The Downsides of Being a Mastermind

I’m a plotter.

This is distinct from being a planner, someone who comes up with an executes a plan. No, I’m a plotter, someone who creates plans within plans, working out unlikely contingencies and thinking about how things might go wrong. It’s not simply enough for me to drive to the store to pick up some food, I need to think about the precise time to optimally make the trip, the routes I’ll take at that time, what other things I can do on the way and while there, and in what order those are best accomplished, and what I’ll do if there’s unexpected difficulties– there’s traffic on my route, they’re out of what I want, and so on.

D.W. Frydendall, "Plotting"

D.W. Frydendall, “Plotting”

I’ve described the way I think to other people, and I’ve frequently heard the comment that it sounds “exhausting”. I wouldn’t know– I get agitated and stressed when I’m not thinking multiple steps ahead. When I take someone out to dinner, I’m thinking of what I’m going to wear, where we’re going to go, two backup places in case the place I chose is closed / busy / not to taste, I’ve probably looked at the menu and decided what I’m going to order before I go, put gas in my car, look for parking nearby… and if I don’t do one or some of these things, I’ll worry about them. I don’t get excited about things unless I’m watching all of the pieces fall into place, at which point it’s usually already happening and I’m feeling relief.

I’ve had friends call me a mastermind; it’s certainly what my Myers-Briggs profile uses, and it seems apt. I’m most comfortable when I’m making an effort to predict what’s going to come next. When I don’t adequately plan, I find that things don’t go well. If I plan to go out during the weekend, and I don’t have an explicit idea of where I’m going to go and with whom, I often find myself listlessly sipping a drink, bored and often regretting my choices. Even the places I frequent are places where I know ahead of time will have something for me to enjoy. I’ve found that if I don’t plan and make sure things are going to work out right, I’ll spend a lot of time sitting, bored. When I arrive somewhere, my first instinct is to look around to see who I might want to talk to and start thinking about how to approach them; if I don’t, I’ll wind up just sitting and wondering why I bothered. I’m very rarely surprised, partly because I’ve thought about things well in advance, and partly because if I haven’t, things tend not to happen.

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As a result, I tend to only get excited when a plan is coming together nicely, when I think something unexpected and good might happen (exceedingly rare), or after I’ve gotten an unexpected, awesome surprise (also very rare). In recent memory, the latter two have only happened once (well, twice, at the same time), and it’s one of my most cherished memories of the past year. As a child, I got so good at guessing my birthday and Christmas presents that my mom simply stopped trying to surprise me, because I could deduce what she was going to get me. My dad has always been able to surprise me; he plays the game better than I do and is able to think further ahead than me, so he’s consistently been able to get me gifts I didn’t realize I wanted. It’s probably where I get it from; he also gets “pleased” that things are going well rather than “excited” that something is happening.

This blog is a conscious attempt for me to break out of my plotting habit. Except for the occasional series, I don’t think ahead to what I might write about before I’m sitting in front of the computer, and even when writing series, I have a vague idea but conscientiously avoid specifics until I’m actually writing. I do one draft and submit, doing only a cursory check for errors (more often editing them out later). It forces me to think on my feet, and write something without mulling over it beforehand.

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In the past year, I’ve noticed that I’ve gotten better at spontaneity, especially when it comes to collecting my thoughts. I’m less worried about breaking from a plan or going off-script, and can adapt better than I was able to before posting regularly. Since moving to a five-day-a-week schedule, this has only gotten more noticeable. I’m forcing myself to think in the moment rather than having everything planned ahead, and it has simultaneously made me calmer about changing situations and more obsessive about making sure my plans are perfect and executed on point.

At this point, it’s undeniable that regular blogging has significantly changed my behavior, and I’m interested to see where else it goes. I still don’t get excited about things, and I still lean heavily towards planning than not, but it’s not at quite the same incorrigible level it used to be.



Source: Digital Initiative
The Downsides of Being a Mastermind

Playing To Your Strengths

In FFXIV, the raid group I lead uses an unpopular strategy for part of Turn 9. Rather than an “everyone do this” strategy, requiring everyone in the group to move to a single point and then run around in sync, we use what has affectionately been called the “Benny Hill” strategy, which has everyone running around and more or less panicking through the phase.

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I’ve been roundly criticized, both directly and indirectly, about pushing this strategy over the “standard” one. It’s been described as less efficient, more random, and unreliable, not to mention counter to what our players with experience in T9 are used to.

So, why do I insist upon it? Because I know my team. My raid group is contemptuously good at controlled chaos in fights. Put us in a situation where we just need to REACT and handle things as they come up and we absolutely dominate. By comparison, set up a situation in which we need to precisely execute a specific, detailed plan and we’re passable, but not amazing. The group has incredibly good instincts, and so as a result any strategy which focuses on general concepts versus specific solutions is far more successful for us.

It’s a pretty significant departure from how a lot of groups operate. Many raids go by a sort of stimulus/response strategy– “when X happens, do Y”. Very lengthy, detailed plans arise from this sort of thing– “when X happens, do Y if A is also happening, otherwise do Z if B is happening, and if neither A nor B is happening, do nothing”, which everyone needs to just internalize. It works very well for a group that’s focused on following orders and being told what to do. In large part, this was true of LNR– we divided fights up into specific stimuli that people needed to watch for and react specifically to and otherwise ignore. I knew a great many people in LNR who had no idea how certain fights worked, just what to do as their specific class at specific key points.

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In FFXIV, the group is very different. Everyone is very active and very involved. Instead of describing stimulus/response strategy, I focus on what the boss is going to actually do, and leave the solutions up to individuals. The only time specific “do this” strategies come up is when we need a coordinated effort in a very specific way, but most of the time I can let the strategy adapt itself as people figure out what they need to do.

Tonight, we went into Shiva Extreme, a fight that a lot of groups break down into very specific, very detailed stimulus/response strategies. All of the guides I’ve read online talk about “when you see X, do Y”, but not what’s actually happening or what you’re avoiding. I find it frustrating, because there are often multiple ways to deal with a particular situation, and boiling it down into a single strategy that works for a single group doesn’t necessarily spread evenly across all groups (in fact, it rarely does). Instead, we quickly described the kinds of things the boss did, and some general concepts for dealing with them, and did extremely well as a result. Rather than proscribing specific behaviors, we described the situation and let people handle it as best they could. We certainly did things “wrong” in a number of ways, but we had a lot of success with the fight as a whole, and will probably beat it with little difficulty next week.

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One particularly unsuccessful raid group I ran with focused exclusively on the “right” way to do boss fights, often to the detriment of the group, because deviating from the “correct strategy” was unthinkable, even when the group’s strengths clearly lied elsewhere. In one specific case, after multiple weeks of wipes to a particular chain of mechanics, I suggested we simply take the damage that we were trying to avoid, and have our healers heal through it. The suggestion received widespread derision, but since it was late and people were tired, we tried it anyway… and beat the boss handily on that attempt. The next week, we were… back to the “official” strategy, losing, even though we’d proven we could win a different way.

One of the most important things about raid leading, and I suspect leading teams in general, is paying attention to what your team is good at and can excel at and slightly altering your parameters to play to those strengths. Sometimes this leads to some really bizarre behavior, but however weird your approach might be, if your output is successful, it largely doesn’t matter. Every successful new paradigm started as a weird idea, and not every successful approach is going to be universally successful for everyone who tries it. Paying attention to what’s good about what you have to work with is an important part of a team’s success.

Square peg and a round hole.  Metaphor for a misfit or nonconformist.

Square peg and a round hole. Metaphor for a misfit or nonconformist.

In a lot of cases, I’ve seen people use the phrase “square peg, round hole”. Most of the time, this is used as critique of the person or team or strategy– the “peg”, and suggests that maybe the peg should change to fit, or that a different peg entirely should be used. Sometimes, I think, it’s worth looking instead at the hole, and changing that.



Source: Digital Initiative
Playing To Your Strengths

PvP and the Value of Investment

I don’t play PvP-heavy MMOs anymore. I haven’t for over a decade now. I have, occasionally, participated in organized PvP battlegrounds, but it’s not a big part of what I spend my time doing, and a lot of people have, over the years, assumed that it was because I simply didn’t like PvP. My previous Dark Age of Camelot and Shadowbane posts wherein I talked about spending a lot of time not just PvPing, but as a straight-up player killer surprised some people, and I’ve had a few people since then ask why I never participated in battlegrounds and whatnot.

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Straight answer: it’s because it feels artificial to me. PvP flags, organized battlegrounds, it’s more a sports team metaphor than a high-stakes danger metaphor. I’ve never been one for team sports, and organized PvP feels, to me, like a team sport with a slightly different interface. It’s occasionally entertaining, but it doesn’t really thrill me.

It’s probably worth telling a brief story about the first MMO I played, which wasn’t Everquest. I played Ultima Online, one of two games to break my spirit (Star Wars Galaxies was the other). I was excited about a game in which I could be a crafter, and make items for the really skilled heroes. I didn’t have a lot of faith in my own abilities in games at the time– I loved them, but I never considered myself very good. Rather than trying to play something good at combat, that might fight on the front lines (scary!) I decided I would instead be a blacksmith, and make swords for the real heroes.

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It took a ton of work, but I eventually was able to save up for a small house with all of the supplies I needed to craft things. I made nice items and stored them in my house, and sold them to other adventurers (keeping the money, of course, in my house). It was a pretty good time, and I enjoyed the brief conversations I had with people, all of whom were much more powerful than I was. Rather than fighting, I’d spent a lot of time working on my sneaking skills, so I could go out and collect ore for blacksmithing without getting into any trouble. Sometimes, if I needed an item that could be pickpocketed from a mob, I did that, rather than fighting– I had effectively no combat skills, but I could make fancy items and I was sneaky.

At one point, I had a window shopper looking at my wares and house. He hung around a bit longer than most people, and while I thought it was strange, I didn’t really think about it. What I didn’t realize was that he’d pickpocketed me while pretending to chat, stealing my house key, going inside, using the key to open my chest of valuables, and claiming the deed within. He made his move while I was standing outside of my own home, and when the deed transferred, the house belonged to him, and he locked me out. It was a pretty effective scam, and I’d (foolishly) put all of my valuables in one easy-to-find place, so he had my stock of items, my gold, and my house, and laughed when I raged at him.

NurseryOut

I was devastated, and angry. I’d worked hard for the house and money, and it seemed monumentally unfair that another player could just rob me of it all in a blink. I alternately whined and raged on forums, getting mild sympathy but mostly responses of “you didn’t use X to protect yourself? what were you thinking?” suggesting common knowledge that I’d somehow missed out on. Angry at the lack of help I was getting, I went after the guy who’d stolen everything from me, hunting him down at my own house and attacking him. In my angry frenzy of button pushing, I hit the pickpocket button, and for a brief moment, I saw his inventory window before he cut me down. It was surprisingly sparse, three teleport stones labelled “home” and some simple other things like potions and a spare weapon. I wondered why he would have three teleport stones that were all the same, and I returned, stealthily this time, stealing one from his pack. I was surprised at how easy it was– he’d spent time working on pickpocketing, but nothing on sneaking, so he never noticed me. As I left, I saw him looking around for the thief, because he must have looked in his inventory, and to hasten my getaway I hid and used his teleport stone without thinking.

I was dropped in a house, not unlike mine, but much more remote, in which there were simply piles of money and items, all stolen (I presumed). On a whim, I grabbed as much as I could quickly (after all, I had no qualms about stealing from a thief) and used my own teleport stone to leave, vanishing just as he got wise, used another teleport stone, and appeared in the same room. Not taking any chances, I deposited my loot in a secure bank and chuckled as he chased me down. In addition to a healthy pile of gold, I’d nabbed a handful of items I didn’t recognized, most of which I couldn’t use but grabbed anyway. It turned out these were incredibly valuable items, some of the best items in his vault, and without a care I sold them to other players. The thief would harass me as I did so, telling people who were buying that I was selling items I’d stolen from him, and every time I’d merely comment “You stole my house, turnabout is fair play!” and eventually simply “maybe you should’ve protected yourself better”, mimicking the jabs I’d gotten from other players on the forums.

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I was soon flush with cash, and had plenty to buy a new house and set up my blacksmithing shop again, several times over. I set up shop again, but this time spent a huge amount of money buying and preparing elaborate traps, ensuring that anyone who tried the same trick on me wouldn’t have it so easy. After all, I expected a vengeful thief. It wasn’t long before it happened again. I’d become paranoid, and kept my inventory open, so even though I didn’t detect the thief, I saw when my house key vanished. I waited a few moments, then walked in. The same thief that had started this mess was lying dead on my floor, having been variously shot, stabbed, impaled, ignited, and otherwise maimed by my collection of traps. Considering it my just desserts, I looted his body and replaced the traps. He never bothered me again.

I could say that I stopped my PvP-related theft there, but it’d be a lie. I wound up doing to several other people what the original thief had done to me, and ultimately realized what I was doing, felt awful about it, and quit the game while sitting atop a huge pile of ill-gotten gold.

What stuck with me, though, was the sense of weight to my actions. Exerting influence on another player, whether that was making them a weapon, stealing from them, having a nice chat, or brutally murdering them in my deathtrap dungeon, was a choice I made. It wasn’t fighting nameless AI-controlled mobs that were mostly dumb and offered me little in the way of challenge or thought, or wandering around gathering from static nodes with only those same AI-mobs to stand in my way, it was an actual interaction with another person.

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When I moved to EverQuest, the same sort of interactions with other players were there– I couldn’t do very much without a group, and so I spent a lot of time either seeking out people to play with or playing with (and getting to know) other players, who were doing the same things by necessity. It made our playtime horrendously inefficient in terms of getting to the highest level, and I often stood around doing nothing, because the penalty for going out on your own and failing was severe– a lengthy corpse run (that you had to do, or your body would disappear with all your items!) and often some severe experience loss. The stakes being high meant that I valued my time with other players.

As I’ve talked to people about Archeage, there’s a recurring comment that I hear: “I wish I could play that game without the PvP”. I’ve rolled this around in my head, because at first blush I’d agree. I (think I) want a game where I can better myself and build and have interesting, interlocking systems to explore without the fear of another player coming in and ruining my day. The more I think about it, though, the more I’m not convinced it’s true. I’m put in mind of Minecraft, especially its build-only mode, which some people love but I have no patience for. I can certainly build interesting things, but without anything to threaten my construction, I have little motivation to achieve. It’s the same thing that drives me to succeed in raids– taking something that looks impossible and gradually, over time, building and executing a strategy that overcomes it. Every new boss could be the one that breaks us, which makes every boss we defeat a rush. If we’re not challenged by a boss, there’s little joy in its defeat, only frustration if for whatever reason we fail at it.

In a game where other players might affect your experience, every victory has the weight of achievement. The threat of actual loss makes the world feel more organic and real, because you interact with it in an organic and real way. You don’t simply hop a teleport back to the local bank when your inventory is full, you think about what items you need to carry and you plan your excursions. You don’t throw yourself off a cliff to expedite travel back to a town, and you don’t treat other players like inanimate objects at best, direct opposition at worst. The next player you run across could be the one that saves you from a player-killer or the one who stabs you in the back. In most modern cases, the game doesn’t even let any of this happen to you until you’re fairly familiar with the game’s mechanics, so the bygone days of cheerfully slaughtering newbies are largely gone, outside of periodic exploits.

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I don’t think that PvP is a “better” way of playing MMOs, but it certainly shifts my viewpoint. Even in my short time poking at Archeage, there’s a clear culture and players have actual reputations, something I haven’t seen in ages. I couldn’t tell you who the notable people on my FFXIV server are unless I know them personally, despite playing for a year now, but inside of a week I can rattle off a handful of names that cause a stir in Archeage. There’s weight to your decisions, and the game lets you make your own bed, but forces you to sleep in it.

It’s possible to have the same kind of stakes in PvE MMOs, but the concerns about “forced grouping” become very big in that kind of game, because the “Environment” half of PvE has to be extremely punishing and essentially require multiple players working together at all times.

I’ve said it before, but I look forward to the next technological advancement that gives us MMOs-as-sims instead of MMOs-as-games again. I’ve come to miss the uncertainty of a game world that doesn’t conform to formulas, and that I can’t be assured of succeeding in so long as I follow the dotted lines. It isn’t for everyone, but that uncertainty makes every victory that much sweeter for me. In a weird way, it makes me feel like I’ve earned my place in the world, as opposed to simply putting my time in to accomplish it. Sometimes I do just want a ‘safe’ game to delve into with some friends, but other times I’ve come to realize I miss the uncertain, dangerous ones, too.



Source: Digital Initiative
PvP and the Value of Investment

AggroChat #60 – Second Chances

WildStar64 2015-06-06 17-47-39-41

Tonight on AggroChat we have Belghast, Tamrielo, Thalen and Grace.  This week Kodra is off playing a rather convincing Fred from Scrooby Doo at Origins, and Ashgar disappeared mysteriously moments before the recording… and we are hoping everything is okay.  The rest of us talked about some recent experiences giving games a second glance.  The first game on that list is Wildstar and both Belghast and Grace have spent a significant amount of time back in the game.  It has been amazing just what an embattled and often times struggling team has managed to accomplish.  Similarly Tamrielo and Thalen have been checking out ArcheAge to find that community is much improved.  Tam talks at length about what he likes about the design of the game, and how it manages to do a better job at being Rift.

Since Ashgar was missing we felt the need to give a huge plug to the Four Job Fiesta program and talk at length about how exactly it works.  For Ashgar the “fiesta” is like a religion, and each June we know that sooner or later we are going to be hit up to join it again.  This year he has pledged $10 for each AggroChat host that manages to beat the game and $5 for each AggroChat listener that beats the game and includes @AggroChat twitter handle on their victory shot.  We talk about a number of other games including Lego Worlds, World of Warcraft, Shadowrun Returns and of course our getting prepared for the launch of the Heavensward expansion in Final Fantasy XIV.  It is a big show chock full of lots of interesting discussions that we hope you will enjoy.  “Please look forward to it.”