Showing posts with label everquest. Show all posts
Showing posts with label everquest. Show all posts

Thursday, July 15, 2010

Player-eating spiders, and why collecting real data is important.


I had an interesting conversation with a couple of co-workers at lunch today. We were reminiscing about fond memories from older MMOs, and a number of examples were brought up. A newbie zone in WoW which was directly adjacent to a very high level zone, leading one co-worker to be very swiftly eaten by a very horrible spider. Another co-worker in WoW who tried jumping into the Ironforge, thinking that surely the game wouldn't let you do that, and then discovered that (a) yes, in fact, the game would let you do that and (b) the corpse was now unrecoverable. Zone sweeper mobs in EverQuest that would come out of nowhere and stomp you flat. Terrifying zones like Kithicor Forest that would guarantee your horrible death if you entered at night, but which were directly adjacent to starting zones full of clueless newbies. And so on.

One co-worker was quite certain that it was these hair-raising experiences and the abrupt deaths that actually made the games so memorable. Of all her early memories in these games, those moments now stood out the most strongly. And certainly all of us had similar strong memories we could refer to, and now thought fondly of, even though at the time they were most certainly frustrating or terrifying or both.

Coincidentally, I noticed that Laralyn posted a few similar thoughts on Twitter today:
The question we raised at lunch though was, for those "eaten by a spider" "lost my corpse" "dead in Kithicor" moments in MMOs, for every person who gets past that point and turns it into a fond memory, how many other people never get past that point and quit the game because of it?  For every person fondly remembering "ha ha, I lost my corpse in Ironforge", how many just left the game in disgust because they lost their corpse in Deep Forge?  How does a game designer create an "almost failed" moment when one person's fail point is another person's easy mode?

We who are in the first group are the ones who love games and who are resilient enough to get past these setbacks, and even turn them (eventually) into fond memories.  We are the ones who, because we love games, end up being the ones who go into game development and make more games.  But have we ever stopped to try and measure the hard numbers?  Is there any way we can get actual data that would give us an idea of how many people just quit the game at that point, compared to how many stick it out and end up with a fond memory?  I've never seen any information of this type, although to be fair I haven't gone looking extensively.  

We tend to assume that everyone is like us and will be able to handle, and even enjoy, the same types of challenges.  But what if that assumption isn't true?  (It probably isn't.)

If we don't have a way to measure this kind of data, will we ever know?

And if we keep assuming everyone is like us, will we ever bother finding ways to measure this kind of data?

Tuesday, June 15, 2010

Visiting home

Today I logged in to the original EverQuest to take some screenshots of things for ideas for work. I loved the game and played it devotedly from 2000 to 2005, but before this week, I haven't really been back to EverQuest since EverQuest II launched. I had fully intended to continue logging into EQ and play both games, but EQII completely captured my interest, and then became my work also, and the years went by while my old EQ characters sat idle.

So I logged in my old gnome, Cata, today and it was a wonderful surprise to have someone I remembered from waaayyy back when I was playing spot me in the general chat channel, then send me friendly welcoming messages.



Image

(That's my gnomette in the screenshot too, originally a wizard but rerolled to an enchanter not too long before switching to EQII.)

It's a strange, nostalgic feeling returning to EQ after so long away. Kind of like returning to your first grade school and finding everything is familiar, but mysteriously shrunk. I can't imagine I will ever return to play there full time as my primary MMO. But yes, it'll always feel like home ... especially so long as there are still the same wonderful people and such a warm welcome for me when I do stick my nose in. =)

Totally made my day!