Taking Ownership

There’s a really common business concept that I’ve heard a lot of, mostly through my time making games. It’s often suggested that you should “take ownership” of your work, and that doing so gives you more investment and makes you care about it more.

https://www.etsy.com/listing/229464652/hand-painted-coffee-mug-this-is-my

https://www.etsy.com/listing/229464652/hand-painted-coffee-mug-this-is-my

It’s an effective strategy from a leadership perspective, but it’s not without cost. To truly allow someone to take ownership of something, they need to have the freedom to shape it in their own way. In a lot of endeavors, this is fine, but as nice as it is to have an invested employee building something for you, if you really do need it a specific way there’s a good chance you’ll be robbing them of ownership.

To look at it from a different angle: a big part of my attachment to the minis games I play is the personal touches I give my collection. Even beyond painting them, I do a lot of careful work in assembly, often significantly converting a model, to put my own personal touch on it. I can’t remember the last time I assembled a mini precisely how it appears on the box, and in some cases I’ve done some conversions so extensive that the mini in question is almost totally unrecognizable. I do my best to be careful about the minis being confusing on the table top, but the personal touch is important to me.

SAO's Yui, work in progress

SAO’s Yui, work in progress

One of my recent projects is an extensive conversion of an ALEPH Steel Phalanx force to SAO characters. I’ve carefully constructed a playable list from the minis I have (and a couple of additions), and am converting the entire group to match the main cast of the show. Prior to this, I’ve never liked Steel Phalanx, it’s a faction made up of characters that don’t really resonate with me. By turning them from characters I couldn’t care less about to characters I’m interested in, I’ve been inspired to do a lot of work converting and painting the entire team, and I suspect I’ll have a lot of fun actually playing them, too.

The Infinity community (as represented on the forums) has been publicly supportive of this project (and others!), but I’ve gotten the occasional bit of criticism– why change the models that are sculpted the way they are for a particular reason, or why make your games more confusing with bizarre proxies or heavily altered pieces? It’s a similar type of criticism I’ve recieved from a recent Ariadna team I put together, which was based on my Shadowrun campaign and is about half-comprised of non-Ariadna minis that fit the Shadowrun characters but aren’t necessarily part of Ariadna as a faction– potentially confusing for someone, even if I’m very consistent about how I use them.

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

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

The reality is that without my own personal touch on these groups of minis, I wouldn’t own them, or they’d collect dust on a shelf. At any given time, I usually have a handful of minis that I haven’t assembled, sitting around in boxes because I picked them up from a tournament victory, as part of a sale, to round out another order, or just on a whim, and I haven’t made a personal connection with them that gives them value to me beyond game pieces. When I put my own spin on them, they have meaning for me even when I don’t like them. I often go as far as telling myself my own stories about them, determining fictional personalities and stories about the groups I put together, which inspires paint schemes, details, and even extends to list construction.

When I was growing up, I once complained to my dad that the essays I had to write in school were boring and meaningless. He suggested that I use the essay prompts as a way of springboarding into a topic I *was* interested in– his actual phrasing was more like “use the prompt just long enough to lead you into something you actually want to talk about, then talk about that”, which appealed to my teenage subversive side, but the end result was the same. My writing quality jumped immensely after that, partly because the satisfaction of “tricking” the teachers into letting me write about whatever I wanted gave me a smug sort of glee, but also because once I was writing about something I actually cared about, I put more effort in the work. On several assignments, I was told later that I didn’t exactly adhere to the prompt as such, but that it was a good enough essay that the teacher would let it slide. I took ownership of my writing and the improvements were noticeable, though the end result was often not what had originally been envisioned.

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The same is true elsewhere as well. My writing, my minis, and my work all get a lot more care and effort put into them when I can take ownership and make them my own, but it also means they’re very likely to be significantly different from the standard set of expectations. As a team leader, I take care to be aware of this double-edged sword. I can give someone a lot of freedom to work out how they want to do things, but if I then come back and “make corrections” or otherwise deny then the freedom to add their personal touch, especially after the fact, I’m both sabotaging my own credibility and damaging the work of my team member. When I delegate a task out to someone on my team, it’s important that I support their efforts, even if they’re not what *I* would choose to do, so long as they’re effective. If I want something done my way, I had better be prepared to do it myself, or I can’t expect to draw upon the additional motivation and value that comes from someone “taking ownership”.



Source: Digital Initiative
Taking Ownership

Playing as Women

Chaos in Motion

ffxiv 2015-06-03 20-46-13-39 Last night I had no real intentions of doing anything serious.  I started off the night on my gaming machine upstairs, but had every plan to eventually filter downstairs to the sofa with my laptop for some more casual gaming while watching television.  For a period of time I was spending my Wednesday nights helping out the second free company static raid, but as they started getting more people interested I became scarce by intention.  I never really wanted to be part of two different raid groups, but was willing to help so long as my presence was really needed.  Last night however they had four absences, so while I did not intend to do anything I stepped in to help out as best I could.  What made last night all the more important is that it was the inaugural raid night of my good friend Wulf, the paladin tank from our World of Warcraft raid.  The only problem being that even with me being pulled in we were still sitting at only five players.

So we shifted around our sights on simply knocking out some early content and opted to queue for Garuda Extreme instead.  It is at this point I realize that while I know how to do these fights…  I suck at explaining them.  Wulf is very much a tank that likes to know all of the information about something before going into the fight.  I on the other hand tend to be very much an “adjust to things on the fly” player, and as a result I only ever have a vague cliffs notes versions of fights in my head.  There are a lot of things I “know” about a fight, but I don’t really “know I know them”.  This makes me the least reliable source of information for someone who craves to make order out of the chaos.  To make matters more tenuous we were pugging in three players on each attempt, and Wulf was being hit by the dreaded instance server lag that sometimes hits me in FFXIV.  All things considered we had a great night and managed to take down Garuda Extreme for him as well as Binding Coil of Bahamut Turn Four.  I am hoping he enjoyed himself at least a little, even though most of the night was pretty much unbridled chaos.

Playing as Women

johanna Over the last few months I have come to a bit of a realization, that apparently my brain works slightly differently than I thought it did.  For years now I have thought that I simply did not like playing female characters in video games.  When I attempted to do so I felt like I just could not get into playing the characters as much as I could the male counter part.  All this time I thought it was simply me favoring a character that was “more like” me personally, much the same way as I tend to create all of my MMO characters as some sort of idealized version of my self.  It turns out I am apparently completely wrong about the motivation behind this.  Granted when it comes to a character like Sheppard in Mass Effect I will always still prefer the one that is more like me.  I’ve come to the realization after a series of tests of this theory…  that I simply have a problem playing female characters with horrible armor and weapon choices.  If you give a female character proper armor and really good weapons then I seem to be perfectly happy bashing things in the face as them.

Zarya Admittedly the trend of placing women in video games in ridiculous outfits has always bothered me on some level, but I had no clue it was my actual impediment for enjoying playing women characters.  The realization of this slowly started creeping in when I found myself really enjoying the newest Tomb Raider awhile back, after never really being able to get into the original during college.  Since I am not really big into narrative game play, I was trying to figure out what made the difference all the sudden… and the only thing I could land upon was “because she is a badass”.  The original one always bothered me because it seemed to focus more on showing off her pointy polygon boobs more than anything else.  Then when I was presented with a character like Zarya, I immediately thought…  “I would  totally play as her, she is a badass” and I had a similar reaction yesterday upon seeing Johanna in Heroes of the Storm.  Give me a woman decked in armor and wielding a badass weapon… and I will happy play as her any day of the week.  Give me a wilting flower in what is essentially a bra and panties… and you can have all of my “NOPE!”.

Finding my Groove

HeroesOfTheStorm_x64 2015-06-03 22-03-50-29 Last night after the raid in Final Fantasy XIV I decide to poke my head into Heroes of the Storm to check out what Johanna looked like in game.  I had intended to do the “try” option to poke around as her for a bit, when Damai asked if I wanted to play for a bit.  Now I have been poking around in this game since alpha, and played a significant amount when the game went into beta and I finally had people to play with.  That said over the last several months I have not played at all, and was completely out of touch with the current state of the various heroes.  Previously my champion had been Muradin because I could build him tanky or I could build him extremely “murdery”.  The problem being that I was just “off” on playing him because it feels like maybe his survival got a whack from the nerfbat.  I was spending more than my fair share of time running back in from the nexus because I kept dying to stupid crap that I would have been able to survive when I played the game last.

HeroesOfTheStorm_x64 2015-06-03 23-26-08-94 Damai mentioned that he wanted to switch to playing support so that he could work on one of his quests… and I had honestly forgotten this was a thing that Heroes of the Storm had.  I had the quests “Play 3 Games as a Warrior” which I was already doing and “Play 3 Games as Diablo Character” so I opted to play some Sonya.  This was a champion that I got through a hero bundle that I purchased, and had never really spent much time playing her.  My god..  I think I have found my champion because upon switching over to her I started having a blast last night.  I went ahead and ponied up for the more armored “Wrath” set look from the store, and it is pretty badass that she is wielding Ashkandi in one hand and Quel’Serrar in the other.  What I like the most about her is that she quite literally uses “Fury” as a mechanic meaning you are not gated by running out of mana, but you are instead gated by having to earn fury through combat just like a World of Warcraft Warrior.  We played a half dozen games or so before I decided to head on to bed.  I could have easily stayed there playing another half dozen more.  The state of the game is extremely fun, and I need to grab Damai and do this more often.  At some point I am absolutely going to have to also pick up the Shatterstar themed skin since I am a sucker for all things New Mutants/X-Force.



Source: Tales of the Aggronaut
Playing as Women

Tam Suggests: Knights of Pen and Paper

KoPP_1_Packshot_2013-04-10

I’ve been playing a lot of mobile games lately, for a couple of reasons. The big one is that it’s a hugely underappreciated segment of games that’s increasingly the most relevant part of the industry, and the other is that I spend a lot of time away from my computer, and lightweight mobile games are increasingly my go-to.

At the recommendation of a few people, I picked up Knights of Pen and Paper, a turn-based RPG in which you play as a bunch of people sitting around a D&D game with a DM. It does the whole pixel art thing, trying to evoke a classic feel in its characters and monsters. It’s hearkening back to NES-era graphics and gives the vibe that it’s a DM running a game with some rough edges while itself being a polished, solid experience.

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It takes a lot to pull off what they’re trying to do, and I think it works really well. The DM sprite narrates quests and adventures to me, and my party is made up of five other characters, all playing particular classes. I get to pick who’s playing, and different people have different special strengths for me to choose– I’ve got the pretty, popular girl who gets discounts at shops, I’ve got the studious, top-of-the-class girl who’s pretty good at everything, I’ve got a guy in a band, I’ve got the pizza guy who dropped in to play a game, and I’ve got an artist girl who’s lucky. Each of these characters is playing a particular class, which I also get to pick– I’ve got the choice of Paladin, Warrior, Cleric, Druid, Rogue, Wizard, and there are other classes I can unlock with quests.

The setup is entirely charming, and the writing is often really funny. I can have random encounters as I travel from place to place, and the DM always sounds vaguely surprised or disappointed when nothing awful happens to me. When I get into an encounter, various players make outraged comments or jokes about cheating. The writing is lighthearted and fun, but still moves things forward. It hits a sweet spot in between telling a coherent story and making nods to the kinds of ad-libbed nonsense that happens in real pen-and-paper games.

Knights-of-Pen-and-Paper-Character-Selection-Screen

Gameplay is split into two pieces– quests and the overworld. In the overworld, I can choose to go shopping, travel around, take on a new quest, swap my party around, rest, etc, all by talking to the DM. When I take a quest, I have to travel to wherever the quest is located and then fight encounters there, which is where things get interesting. First off, I get to pick how challenging the encounter is. I can customize most quest battles to be as easy or hard as I want, selecting appropriate enemies and adding them to the encounter. More challenging encounters are more rewarding, and certain boss fights and random encounters have a set difficulty. Quests will often ask me to fight a certain number of enemies of a particular type, and I can fight them all at once or take them on more slowly, depending on how my health and mana are doing.

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Recovering health and mana is done by resting, or through spells. My choice of classes determines what abilities I have to work with, and building a balanced party is important, but the means with which you go about it is entirely up to you– there are a lot of combinations that work, and if you have one that will be strong later but is weak to start, you can still make it work by lowering the difficulty of your encounters early on.

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In combat, every character gets a turn, and you can see initiative order (determined semi-randomly, of course), so you can prepare in advance. Each character gets an action, which can be a basic attack or one of their special abilities, which cost mana. The effect is that I feel like I’m playing a D&D party, each person reacting to the situation at hand and lending their unique skills to the group.

After finishing Hero Emblems, I wanted another fun RPG-style game, and Knights of Pen and Paper absolutely fits the bill. It’s definitely worth your time, and I look forward to playing more of it and exploring what it’s got to offer. It’s got a lot of systems that I haven’t really talked about because I don’t know much about them, but suffice it to say you can equip your characters, you have a party inventory, and you can upgrade your gear and abilities as you level up and get more money, all of which change how you play. There’s a ton of optional content and (apparently) a lot of hidden unlocks, so exploring random quests is entirely worthwhile (and levels up your characters!).

I’m enjoying it a lot, hopefully you will too. There’s even a sequel!



Source: Digital Initiative
Tam Suggests: Knights of Pen and Paper

About League and HotS

“Last Hit” Builds Contention

HeroesOfTheStorm_x64 2014-12-02 22-35-45-233 Yesterday Heroes of the Storm officially launched around the world.  As a result there has been some gnashing of teeth lately discussing how HotS is essentially a “dumbed down” version of League of Legends.  The complaints I am seeing revolve around the lack of complexity in the individual champion builds, and the team focus rather than the single player focus.  All of these things I see instead as positives.  I have spent more than my fair share of money and time on League of Legends because I have a significant number of friends who really enjoy it.  It is one of those game experiences that I find enjoyable only when I am playing with and against friends.  When you put me out into the community as a whole, the toxic environment surrounding the non-ranked community is a massive turn off.  I have heard that as you move up through the ranks the community starts to get better and more professional, but I lack the desire to play that game or any game for that matter “competitively”.

The big problem I had with League was the fact that it felt like I was not only competing against the players on the other team, but also competing against my own team mates for resources.  The concept of last hitting feels so divisive that I am shocked it exists in any team based game.  The fact that a team mate can either purposefully or accidentally snipe the last hit on a minion and gain all of the gold just seems like a horribly selfish tactic to introduce into a supposedly “team focused” game.  While I feel like the higher tiers of competitive play more than likely focus on the team effort and winning games, the low tier players tend to focus entirely on making themselves look good.  The best way to that end result is to feed heavily in lane and go on a murder spree, which means the other player in that lane is going to be starved out of resources and won’t be able to help the team later in the game.  Essentially all I am saying is that I think the concept of the “last hit” breeds contention between team mates more than it ever supports positive play.

Item Build is Too Fiddly

HeroesOfTheStorm_x64 2014-12-02 21-54-34-025 While the first problem I have with the game I consider a fundamental design flaw, the second big problem I have with League of Legends is a “me” thing.  I detest the item build system, in part because it asks me to care far more about that game than I actually want to.  League is never going to be a game that I play on a serious level, but instead a game I play with my friends when they decide that they want to play it.  I want to play just good enough not to shoot my team mates in the foot.  The problem is doing the item build system well, requires you to have actually research your champion and what sorts of things they need.  What I want is a more universal path to “this item adds more awesomeness” so I struggle to find items to build that make sense for whoever I am playing.  Now on champions I have played a lot like Garen, WuKong or Darius I have finally figured out how I want to build each of them for my own play style.  The problem being this was something that happened over lots of trial and error.  Quite frankly I don’t want to have to devote the processing cycles to figure that out, I just want a sequence of choices that add some flavor but in which there is no real “wrong” choice.

Essentially the system I am describing is the system that Heroes of the Storm uses, and from the moment I saw it I immediately felt at home.  I know that I can make small tweaks to the way my Hero performs, but at the end of the day no single choice is going to make or break the game for me.  Essentially even if I just blind pick abilities to get back into the action there is nothing that I can do to screw it up.  Someone described it as MOBAs with training wheels, and I am completely fine with that.  Essentially the MOBA audience is already solidified around either League of Legends or DOTA 2, and there is nothing that will change the fact that those two audiences are extremely devoted to their chosen game.  I see Heroes of the Storm being the game for the rest of us, the folks that are mildly interested in MOBAs but simply don’t want to have to memorize the amount of information needed to play either of the other games effectively.  I still play League with friends but HotS is the only game I would consider solo-queuing in.

Champion Design

Volibear_0 The big area where I have to crown League the king however is in the area of Champion design.  They have managed to create this extremely malleable mythos that allows them to quite literally create a champion that can do ANYTHING and make it work thematically.  The reason why I keep returning to the game is to keep playing these new and interesting champion designs.  HotS I feel does a better job than most of the other competitors with making champions feel like fully fleshed out beings, but the key problem there lies in the fact that they can ONLY draw upon Blizzard characters.  League of Legends can create brand new characters on the fly without having to worry too much about them not fitting into the lore of their world, because said world is ridiculously open ended.  Right now every single champion in Heroes of the Storm has to fit into the Diablo, Warcraft or Starcraft universes.  Given time I can see them also adding in Overwatch, but even then those are very specific genres that they can draw on, whereas League tends to take inspiration for designs from other pop culture iconography.

Lucian for example is a blending of Morpheus from The Matrix and a Grammaton Cleric from Equilibrium.  Twisted Fate is absolutely Gambit from X-Men, and Draven is extremely influenced by Kraven the Hunter from Spiderman.  Volibear is absolutely Iorek Byrnison from the HIs Dark Materials trilogy.  League essentially has free reign for what they can adopt and adapt to fit into their world.  Granted in each case they have absolutely made the champion into their own thing, but that initial inspiration still sits there oh so thinly veiled.  Heroes of the Storm on the other hand is forced to eat its own, as it can only consume characters that are already in the existing Blizzard Intellectual Property Universe.  I feel the end result is going to always mean that League feels far more fresh and interesting, and HotS to some extent will always need to rehash nostalgia to inspire its player base to keep playing.  The positive is however that Blizzard players have proven time and time again to be deeply susceptible to fits of nostalgia.  I am happy that both games exist, but the only one I actively want to play on my own is Heroes of the Storm.



Source: Tales of the Aggronaut
About League and HotS