Screenie Saturday: Scorchwing

Blaugust 2015, Day 8

The bird itself

The bird itself

I spent a lot of time last night sitting around waiting for Scorchwing to spawn so I could kill it for my daily contract. There’s almost always a crowd, especially on contract days. I love the atmosphere, it gets pretty festive and silly, which inspires lots of screen shots.

Waiting for the flaming chicken to appear

Waiting for the flaming chicken to appear

After we had killed it I looked back through my screen shot folder and realized that I probably have more images of Scorchwing than anything else in the game. The earliest, like the one at the top of this post from last July, are of Scorch. The long time it took to kill it meant waiting around when it spawned so you had enough people.

Sometimes you find kindred spirits

Sometimes you find kindred spirits

The later images are all about the community silliness of waiting for the spawn. I like the Scorchwing fight as far as world bosses go. And I like that it brings big groups together and helps remind me how vibrant a place my server is.

So many people engaged in poultricide

So many people engaged in poultricide

Still, waiting around for a random spawn timer isn’t really engaging gameplay. I wonder if all the changes coming with F2P will standardize Scorch’s spawn to bring it more in line with the other daily contracts. If so, I’ll be glad of the time it saves me, but a little sad if we lose this weird excuse to have a party in the middle of Blighthaven.


Source: Moonshine Mansion

Fridays Are For… Yelp?

Friday has become a weird blogging day for me lately. My habit is generally to write out a post the night before, as the last thing I do before going to bed. Having tried writing posts at different times of day, however, I’ve noticed that the thoughts I have and the kinds of things I write about are very different depending on when I write the post.

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As part of this, I started working on trying to seed in posts at different times, so that I’m putting a post up every day, but not always at the exact same time every day (and, more importantly, not writing them at the same time every day). Given that I’ve missed a few Fridays because Friday apparently is a busy-ish day for me most weeks, this hasn’t worked out so well.

On the other hand, writing at 2:30pm rather than 1am means that my mind is on different things. Right now I’m thinking about how difficult it is to find trustworthy reviews of places. I need to get my oil changed, and according to yelp there are about 40 places within a reasonable distance I could go to do this. Yelp reviews have fallen into the problem of public reviews in general– pretty much no one ever gives something an accurate number of stars– it either gets 5 stars (if it was a good experience) or 0/1 (if it wasn’t), and figuring out what kind of place I’m going to based on a bunch of random people’s one-sided reports isn’t terribly useful now that everyone uses Yelp.

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The same is true of apartment hunting, restaurants, glassdoor company reviews… everything. Everything is three to three-and-a-half stars, and often reading into a particularly bad review suggests that the fault miiiiiight not lie with the company in question, although sometimes it does.

What I’ve been mulling over is the idea of a yelp-style concept that plugs into existing social media (yelp may already do this, but it’s poorly advertised), so that what you get is your friends’ and acquaintances’ reviews of things. I feel like, properly done, it would drive more casual and more helpful reviews while also encouraging people to both review more often and at a higher quality. Instead of a star system, it could just say “friends have posted from this location X times in the last Y days” and show you what they’ve had to say over time (and you’re more likely to actually care, because it’s your friends).

Food for thought. Time to make some key lime pie.



Source: Digital Initiative
Fridays Are For… Yelp?

Why Do I Raid?

Blaugust 2015, Day 7

The pinnacle of raiding in FFXIV before the expansion. Please ignore my corpse...

The pinnacle of raiding in FFXIV before the expansion. Please ignore my corpse…

Wednesday nights are my main FFXIV raid night. I look forward to battling various monsters, dragons, and bad guys each week. But it has been a while since I sat down and thought about what keeps me coming back for more.

I started raiding back in World of Warcraft in 2007. I was still new to MMOs, and had finally leveled a character that I was happy doing group content with: a forsaken priest. I dutifully ran dungeons and healed butts for max-level content, slowly making a name for myself and filling up my friends list. Eventually some of those friends turned out to be raiders. A couple times a week they ran off to do this mysterious raiding thing with lots of other people. Raiders had the fanciest gear. Back in the days before cosmetic options, raid tier sets reigned supreme in terms of looks. If the promise of challenging group fun didn’t entice me enough the lure of fancy new gear sealed the deal.

I’ve raided in several MMOs now, and they each have their pros and cons. There are some constants that keep me coming back no matter what universe I’m playing in. First and foremost is a great raid group. They might be great in terms of player skill, or just great people I enjoy spending time with. Ideally both! My very favorite raid experiences have been in 8-10 person raids full of excellent players who were also my friends.

Even when I’ve had great groups I’ve sometimes walked away. Raiding is most fun for me when it is challenging and when there are still more achievable goals to meet. The times I’ve taken a break are often either when there’s an encounter that just feels insurmountable with our group, or when everything is on farm and there’s no new content in sight. This doesn’t mean I run away from difficult fights, but there is a difference between a fight that feels fair and that my group is making progress on every week, versus a fight that seems to stop us cold at the same point no matter what we do.

So why do I raid? I guess the answer is equal parts friendship, challenge, and sweet sweet loot!  Do you raid too? What keeps you going?



Source: Moonshine Mansion
Why Do I Raid?

The Role of Randomness

I really hate random results. It’s one of the reasons why Magic: the Gathering gets under my skin– even a perfectly constructed deck has a significant chance of losing you the game because you get a series of bad draws.

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In most games with random elements, the goal of skilled play is to reduce the effects of the random element as much as possible. The more you can do this, the better. It’s what makes Infinity a tactically compelling game and other minis wargames starkly less so. Skilled play involves maneuvering and planning (two things that don’t involve a random element) in order to maximize your odds of success when you do inevitably have to turn to the RNG to determine your fate. Skilled play revolves around reducing this value as much as possible, and in Infinity you can reduce it quite a bit, through good planning and proper application of tools. In MMOs, you reduce randomness by planning strategies around random occurrences– if the boss has a nasty attack that randomly targets two people, part of your strategy involves everyone knowing what to do if it’s them that gets targeted.

Some element of randomness is important in games, however. A lot of games require that you do the same thing over and over again, and some unpredictability in results keeps things interesting. It’s often a relatively narrow band, but it’s what makes critical hits so fun (and critical failures so interesting). As a DM and game designer, I keep this very much in mind, because it affects enjoyment a lot.

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Consider the following: The critical item you need to succeed drops slightly less than one percent of the time. Success is doing that thing over and over again and fishing for that less-than-one-percent chance. That is miserable. Comparatively: If you score a critical hit, you get to perform a cool, class-defining attack. You have a critical hit rate of about 50%. This is a lot more fun, because it’s not predictable, but your odds of endless repetition for the slim hope of success is really unlikely.

Here’s the thing. As soon as something is possible in a game, it gets fed into a risk/reward analysis. People like to dismiss this as “theorycraft” or “mathhammer” or “crunch”, but the reality is that it’s true for every player. If you get a new ability, you’re going to experiment with it to see what it’s good for, or how cool it looks, or what-have-you. Alternately, you’re going to go to someone else who’s already done that experiment. Even if you’re just using said ability “because I like it”, you’ve still made a risk/reward analysis. Something with a random chance of occurring (say, a weapon proc or drop) is either not good enough to be worth pursuing or good enough that you absolutely must pursue it at any cost. This is why people spent months trying to get Thunderfury in Vanilla WoW, despite the pathetically low drop rate.

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For an extreme example, think of an ability that, one percent of the time (or less!) allowed you to use a cool class ability. Let’s say that, one percent of the time you cast a fireball, that fireball would be an AoE for full damage on all targets. You’d never use it, and you’d probably hate the ability. You’d barely notice when it triggered, you’d be mildly happy when it triggered when you wanted it to, and you’d remember every single time it triggered when you were trying to be really precise about your targeting and it screwed something up. It would be frustrating and maddening to use.

The key is that, in order to be fun, random effects need to be a few things:

  1. Not punitive.
  2. Frequent enough to be noticeable.
  3. Controllable to some extent.
  4. Not crucially tied to basic, moment-to-moment functionality.

This is why the Machinist in FFXIV is so frustrating for many people to play. Your basic attack combo has an element of randomness to it. It’s worth noting that the class gives you a method with which to control that randomness to some extent, which is kind of a big deal. It’s what makes the Astrologian fun– you get a random card draw, but you have options with what to do with that card. Infinity’s range bands and shooting odds are controllable. Well designed raid bosses don’t kill you randomly with mechanics (and the ones that do are viciously disliked).

Volt Securities and Interdiction, my (commissioned) Ariadna force.

Like many things, it’s a matter of moderation. Randomness is important or you can decide games before they’re played– it’s a very easy way to avoid your game being reliably “solved”. Tic-tac-toe is a solved game, but if the game randomly selected a square that you COULDN’T play in every turn, it would quickly not be solved (though it probably wouldn’t be much more fun).

There’s an elegance to games that are not at all random but are still not necessarily predictable or easy to win. Go is a good example, as is pretty much every bullet hell shooter. Similarly, some wildly random games are still fun– while I personally dislike Magic, a very large number of people play it and its randomness is a very good way to muddle minor skill disparities (which is what it was designed for to begin with) while still allowing large skill disparities to stay noticeable.

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It’s probably apparent by now that I don’t gamble. C’est la vie.



Source: Digital Initiative
The Role of Randomness