow the invisible hand of the market will provide ethics in addition to profits.

But here's the thing: markets don't care about ethics. People do. And if you want ethics, people have to provide it.

I guess what I'm saying in so many many words is that the video game industry needs to clean up its act. From mistreatment of employees to poor pay to whale hunting to an overall lack of ethical behavior, the industry has a lot to clean up. And for every "not my problem" or "I just wanna play games" or "shut up, you SJW!", you're encouraging the poor behavior. If you were treated like this in a face to face encounter, you'd be upset. So why are you fine with it when the person in your face is hidden behind a screen?

(But for the record, I'd still like one of those statues. Not very fond of the Thrall one, tho. His clothing is too busy for my mind. And where's Tyrande, Baine, or Malfurion?)


 

*To be completely honest, I'd bet money that the entire questline/storyline was done simply to provide an excuse to "radicalize" Jaina. It wasn't needed, and it definitely was not consistent with the storyline. And a radicalized Jaina wouldn't have pulled back from the brink, either, just because Thrall and her dragon boyfriend asked her to. Radicalized is radicalized, and Blizz' story team should have completed the story that way it's turned out in real life over centuries (and turned her into a Vlad the Impaler type seeking vengeance), or they should have done something else entirely.

Likewise, the "let's destroy Teldrassil" storyline served only to make the Horde the Baddies of BfA and to radicalize Tyrande herself. I don't really care for the "real" explanation that came later, because that's only so much handwaving. And like Theramore, it was only a cutscene showpiece rather than a natural progression of the personalities of the people involved. 

 **There's a post here that I have to finish, about how Cardwyn's personality is based on a merging of both of my daughters' personalities, but they've both surprised me lately by their clothing/fashion choices. This will cause me to re-evaluate Card's own approach to fashion, because if I merely imposed my own fashion choices on Card, it wouldn't just feel right. Card's her own personality, and I am definitely not a woman, so I don't have a woman's approach to fashion. That's where the girls come in.


Monday, August 16, 2021

Reflections

One thing about Blaugust --and other prompt type events-- is that if you've been around long enough you've pretty much answered all the questions. 

PC is --by far-- not the longest running MMO blog out there, but even in it's almost 12 years of existence I've answered enough "About Me" questions that I'm tempted to just share links to previous times I've answered those particular prompts. In lieu of regurgitating things, some bloggers turn to unique methods of answering these questions.

I give props to Kaylriene to providing a unique, photo driven way of answering the About Me prompt with his Getting to Know You Round 2, showing off his "work" area and all the cool things inside.* I don't have such a cool spot to game, because sitting at an old dining room table in what would in past years been a formal Dining Room** isn't exactly that cool to look at. (Who wants to look at bills and notes scribbled on paper, anyway?)

And believe me, I've seen cool gaming rooms, because my sister-in-law's husband has one in their basement:

Image
This is one end of the room....

Image
...and the other end, complete with
a booze collection. I was told not to take
a pic of the gaming table because "it's a mess."

At one point I was attempting to put in a gaming area in our basement --where my "office" used to be, but it ran into one inevitable part of life with three kids: we needed a place to stick their stuff as they grew up, and the gaming area became that place.

Therefore, we game as we always have: boardgames/RPGs are played at the kitchen table, console games on the television in the room next to the kitchen, and PC games on laptops (kids) or the desktop (me and my wife) in their rooms or my "office".

***

It's not as if my entire gaming history has changed much, either. 

My tolerance toward my kids' activities has been driven by my own parents' lack of the same. I don't need to rehash this, but my surviving parent --my mother-- still thinks to this day that D&D is Satanic. She told me once a few years ago that she was glad my kids "never got into that Satanic role playing stuff" like I did. I kept my mouth shut, because that wasn't a hill to die on, but I had a good laugh with the kids afterward. 

This tolerance extended into the kids' real life as well. I was never allowed to be in my room with the door closed until my Senior year of high school, and even then that was because I would be working on my two term papers for English class until late into the night. The tapping of the typewriter was too loud to leave the door open, and so my parents relented only so that they could get some sleep. 

When I came back home from my Freshman year of college, I hoped that I would be given the latitude and freedom I felt back there, but I discovered that I was wrong. 

Oh, so very wrong. 

I was still required to be home by 10 PM and in bed by 10:30. I was still expected to be at dinner at 6 PM, no matter what, although in the unlikely event I was on a date there was a bit of flexibility.*** I was also expected to go to Church in spite of my own creeping dislike for organized religion, which was fueled by a slow burning fury how the Evangelical Christian movement --exemplified by television evangelists-- stoked the Satanic Panic over my music and my gaming activities. All of that fueled my desire to be back at college, even during the Summer, no matter what it took. 

Even after I was married, my dad tried to exert some measure of control over me but soon discovered that I wasn't having any of it. I was my own person, a grown adult without any financial debts to him, and he no longer had any say in how I conducted my business.

When I had kids of my own, I swore I'd not repeat the same mistakes my parents made, and gave my kids more latitude than I ever had. That didn't mean that I let them do whatever all the time, because I did intervene when grades started slipping or there were other issues that required parental involvement, but I wanted to make sure they were given enough freedom to find their own way rather than be sheltered from the world. I didn't force them into playing sports or any other activities; I merely provided the opportunities in athletics, music, nature programs, or whatnot, and let them discover if it was something they wanted to do. I was the one who introduced them to gaming and geekery, and I gave them the freedom to explore both without judgement. 

Have I succeeded in my approach? I'm not sure, because I don't know what's going on in their heads, but I think they're on the right track.

***

I guess that's more of an "about them" rather than "about me", but I suppose they are a reflection of me to an extent, whether I like it or not. It'll be some decades before I discover if I really did the right thing, but here's hoping.




*His Getting to Know You Round 1 is also worth reading, but is much more depressing.

**I converted this to my --sorta-- home office because my wife gave me an ultimatum to move out of the basement. I used to have an office in our unfinished basement, but every winter I would come down with a severe case of bronchitis, and she finally got tired of me getting sick when the weather turned cold.

***When I graduated high school, I pretty much cut the cord from any real relationships from my classmates and those of the all girls Catholic high school next door. If you've ever been a non-conformist or a geek in a Catholic school environment that prized athletics more than anything else, you'd understand. Even those who I considered friends would attempt to use my friendship to get me to do things for them, as if friendship were a bargaining chip. I suppose I shouldn't have been surprised, given that most of my friends' dads were salesmen. (Cue Willie Loman references from Death of a Salesman.)

Tuesday, July 2, 2019

Just One More Time....

When I wrote my last post, I honestly didn't know that Jim Sterling would create his latest Jimquisition taking on gambling mechanics. And that it'd be released today.


And that I'd be so pissed at the game design that Torulf Jernstrom talked about inside the video.

Oh, I knew on an intellectual level that it existed, because a lot of it is "modern marketing" amped up to an extreme level, but the brazenness of the major dev houses is really galling. And here I am, falling for that trap, because I'm thinking "yeah, I have to login to ESO so that I can get the daily reward" in much the same manner that a long time ago I discovered I was on an addictive precipice in smoking the occasional cigar.

This is not good.

On the flip side of it, now that I recognize what is going on, I can adjust my habits as much as I can to walk myself back from the ledge.

But for those who have fallen off the precipice, there's no going back.

They can't stop.

And the video game industry is happy to oblige, because they can make a ton of money off of these people.

If nothing else, the overall amorality of the video game industry toward this situation will be their downfall. Here, I was thinking that self righteous moralists shifting blame from everything from teen suicides to mass shootings onto the video game industry might have an impact, but the reality is dawning on me that the video game industry is setting themselves up for a fall by this behavior.

It's not too late for the major dev houses to walk all of this crap back and get rid of gambling mechanics in their games, but that window is shrinking. I'd imagine that the EU is going to crack down on them in the next year or two, and that potential player base is large enough that the dev houses can't ignore them.

Or they could try, but if there's one thing that the investors in today's market want, it's a maximum amount of money. And if the EU says jump, the investors will push the dev houses into finally saying "How high?"

Wednesday, June 19, 2019

Maybe I shouldn't have taken a bite of that Apple

I spent the latter part of last week at mini-Red #2's university orientation*, and while it was wonderful to look around and enjoy the university atmosphere, I couldn't completely shake work from the back of my mind.

Image
Wrong time of year, perhaps, but there were vistas
like this across campus.
You see, work often means being beset by business terms ("business-speak"), discussions about how to do more with less, and the steady advance of business analytics.

The concept of business analytics isn't exactly new, given that methods of separating customers from their money have been around for millenia. However, computers and electronics have grown to the point where the "Big Data" of business analytics is now a huge business. The "targeted advertising" in the past has yielded to analytics driven methods of optimizing sales.**

Even getting away to a university in a small town hasn't allowed me to escape all of this stuff.

***

And what, you may be asking, does this have to do with a gaming blog?

Everything, actually.

Why do you think live services, lootboxes, and other in-game purchases are so big (and yet so reviled) with game dev houses right now? Because they do a great job of utilizing analytics to target the gamers who will pay for such things.

There are companies who market toward dev houses to help them maximize their profit. And if you said "Well, of course there are," watching their sales pitch is less about watching a meeting in a dev company and more about watching something that'd have been at home in a traditional corporate boardroom.

Here's a snippet of one, from Jim Sterling's The Jimquisition from back in 2017:


Sorry about adding the 50 second preamble, but I thought it was better to get a sense of the overall situation rather than simply dropping it into a post as-is. And although I do take issue with Jim Sterling at times, this entire episode of The Jimquisition does cover a lot of items that I used to see regularly as a salesperson at Radio Shack back in the early 90s.***

***

I guess you could say that --as a player of MMOs-- I ought to be inoculated to this sort of monetization, but there are times when it does bother me a lot. Like when I'm walking through a small college town, enjoying the scene, and see something that makes me think "You know, if [pick a storefront, any storefront] knew their customer base better, they could really do well here in town."

It's like being a musician, and not being able to turn your analytical brain off and simply enjoy the music any more, only far far worse.

And I really am concerned that monetization schemes in the gaming industry will become not only more invasive with time, but paradoxically harder to detect. And also I fear that game companies --particularly the major corporate dev houses-- have lost sight of the reason why games truly exist: for fun.




*Although he and I had been at his university twice to visit, my wife hadn't. Therefore, both of us tagged along with him for orientation. The drawback to those extra days off from work is that there was an absolute pile of work to get done when I got back. Yay me.

**BINGO!!! I WON BUZZWORD BINGO!!!!

***Sorry, but the term back then was "Salesmaker", not salesperson. Radio Shack loved their own lingo to no end. And boy, could I tell you stories about life at "Rat Shack".

Tuesday, April 4, 2017

In Praise of the Code Jockey

Image


I don't talk about my work at all on this blog for obvious reasons*, but at one time in the (now distant) past I worked for a software development house. Sorry, the software involved was CAD/CAM/CAE --the design software companies use to create new products-- so it's not like I worked for Microprose or something.

While I wasn't a Dev myself, I worked on the Software QA end of things. I was one of the people who designed and built the testcases, maintained and expanded our own testing software, and helped debugging the thorny problems by quickly zeroing in on which software code change was the likely culprit. It was tough work, particularly for a guy who came from a science background who puttered around coding in his spare time, but it taught me a lot about how to code, how to design software, and how to handle group dynamics**.

There were projects I was assigned to that pushed me to the limit --physically and mentally-- and I will be forever grateful to my wife for tolerating me during those insane hours. But no matter how hard or long I worked, the Devs worked even harder. When I was pulling 80 hour work weeks, they were hitting 90. I would frequently get to work at 4 AM so I could make progress without having people drop by, and there would always be about 3-5 Devs in the building, coding away.***

You'd think that the hours and demands would keep me from wanting to make the jump from QA to Developer, but you'd be wrong. I looked up to those people, because I admired their coding skill and their drive. They were creative, they were fun, and yet they were serious about getting the work finished. It irked them when we had to release the software when they knew there were bugs in the system, but the decision was never theirs.****

So you can imagine the smile on my face when I read Ravanel Griffon's post at Ravalation about Developer Appreciation Week.

***

The idea is a simple one --to acknowledge the devs in the game industry-- and give them a big thumbs up. Give a shout out to the dev team (or teams) that you admire the most and why you like them. Basically, make them feel welcome.

And believe me, I can do that.

When I criticize a game, I make a clear distinction between the game and the dev staff itself. The dev staff almost never control the release schedule, they're on a tight timeline, and they're chronically underpaid for the amount of hours they put in. I knew a guy who used to work for a dev team that put together Betrayal at Krondor, and I heard stories about how they had to do it for the love of coding and designing games, as the money was definitely not the same for the game devs as it was for other software developers. They have to work with tradeoffs and limitations of the hardware, they recognize that people will find weaknesses that they never envisioned, and that meeting expectations is often a fool's errand.

We gamers don't exactly help our cause either, as we are frequently cranky, overly nitpicky, and demanding of a standard that nobody could ever hope to achieve. And if the devs ever do catch lightning in a bottle, they set themselves up for an impossible standard that gamers will try to force them to meet.

But here's a shout out to all the devs out there, trying their best to make gaming fun and meaningful.

***

Oh, you wanted some specific dev team?

Well, I think I'd have to go with giving some love to the original SWTOR development team. You know, the ones who had to deal with he inflated expectations that accompany the Bioware name, the KOTOR brand, the Star Wars Galaxies loyalists, the amount of money EA spent on development, and EA's own promotion that SWTOR was going to be a WoW killer. With a expectations like that, nothing less than WoW-like numbers and subscriptions would mean success.

And as we know, SWTOR did not reach those numbers.

Was that the fault of the devs? No. They made an MMO that was essentially "WoW in space", but with specific class stories with light or dark side endings. The technical challenges of the MMO genre meant that SWTOR couldn't expand the Star Wars universe and provide persistent changes based on your choices (such as with other Bioware titles such as KOTOR, Mass Effect, or Dragon Age) without massive use of phasing like WoW used. The devs felt that in SWTOR the journey and the ability to play around in the Star Wars universe was the important part of the MMO*****, while the semi-transient MMO community believes "the game begins at max level."

In spite of all of those expectations and challenges and misreading of tea leaves, the original SWTOR devs produced a very solid MMO that continues to hold its own over the years. I still love the classic game (L1-50), and based on how the mini-Reds have reacted to the class stories, those stories still hold up well several years on.

SWTOR had to change in order to survive with a steady stream of updates, end game content, and switching to F2P to stem the bleeding. To compare with another heavily hyped AAA title, I'm actually surprised that Wildstar is still around because I thought they'd waited too long to convert to F2P. SWTOR has not only survived but gotten mentions on the E3 presentations from EA, and it would have been all for naught if those first devs hadn't decided to change the game rather than simply circle the wagons.

So here's to the original SWTOR dev team, who hoped to catch lightning in a bottle but ended up having to change the game's entire focus to survive. It was no small task, but they met the challenge and left us a legacy.






*I mean, really. I've no idea why some people natter on about their jobs on blogs, because you're just simply begging for trouble. When I was hired at all of my jobs, one of the requirements for the gig was to sign non-disclosure agreements, and I've seen people fired from their jobs for what I'd term innocent discussions on social media. So why risk it?

**Also known as "how to run meetings and keep from going nuts when people don't listen to you."

***There was once an April Fools Day prank played on the entire development staff where every time you opened a new window on the SGI workstations from 3 AM through Noon the machine would play a little jingle and make a weird laugh. The first person to discover it loved to come in at 2 AM to work on his graphics coding when nobody else was around, and so he opened a new window at around 3 AM and he nearly fainted. I heard later that for a few short moments he thought his workstation was possessed.

****I and several other QA people were also on the release team, and we frequently argued for more time to fix the bugs, because we could see the impending train wreck a bad release would make. The release manager would also agree, but we were overruled by senior management who had their own agendas.

*****My evidence for that is the MMO itself. WoW is designed to get you to max level as quickly as possible, Wildstar went totally old school and recreated the attunement quests to even begin to raid, and LOTRO is designed to immerse yourself in Middle-earth. If the journey wasn't as important to SWTOR, we wouldn't have had 8 separate class stories and plenty of group quests per planet.

Saturday, February 11, 2017

Finding Value out of Gaming

Rocky: I can't do it.
Adrian: What?
Rocky: I can't beat him.
Adrian: Apollo?
Rocky: Yeah. I've been out there walking around, thinking. I mean, who am I kidding? I ain't even in the guy's league.
Adrian: (sighs) What're we gonna do?
Rocky: I dunno.
Adrian: You worked so hard.
Rocky: Yeah, it don't matter. Because I was nobody before.
Adrian: Don't say that.
Rocky: C'mon, Adrian. It's true. I was nobody. But it don't matter either, y'know? 'Cause I was thinking. It really don't matter if I lose this fight. It really don't matter if this guy opens my head, either. 'Cause all I wanna do is go the distance. Nobody's ever gone the distance with Creed. And if I can go that distance, see, if that bell rings and I'm still standing, I'm gonna know for the first time in my life, see, that I wasn't just another bum from the neighborhood.
--From Rocky (1976). Screenplay by Sylvester Stallone.



As I've occasionally alluded to in past posts, gaming is something I've done since I was a kid. I'm old enough to (barely) remember Pong when it came out, but I grew up in a household that played a lot of classic board and card games.* But at the same time, my parents got caught up in the Satanic Panic of the 80s and threw out our D&D collection right before I finished 8th Grade, and while I was allowed to play video games on our old Texas Instruments home computer, we never had a gaming console.**

And I still never understood the difference between playing Tunnels of Doom on the TI-99/4A and cracking open a Players Handbook and playing a Paladin.

Image
Ooo, a chest!
From crpgaddict.blogspot.com.

Oh sure, the video game is pretty much an abstract dungeon crawl, but the dungeons my friends and I made back in the early 80s were pretty similar as well.*** Even Tunnels of Doom had Demons as monsters at the bottom levels of the dungeon, so you can't argue that there wasn't a "Satanic" aspect to the game. The only thing I can think of is that D&D and the other pencil and paper RPGs encouraged imagination, which when coupled to what the Satanic Panic people called "the occult", led to people going down a Dark Path.

Image
Hey, look! An AD&D Players Handbook!!
From Army of Darkness and makeagif.com.
"Klaatu... Verata... Mlkhpffphff."
You know, the whole Necronomicon/Evil Book concept.

***

The reason why I'm bringing this up again is that I've been doing some thinking about what gaming has meant to me over the years.

While it has meant a primary form of physical interaction between people --friends and acquaintances sitting around a table or a television set-- it has also meant something more.

Games as Generational Connections

It's no secret that I've used games to hang around with my kids. The mini-Reds have been indoctrinated into gamer culture from a young age, and they've grown to become gamers themselves. Whereas other families might discuss sports****, we discuss games. Gen Con is an annual pilgrimage. Smash Bros games devolve into frenetic free-for-alls with all the excited screams and boasts that you'd see on a basketball court.

Some of my favorite memories as a father have come from gaming as well, such as the time when I first introduced the mini-Reds to RPGs, using the Savage Worlds system and a pulp setting from Triple Ace Games to give the kids a chance to be their own Indiana Jones. Or the time when my brother-in-law ran a Pathfinder one-shot for me and the mini-Reds, and the youngest mini-Red went off script and did something totally unexpected and stuck her PC's hand in the fire in the center of the room we were exploring.***** Or the times I ran instances with them in SWTOR and LOTRO.

I've no doubt that when my oldest goes off to college I'll use MMOs to keep in touch with her. I can imagine her occasionally logging into SWTOR or LOTRO to just putz around and occasionally group up, just before heading out to dinner or hanging out with friends.

Image

Image
Both are from giphy.com, and from Field of Dreams.
Go ahead and get a tissue. That scene, where Ray talks with
the ghost of his father, still tears me up.

Games as Emotional Grounding

I may have played sports, but I was no jock.

It may come as a surprise to those who never played competitive or select sports, but there is a hierarchy to those who play team sports. The starters and main subs off the bench get the lion's share of attention, and the rest of the subs are, for all intents and purposes, there to round out a large enough of a squad for practices. Some teams have a byrule of having everybody play at least part of every game, but the competitive/select teams do not; they want to win, not build character.******

However, just because you play sports doesn't mean that you're a jock or a member of jock culture. I was always an outsider on the teams that I played on; I had different interests than most of my teammates, and I never hung around with them outside of practice or games. Perhaps this was best illustrated during the basketball banquet during my 8th Grade: the team was gathered to one side, and everybody had a chair to sit on.... Except me. None were to be seen, so I had to stand.

Image
From all over the internet. Really. I found
at least six links without even trying hard.

And people wondered why I never hung out with the jocks outside of practice and games.

RPGs gave me a chance to feel worthwhile when life stuck me on the low end of the school pecking order. You get the ability to be the hero of your own adventure, working with friends to achieve a goal worthy of an SF&F novel. And for a kid who was head over heels into JRR Tolkien, there wasn't much more than I could want.

CRPGs and MMOs have a similar appeal, where you're the hero of the story, but instead of purely in the mind's eye you can see it up there on the screen. It also allows you to feel like you matter on no small level, and to an insecure kid that can mean a lot.

If there's one thing that I would wish for our community, it is that we open our arms more to embrace the marginalized. It's pretty well known that the gamer community has issues with people who want to shut the door and pretend that games and gamers are an exclusive boys club, behaving like the Puritans once they reached the shores of New England.# RPG companies and gamers have come a long way, but we've got a long way to go.

Image
We're not there yet, but I really love this drawing.
From imgur.com/gallery/MZwow


Games as Drama##

Sure, there are your games that are abstract or have a minimal theme --such as Checkers or Go-- but unless the drama involves telling tales about escapades in a game of Poker, there's not much in the way of drama to those games. I don't look at the Euro boardgame Puerto Rico and think that there's a lot of drama in shipping goods as a colonial governor. Still, drama can leak in from player interaction or an epic match ("Dude, remember that time I only had a rook and a king and I STILL beat you?"), but RPGs have drama built into their DNA. CRPGs and MMOs have a story to tell, and you're along for the ride. Want to be Link and save the world (again)? Shepard needs to fight the Reapers and save the galaxy, are you game? I hear the Burning Legion has returned to Azeroth and the Horde/Alliance need heroes; are you up for it?

Even games that are more about the fights and bashing skulls (such as Bayonetta, Gears of War, or God of War) have a story to them. Drama can be interchanged for "plot" at this point, but in an RPG it means more because you want to feel like your choices matter. Non-MMO CRPGs can pull this off more easily because the developers can accommodate different choices in-game, but MMOs have the great advantage of player interaction that a CRPG can't hope to match. A visit to any MMO gamer blog will demonstrate the value of player interactions to an MMO player. Sure, there are people who are present to play the economic game or "win" the raiding/PvP game, but the reason why they play an MMO versus a single player CRPG is because you can hang with and fight alongside your friends (or friends of convenience).

Image
Franchise fans are their own geek subgroup, too.
Hey I could have put Trekkies or Tolkien fans here, but at least
Zelda is CRPG related.  From Pinterest.

The pencil and paper games, RPGs and theme heavy boardgames, have drama as part of their central makeup. The whole point of RPGs is to get friends together and tell a story, whether that is by exploring a dungeon, taking part in an epic quest, or even dealing with eking out a living on the edges of the galaxy. The heavily thematic boardgames, such as Runebound or Fury of Dracula, borrow from RPGs to help the players tell a story while playing the game.

Of course, unintended drama can wreck a game. I've been in guilds that have imploded because of unnecessary drama, D&D groups that blew up because they either got too large or we weren't following the DM's direction to take the game###. And yes, I've been in game groups that had issues where the DM's SO received preferential treatment. It wasn't pleasant.

Image
If you've ever been a DM, you'll appreciate this.
My oldest looked at the last one especially and laughed.
The place where I found this (via Google search) doesn't resolve anymore,
so I've no idea who to attribute it to.
Not everybody likes drama. Hell, look at the complaints about Dragon Age 2 from a story perspective and you see that a certain subset of gamers simply do not like games that emphasized story at (what they thought) was the expense of gameplay, as if it was a zero sum game. My wife still is reluctant to play pencil and paper RPGs because an ex was an obsessive controlling DM, and rightly or wrongly she internally associates "asshat ex-boyfriend" with playing RPGs. Games such as Mario Kart or Settlers of Catan are much more in her wheelhouse, because she prefers to not go too heavily into drama (both good and bad).

But in the end, the bonds you make in a guild or a gaming group can last a lifetime; you fought together, laughed together, goofed around together, and even cried together. Friendships like that are what keep game worlds alive.

***

Gaming has certainly changed me, given me an anchor, and helped me with my empathy. As a social outcast growing up, gaming was a lifeline to get me to interact with people that I would ordinarily never associate with. I'm still not perfect; I can tend to act like a mother hen to my friends (online and offline) when I should simply just keep my mouth shut and let them deal with their own shit the way they want to####. But gaming has made me more empathetic, more loyal, and more outgoing than I would have been without it. Sure, it's not like my Dad is going to call me up to talk about the latest expac in SWTOR or WoW#####, but when a bunch of my friends get together to play some Smash Bros and boardgames, we've got that same connection.

Okay, enough about me. What about you? What have games and gaming meant to you? How do they define you (if at all)? Do they keep you going, do they inspire you, and do they help you connect with people?





*Rook? Yep. Uncle Wiggly? Played it. Hearts? Of course; I thought I was really good at Hearts until I got to college and would routinely get my ass handed to me by my dorm friends. As for other games that people might not know much about today, Authors springs to mind. I think I still have my card deck of Authors around somewhere; I'll have to keep an eye out for it the next time I clean parts of the basement.

**True story: to get me to work on my free throws for basketball, my dad made me a deal that if I made 10 free throws in a row we would get an Atari 2600 console. I spent the better part of that summer and fall trying for that elusive 10 in a row, because I wanted to spend more than 5 minutes at a time playing Asteroids. After countless tries, one day the next summer I finally reached that goal only to have my dad renege on his promise.

***My very first adventure consisted of the following encounter: "You open the door at the end of the hallway and see 10 RED DRAGONS!!!" Needless to say, this 1st Level Fighter died.

****We still talk about college basketball a bit, but not to the extent that my neighbors talk about sports with their kids, or even I talk about sports with my father.

*****My brother-in-law did what any good DM does, and he improvised. He caused a spectre to arise out of the flaming brazier and attack her, which was a bit of a problem because we were already in a fight with some goblins. My youngest's two siblings stared at her, aghast. "What did you go and do THAT for??!!!" one of them wailed. "I wanted to see what would happen," she replied, nonplussed. (For the record, we did survive, but that was because I was the Cleric. As usual.)

******Sure, if you go to a random select team's website they'll say that they want to build character and sportsmanship, but my experiences say "win first, everything else second".

#It wasn't until I went to college that I was exposed to gamer girls, and I look back on my early days playing D&D with regret that I didn't think of asking any of the girls I knew if they wanted to pay. I'd vowed to not make the same mistake with my kids, and the mini-Reds have all grown up to become gamers in their own right.

##I could have easily called this the "Bioware Section", but they don't have a monopoly on good drama within a game. It only seems they do.

###My current D&D 3.0 game group grew out of one such blowup back in college. The DM had scripted everything --and I do mean everything-- to the point where we felt like we were there just to be "yes men" to his dramatic writing. When any of us wanted to do something offbeat or wanted to follow something not on the script, he blew up. Needless to say, he decided that we weren't worth his time and walked out, and one of us said "Hey, I've been a DM before. I'll take over and we'll start from scratch."

####"Stop being a creeper, Dad." "You're not an amateur psychologist, Red. Shut up." I've heard them plenty of times. At the same time, if somebody needs a hand or wants to talk, I want to be there for them. I remember what it's like to be isolated and not have anyone to talk to.

#####For the record, he calls almost daily during college basketball season. There's always a game going on that provides (you guessed it) drama.

Monday, December 21, 2015

Troll in the Dungeon!!

Under the heading of patent trolls, it seems that several video game companies, Activision, EA, Zynga, and Take-Two Interactive among them, have been sued by a company calling itself Virtual Gaming Technologies for "real-time interaction systems" in online sports.

No, really.

Why do I call this company a patent troll? Well, for starters, the company Virtual Gaming Technologies was founded in September 2015, and practically the first thing the company did was to file lawsuits in patent litigation friendly East Texas.

I'm all for a patent holder to defend their rights to their patents, but come on. It's not like fantasy sports haven't been using this tech for a while, and the fact that the company was created expressly for the purpose of suing the big names in the video game industry implies that they really haven't much of a leg to stand on.

To that end, I'll let John Oliver do the talking on my opinion of these patent trolls:


Tuesday, December 15, 2015

No, I don't hoard things. Why do you ask?

My wife loves Mario Kart 8.

Hmm.... Maybe "love" is not a strong enough word; more like "addicted to Mario Kart 8".

Some people, when they get off work, will come home and have a drink. Others will turn on the news. Still others will watch a game*, catch up on social media, or curl up in a corner and take a nap.

My wife comes home and plays Mario Kart for stress relief.

Image
This is actually fairly close to the setup that I use when
playing as Rosalina. From gameasylum.com.


I now have a hard time remembering when she hadn't played Mario Kart online, and when I was ever concerned about how well she'd handle it. Those days are long past; she now has gotten to the point that she recognizes different online players by their names, and surely with a name like "Mom" she's recognizable too.

Due to her love of Mario Kart, I've often wondered whether she'd go for any other online games --yes, MMOs too-- but I'm realistic in that Mario Kart is pretty easy to handle. I think that some games, such as the LEGO games, she'd find interesting, but I've yet to discover a video game she loves as much as Mario Kart.

The reason why I bring this up is because I've been tossing around this idea in my head about gamers, and whether they fall into one of two major groups: those who tend to play a few games all the time, and those who like to try out lots of different games. The border area between the two groups is a bit hazy, but the overall grouping is what I'm looking at. I'll break the two groups down, so you get a feel for where I'm coming from.

***

The Tried and True

When I think of the gamer who sticks to a few games, I think of my dad. Okay, he's not a gamer, but if you get him interested in playing something, he'll pull out the chessboard.

And that's pretty much it.

We've tried to interest him in different games, even simpler strategy games than chess**, but he always returns to the chessboard.

Image
Play chess in the morning, defeat an alien invasion force
in the evening. From the movie Independence Day.

My wife is cut from a similar mold: she plays Mario Kart 8, she plays Settlers of Catan and a few other board games, and that's about it. We get new games every so often, but the learning process with her can be pretty painful; she frequently gets frustrated by my and our friends' explanations on how to play a new game, and she'll just say "let's just play it and we'll figure it out!" And you can imagine just how THAT ends up...

The youngest mini-Red seems to have a knack to explain new games to her mom, but even then my wife prefers to stick to a few regular games without much deviation.

***

On the other side of the aisle are those that play a lot of different games.

Like the mini-Reds.

They play a lot --and I do mean a lot-- of games. While they don't have the money or resources to amass thousands of games like some collectors do***, they do play a lot of a different variety of games. From Star Wars d20 to Pathfinder to Savage Worlds to Magic: The Gathering to LEGO The Hobbit to LOTRO to Hyrule Warriors, they do get around.

Image
There, but for the love of God (and a lack of money), go I.
From a pic of Game Haus Cafe.


They've got a bit of me in them, as I would prefer to try a lot more games than I currently can play. I do have a few stalwarts, but if I'd my choice I'd like to play more games out of my collection.

But a multi-thousand collector of games? No, not me. I may collect games, but not anything close to that many. I'll occasionally get a "we should prune these games" request from my wife, but once I move some titles around to make them fit.... Well... It works out.

***

If there's one true weakness I have, it's for a well written splatbook.

What's a splatbook? It's an RPG book that's not really part of the core ruleset. You'll find them as extras or additions to the current rules, setting books, or extra gear/equipment/races/vehicles/mounts for a game.

Image
For the Fantasy Flight Games Star Wars ruleset. Rules, gear,
specializations, and starships for those who want to channel
their inner Han Solo.  From fantasyflightgames.com.

Image
Remember Baldur's Gate? Yep, the Sword Coast
of the Forgotten Realms lives on in D&D 5th Edition.
From enworld.org.


Some are even books about how to play a particular RPG, basically taking the core rules and breaking them down into bite sized chunks.

Image
Yes, Pathfinder has so many splatbooks that they created
one so that you can figure out how to play the character
you want to play.  From paizo.com.

I've been known to collect adventure modules, which are premade adventures that you can either run as-is or drop into an ongoing campaign. For the GM who is busy in real life, modules are a godsend.

Image
Ah, my old friend. In my first time playing this module, our
party died due to a massive avalanche. Really brilliant, I know. From Wikipedia.

Still, my love of splatbooks probably stems from my love of add-ons to SF&F series/universes. Items such as the Atlas of Middle-earth by Karen Wynn Fonstad, or the Star Trek Technical Manual (original series) brought these settings to life in a way that I hadn't considered before. You can find manuals on how to speak Quenya or Sindarin (two Elvish languages that Tolkien invented for Middle-earth), a "Haynes Guide" to the Millenium Falcon, or an Atlas of Pern.

Image
This was what my copy looked like.
From memory-beta.wikia.com.


A lot of these books grew out of fans' desire for them, and publishers and other assorted third parties were more than happy to satisfy the demand. Today, this sort of book seems quaint, but I still love it.

***

Still, I find that I do have some things in common with my brethren who love to play only a few games. We both play games, and we enjoy what we're doing. I may never quite understand why they need to stick with only a few games year in and year out, but I can appreciate the fact that they do love playing games.

Even if it means I know that a blue shell is headed in my direction.






*Particularly during college basketball season; there's always a game on that's interesting.

**We've tried Risk, Rail Baron, Facts in Five, Waterworks, etc. but to no avail. And no, I'm not trying Diplomacy on him; I would kind of like to remain on speaking terms with him.

***Don't believe me? Check out some of the comments on this list from BoardGameGeek.

Friday, July 24, 2015

Don't Blink

No, I'm not channeling my inner Whovian.

(But I couldn't resist putting this in!)


Okay, now that my computer seems to have recovered from a surprising crash, I can finish this post.

The week of free WoW came and went, and I really didn't end up doing much. I didn't check out the new areas because that'd take money, and I tried and failed several times to get into AV. After the 50 minute mark crossed each time, I would give up and start over.

I did mine some low level ore while waiting for AV to pop, but it never did.

After the week, I'd weathered the initial emotional surge of nostalgia and did some number crunching. The result: our budget really couldn't afford it right now.

So the week of Free WoW didn't have it's intended effect.

***

Instead of WoW, I decided to revive the long standing goal of finishing the (original) class stories for SWTOR.

As of this mark, I've got 6 of 8 of the class stories completed, having recently finished the Sith Warrior's story back in June.

I revived the Jedi Knight I'd created back in the first few months of SWTOR --and last seen somewhere on Balmorra-- and have pushed him along up into Chapter 3.

The Knight's story is interesting to me mainly because of it's eventual impact on the current expansion. I'd wondered a little bit about some of the storyline's direction with Shadow of Revan, and now I know where some of it came from. I guess from the big picture perspective you could say that the Knight and the Warrior are the two primary storylines for SWTOR, since much of the main storyline flows through them.

Obviously, not being finished with the Knight's story I don't know how it will eventually pan out, but I've my suspicions.

And when I've finished the Knight, I have to look once more at the Agent's story and decide what to do.*

***

Gen Con comes early this year, and next week the entire family will head over to Indianapolis for a day of immersion in gamer culture. If you happen to be there and see a brood of redheads around, it just might be us.

I'll file a full report when I get the chance.




*The chorus of people yelling "Do it!! It's awesome!!" notwithstanding.

Thursday, April 2, 2015

Overheard This Evening

The mini-Reds are busy:

"I've got a shield! Come at me, bro!"

"I'm out!"

"I'm out too!"

"Okay, I've got this!"

"Did you get the shot?"

"Yeah, I got the shot in!"

"Yeah! We took him out!"


For the record, the first line was said by mini-Red #3. Were it not for her quip, I'd probably have not posted this. And yes, I'm biting back my laughter.

Saturday, October 25, 2014

You just knew it was coming...

I love Buzzfeed.

They did the Fake Geek Guys video, and now this:



I found this on Dorkly first, which I also love.

Oh, and never forget College Humor's classic Female Armor Sucks.

Thursday, September 18, 2014

Facepalm City

As you may have heard, Microsoft is buying the developer house Mojang, which owns Minecraft. Unless you're more plugged into gaming circles, you'd also know that the creator of Minecraft, Markus "Notch" Persson, left Mojang the same day, citing how he'd like his life back.

Between this and other recent gaming related items, the term "we eat our own" comes to mind.

But this article by the Washington Post's Andrea Peterson, How the Gaming Community Destroys its Heroes, really hits home.

Thursday, August 23, 2012

Speaking of Tentacled Old Gods...

...and now for something completely different.

Blizzard CEO Mike Morhaime joined Bill Prady (co-creator of The Big Bang Theory), Felicia Day (The Guild and Dr. Horrible's Sing-a-long Blog), and Wil Wheaton in playing a game of Elder Sign.

Elder Sign is a card game by Fantasy Flight Games based on H.P. Lovecraft's Cthulhu Mythos.  The game is part of Tabletop, the real play series that's part of Felicia Day's Geek and Sundry web channel.  Sure, it's not an MMO, but it's got Blizzard's CEO involved.  It's a tenuous connection, but I'm running with it.


Tuesday, September 29, 2009

Kicking things off

Hopefully this will be a fun project to talk about gaming, specifically the World of Warcraft from two points of view.

Recently my wife and myself returned to Warcraft and one of my wife's livejournal friends got suckered into trying the game. As we all know it's a slippery slope and he's well on his way.

Having somebody come into a game that's going on 5 years old and having a somewhat innocent (for the lack of a better term) view on the game got me curious about starting a blog with two points of view on various WoW topics.

So, to kick things off, I thought a general synopsis of race and class balances across the various servers would be interesting.

Using warcraftrealm.com's census tools we can see some interesting trends. This is showing 3,010,592 total characters. This data is only that which has been submitted by specific people using an addon on that tracks the census, however it still serves to give a basic snapshot of the population and various trends.

Level 80 population by race

DraeneiDwarfGnomeHumanNight Elf
18%-------9%-------9%-------36%-------29%


Blood ElfOrcTaurenTrollUndead
33%-------14%-------21%--------9%------22%

Level 80 population by class (both factions)


Death KnightDruidHunterMagePaladin
15%-------10%-------9%-------9%-------13%

PriestRogueShamanWarlockWarrior
--9%-------8%-------8%-------8%------10%
So what sort of conclusions can we draw from this?

Alliance players must lack imagination. Who wants to join a fantasy world and create a human?
Also, you can see how much love the dwarves and gnomes get. Even the new guys on the block are more popular than them. I guess people like space goats.

Horde players got a, as my wife puts it, "pretty" race and they're all over it. The newest race to the Horde also holds the highest population. I was not surprised by the Troll population. Nobody likes Trolls, seriously. I was surprised to see that the Orc population was that low in comparison to the others.

Now we get to the classes and no surprise there. You guessed it. Death knights are the king of the castle currently. And why shouldn't they be? They're the new fancy class. Also, as a side note, 41% of the DK population seems to be either Human or Blood Elf.

What would be an interesting chart to see is how many main spec varieties there are of the different classes. In other words, how many healers, tanks and dps are floating around out there.