MMO Ecosystems

What is a Game

MMO Ecosystems

Yesterday I got involved in a long winded discussion about the effects a major guild dying, has on a game…  the game in question of course was World of Warcraft.  There were a couple of different points of view floating around, and they largely centered around what the definition of the game meant to each person.  Some folks chose to take the literal view and focus on the mechanics of the game itself, and argue that the loss of a big guild does nothing to change the way the game functionally plays.  I however choose to view the game like an ecosystem, where quite honestly the actual game mechanics become one of the least important parts of shaping daily interaction.  When a game launches, it ceases to be all about the pushing of buttons and the getting of loot.  Much like a workplace has little to do with the rules and regulations that you set up ahead of time… but instead the interactions between the employees and the general sense of morale.  If you have a great cohesive environment created by the players, you can overcome a lot of the technical shortcomings a game may have.

When a game is server based, like World of Warcraft, the game for most players is narrowed to a very specific niche…  namely the things that occur on that individual server.  Sure you can re-roll anywhere, but once someone has set down roots in my experience they are highly unlikely to move.  I have 11 characters on Argent Dawn for example, and the vast majority of those characters are over level 90.  So when I contemplate changing servers… the will to do this is pretty non-existent.  My experiences with the game have largely been shaped by those individuals I have had interactions with on that server.  With the switch of focus from group based activities to largely solo interaction… this might have changed, but I find it hard to believe that any given player is not in at least some way influenced by the forces at play on their home server.  A large chunk of that environment is the large guilds that populate its ecosystem.  So when one of those guilds leaves… it is felt not only in the social channels, but also in the economy and the general activity of the server.  Crafters need time pressed raiders to buy their potions and “raid mats”, and casual players benefit from having those raiders regularly participating in group activities.

The Ecosystem

MMO Ecosystems

I’m going to break out and talk about a non-Warcraft example of the importance of a guild.  In Wildstar on the Entity server, there is a guild I am part of called the Black Dagger Society.  While I happen to be a member and might be a little bit biased, I think they represent one of those guilds that is for lack of a better term “too big to fail” when it comes to the health of that server.  I would be willing to bet that there is not a single Exile player that does not benefit from them being on the server, and to some extent I would be willing to bet that even the Dominion players feel their presence as well.  The big event that they organize is ThaydFest which is a weekend player run festival that serves as a focus point of getting players interacting with each other.  The scope of this thing is massive, and you simply cannot exist on the server that week without feeling its pull.  Similarly the BDS are the sort of guild that is constantly interacting with the world and the players that are not in there guild.  I’ve rode along as they rolled into a zone… and started asking anyone there to join them in the taking down of this world boss or that.  I’ve also watched their members be the first to respond when someone publicly asks for help.  They embody the spirit of what an amazing community focused guild is like.

So if something were to happen to the Black Dagger Society, the effects would ripple to the core of the Entity server.  There are a lot of things that would simply stop happening because I’ve not seen a similarly community focused force stepping up to offer the same level of interaction.  Carbine as a company would do well to do whatever they can to nurture the fact that a guild like this exists, and they have done some community spotlight pieces on ThaydFest in an attempt to help them out.  But when it comes to World of Warcraft, I have lived through the effect of guilds just like the BDS dying on a server, and watched the community as a whole contract.  Cataclysm was the great changing of the guard on Argent Dawn, and when I came back at the end of it… all of the rich social network that I had when I left…  had shriveled up and died.  When one big guild leaves… it has a trickle down effect touching the satellite guilds that also interact with them.  So to the players… that played on Argent Dawn, and stayed there during this transition… the game was absolutely traumatically changed for them.  I know this… because I’ve talked to many of my friends that probably at least a little bit feel betrayed because I left them.

The Important Parts

MMO Ecosystems

Essentially this discussion is one about definitions, and how narrow your focus is.  The trap that we can all too easily fall into is assuming that every player plays the game the same way as we do… and even more so… gets the same enjoyment and stimuli out of the game as we do.  For a socially motivated player… the “game” is all about the interactions they have with other players.  For a challenge focused player… the “game” is all about taking on new experiences and defeating them one by one.  For an exploration motivated player… the “game” is all about seeing and experiencing new things.  So while functionally the “Game” with a big G didn’t change… because the mechanics didn’t actually change when a group of players left the game…  the environment and the atmosphere absolutely does.  The problem is for me at least that a server is a snap shot in time.  I will never be able to get back the Late Night Raiders from Vanilla Warcraft, even though I still keep in contact with dozens of them on a regular basis.  I might be able to play a game with two or three of those people at a time… but I will never be able to set up another situation where the hundred plus people that circled that raid will still exist in the same setting.

The “Game” for me is this sequence of vignettes in time, of certain players and certain situations… that either positively or negatively influenced my experience.  When they are gone… there is a void that is irreplaceable.  So while you can still find Pixi peddling her “extra special pixipacks”, there will never be a Duranub Raiding Company, or a No Such Raid… or any of the countless other groups that I have interacted with and loved over the years.  There was a time when on my server every single raid leader communicated with every other raid leader, and that infrastructure is just gone now.  What is left is a sequence of walled gardens that no longer try and reach out to the other walled gardens and set up communication lines.  As a result the server seems so much smaller than it used to, and while I love hanging out with the people there still…  the experience is tarnished by the former grandeur that I remember.  Did any one one of those players make the difference?  Probably not, but it was the cumulative effect of losing a large group of players at the same time.  There will always be a wistful nostalgia for the way those days felt, even though there was also a bunch of bullshit that went along with it.

Care and Feeding

MMO Ecosystems

Some companies do a great job of nurturing the community environment.  Wildstar and Carbine for example seem to really be trying to focus on the players and their communities in trying to make that game a great place to inhabit.  The challenge with Warcraft is that the game is just so insanely huge at this point, that it is really difficult to highlight every part of the community that is working.  I do think that Blizzard does a bunch of things that actively harm communities, without really thinking about it.  When you look at the “Game” with a large G… they have been regularly applying the sledge hammer to it every couple of years as they roll out a grand new scheme that is going to “improve the game”.  The first of these fall-outs for me at least was when they shifted the focus from 40 player raiding to 25 player raiding.  This created the “guildpocalypse” as I refer to it… and my own raid… the Late Night Raiders was one of the casualties that never successfully transitioned to a smaller raid size.  Similarly the events that caused me to leave Warcraft the first time, were brought on by the shift in Cataclysm to greatly incentivizing guild based raiding.  Prior to that our raid was a thriving ecosystem made up of House Stalwart and a bunch of smaller and more personal satellite guilds that together created one vibrant non-guild raiding landscape.

The focus on guild based raiding however meant that if we continued to raid in this fashion… that ultimately some of the guilds would see zero benefit from defeating this boss and unlocking this achievement.  Instead we attempted to squeeze all of these guilds into House Stalwart and we went from being a guild of 600 characters to a guild of around 1000 characters over night… and this change was just too much for me personally to adjust to.  There is a huge difference in  raiding with someone two nights a week, to having to interact with them constantly in your guild.  Blizzard is constantly fiddling with the dials… introducing Valor, taking it away… and introducing it again in a different way.  I cannot count the number of times classes have changed so much that they end up causing players to abandon what was previously their main.  I’ve done this myself numerous times because of a change in the game making the experience no longer enjoyable.  Each of these decisions also has a social cost associated with it, that it often feels like is not being taken into account.  Essentially the point of this post, and the eight paragraphs that it is ending up being… is that a game is more than just its mechanics, especially when you are dealing with a hugely social game like an MMO.  For me the most important parts of this game, or any other for that matter… are the ones that have no direct relationship to the game itself, but instead are a side effect of the ecosystem that builds up around it.  My game is always largely influenced by the people I happen to be playing it with.

The Burden of Convenience

I had an extended discussion yesterday about data analytics for websites and retailers. The subject was the idea that companies are collecting data about their customers, then selling/trading it and using it for things like targeted advertisements and shopping experiences tailored to a customer’s personal profile.

The Burden of Convenience

This is something that’s a hot button for quite a few people. The word “creepy” is thrown around a lot, as is “invasion of privacy”, which I think is understandable but I also feel can be a somewhat hypocritical concern. My immediate thought was that people have restaurants and shops where they’re a regular– where the staff knows them by name, knows their favorite meal/size/tastes, and gives them an extremely personal, tailored experience. This is considered GOOD CUSTOMER SERVICE, and it’s the kind of thing that gets a place repeat business and good reviews. The process by which this happens isn’t far removed from, say, Target collecting user data from customers who use credit cards to pay. Frequently, those establishments have a profile at a terminal in the back that they’re pulling up so they can ask you how you like your new shoes from last time, or if you want “the usual”.

It’s interesting to me, because it begs the question of what’s different about the restaurant where you’re a regular and Target, that you shop at a bunch. Why is it good customer service when your server knows your name but creepy and privacy-invading when it’s Target? When your favorite bartender moves to a new bar and you start frequenting that one, your information is shared with that new bar; how is that different from your profile being shared? There’s no opt-in there, you didn’t choose to have your information shared, but you’d (likely) be happy to get the same kind of personalized treatment at the new bar as you enjoyed at the old one, but many people are much less cheerful about seeing Facebook advertise their recent Amazon browsing.

The Burden of Convenience

My take is that the difference is tact. If your favorite restaurant were to loudly announce you as you walked in (“our FAVORED CUSTOMER!”), and make indelicate personal comments like “we see you’ve ordered the double-fried monte cristo with extra bacon and jelly the last nine times you’ve been here, would you like the number of a cardiologist?”, you’d probably stop going. Not because you object to the data being collected necessarily, but because it’s being used ineffectually and unsubtly. It’s too transparent that if you browse something on Amazon and don’t buy it, you see the exact same thing on Facebook later, heedless of whatever reason you may have had for not purchasing it.

I think the real problem is that the use of data analytics isn’t good enough. It’s a blunt instrument, lacking both the finesse and the tact of what we consider the more “personal touch”. It doesn’t help us to see the same Amazon listing that we already browsed, but it might to show us similar, cheaper products, or ones with higher ratings, or ones with more features. It’s not helpful for Target to hit you with advertisements for size XXXXL briefs, but it would be helpful for it to send you ads for laundry detergent or toilet at about the time you usually run out.

The Burden of Convenience

Data-driven marketing frustrates us because it doesn’t feel like an effective use of our data– it’s just that this is a few steps removed from an individually bothersome incident. It’s not that data analytics are necessarily creepy, it’s that when they’re used badly creepy situations can occur. Like your favorite diner recommending you a cardiologist, whether or not they’re accurate in their assessment it’s them using the information they have about you poorly.

A comment I’ve heard is about “control” and “opting in”. Putting aside that we already cheerfully hand massive amounts of data to social media platforms, it’s not terribly difficult to keep a big retailer from collecting data on you– simply don’t give out your e-mail address and pay for your purchases in cash. I suspect, however, that the convenience of a card is too overwhelming for a majority of people. Here’s the thing with a card– paying for something with a card is trading on your reputation to make purchases. It’s essentially a voucher that says “such and such financial institution thinks that I am a reliable enough person that I will pay my debt to you for these things I am taking from your store”. You can’t trade on your reputation, though, without some tie to yourself, without giving up some amount of personal data. Companies have used that personal data — data provided through lines of credit — for their own ends for centuries, this is nothing new. There’s a cost to the convenience of using a card to pay for things, and it’s not generally in the price you pay for goods.

The Burden of Convenience

A lot of this is also that I feel like Pandora’s Box is already open– even if we overwhelmingly decide that data analytics-driven marketing is creepy and unacceptable, it’s not like corporations worldwide are going to suddenly go “oh, yeah, I guess we shouldn’t do that”; they’ll just get better at being subtle. This is already happening. For one company, analyzing customer clickthrough data revealed that customers were less likely to look at one of a series of advertisements if all of them were accurate to their customer profile than if one or two of them were blatantly miscategorized. Having three or four home decor and sleepwear items and then something wildly incongruous like a motorcycle repair kit got more hits than if the repair kit were absent. It makes the marketing feel less personal, like it just HAPPENED to stumble on some things you liked.

I’d much rather see this sort of advertising become more subtle and tactful rather than simply try to fool people into thinking it’s not as good as it actually is.

Genre Definition

I recently came across a massive flowchart for anime recommendations. I’d copy it in this post, but it’s enormous. It sparked a conversation with Kodra about what genres things actually fit into, and got me thinking about what having a genre even means at this point.

Genre Definition

Kodra looked over the chart and found it odd that Kino’s Journey, a show we watched recently, was classified under “slice of life” and not “adventure”. It’s a show about a girl on a motorcycle traveling from country to country through a fictional (read: allegorical) world, learning about the lives of the locals and occasionally getting involved with local events (but mostly trying to remain a neutral observer).

Kodra’s take (though he can correct me if I’m misrepresenting it) was that the whole road trip, fraught with danger and sometimes open conflict, was an adventure, and that the show was therefore an adventure for showcasing adventurous things. I disagreed– my take was that it’s a show about seeing the everyday lives of various people through the lens of someone whose day-to-day is travel, rather than staying in one place. There’s no beginning or end to the story, no overriding goal to accomplish, no Big Bad to defeat, just a continuing story of a somewhat unusual everyday life.

That having been said, I also have to ask myself the question– would someone coming off of a string of more “standard” slice-of-life shows enjoy Kino’s Journey? Is that even a genre that makes sense? A lot of police procedurals and medical dramas fall quite neatly into the “slice of life” category, but is someone going to like Grey’s Anatomy or CSI just because they liked The Wire or The Big Bang Theory? On the other side, something like How I Met Your Mother is framed like an adventure, but is a lot closer to other slice-of-life shows than something like, say, LOST.

Genre Definition

The same thing applies to games as well. Dishonored is a stealth game, unless you don’t want to play it that way. Wolfenstein: The New Order is an action shooter, but you can play it like a stealth game if you want. Borderlands is a shooter but has a lot of MMO stylings and is, realistically, best when played with friends rather than solo. I don’t know where you even start to classify something like Gone Home or Cibele, outside of the wide arc of “interactive fiction”.

On Steam, games are less and less classified by genre and more classified with tags, which vary pretty widely. Dishonored has the following tags on steam: “Stealth”, “Steampunk”, “Action”, “First-Person”, “Assassin”, “Atmospheric”, “Singleplayer”, “Adventure”, “Story-Rich”, “Multiple Endings”, “Dark”, “Dystopian”, “Magic”, “FPS”, “RPG”, “Replay Value”, “Fantasy”, “Open-World”, “Shooter”, and “Sci-fi”, which are arranged by most popular tags by the community. Some of these tags are pretty redundant, but they paint a reasonable picture of what to expect, without trying to shove the game into a single genre.

We can look at Gone Home, one of those games that defies simple genre categorization. Steam has it tagged thusly: “Walking Simulator”, “Short”, “Indie”, “Exploration”, “Atmospheric”, “First-Person”, “Story-Rich”, “Female Protagonist”, “Adventure”, “Singleplayer”, “Great Soundtrack”, “Interactive Fiction”, “1990s”, “Mystery”, “Romance”, “Point & Click”, “Narration”, “Realistic”, “Relaxing”, “Simulation”. I’m not sure I would call Gone Home a simulation of much of anything, and the tag “walking simulator” seems a bit tongue-in-cheek to me, but the overall theme of the tags paints a good picture of the game.

Genre Definition

I’m not sure when exactly it happened, but it was definitely during my lifetime (I’m going to say late-90s/early-00s) that entertainment media started mixing genres more significantly than before. You can see it in the weird evolutions of niche, speciality TV stations– when MTV stopped just playing music and The Fantasy Channel blended with Sci-Fi (anyone remember The Fantasy Channel?), all the way up to now, where shows like Game of Thrones, Walking Dead, and Agents of SHIELD started appearing on be primetime channels, instead of being relegated to tiny budgets on niche networks.

It’s been a really neat thing to follow, but our classification of media hasn’t really kept up. We don’t have a lot of unifying language to talk about the media we like, and I suspect that’s why you get a lot of outrage about particular shows. Someone expects to watch Jessica Jones and get a similar experience to Daredevil (because they’re both comic book properties through the same network), and is surprised (sometimes unpleasantly) to find that they’re very different shows, and they feel like they’ve been misled.

Genre Definition

People got up in arms about Destiny because they felt like it should have has deeper MMO mechanics, or a larger focus on story, or have more intricately balanced multiplayer like Halo. There wasn’t the right language to classify the game properly, so it’s a lot easier to be disappointed. We as viewers and players have developed more specific, more rarefied tastes while the language used to describe our media has become less and less accurate, making it hard to figure out if we’ll enjoy something new.

It’s an interesting problem, and I’m not sure where the onus of solving it lies. Does it lie with critics and journalism? Can their major contribution to the state of the industry be developing and delivering a unified language for describing media? Does it lie with marketing? Should marketing be defining their games, with the most successful games dictating what language means for everyone else? Does it lie with players, and the new surge of community tagging and sorting?

Kodra and I have run into issues trying to sort through Crunchyroll and other platforms to find media we like– there’s so much and it’s so poorly described and categorized (if at all) that it’s hard to know what’s worthwhile, especially if it takes a few installments for something to really get going. Mostly we sort by looking for recommendations, though finding recommendations we trust is hard. At this point, of all the people we know, we’re probably some of the most versed and up-to-date on anime, making it easy for us to recommend things but much more difficult to find stuff ourselves.

Always a Sale

Psychology of Clearance

For as long as I can remember, I have always been a bargain hunter.  Few things feel better than finding that rare item on sale for as much as 50 to 75% off of its original price.  I know without a doubt that I got this instinct from my Mother, because when I was growing up I can remember my Grandmother joking that she thought I would end up being a “Blue Light Special”.  For those who are either not old enough, or not from the right region…  K-Mart used to have a literal blue light attached to a cart that they would drive around the store, and for thirty minutes a specific item in the store would be at a significant discount.  I remember my mother would always go to check out whatever these items were, sometimes whether or not we actually needed them.  So to say that allure of finding a deal is ingrained in my very fiber is a very true statement.  Thankfully my wife is much the same… so she gets it…  and in truth we simply don’t like spending more money than we need to on anything.  She however is always willing to carry it further than I am…  and there comes a point where I am sick of dealing with something and am willing to spend any amount of money to be “done” with it.

One of our favorite activities during the parts of the year when stores are changing out seasonal merchandise is to go clearance hunting.  We live in Wal-mart country, and are roughly two hours away from the central office.  This means at any time there are around thirty or forty Wal-mart stores within easy driving distance.  The trick of Wal-mart is the odd quirk that every store is essentially self governed to a certain bit, and this extends to what they choose to put on clearance.  So one store might have an item for full price, but a store ten minutes away might have it for 75% off depending on a whole bunch of factors.  My Lego habit has been fed by the fact that I can pretty regularly find whatever sets I want on deep discount… so that $200 set becomes $60…  or the $30 set becomes $10.  So the question always becomes… is this item good enough of a deal, and there have been times I have passed something up only to kick myself later.  For example when driving home from Pax South last year, I found Star Wars Lego AT-TE for $40, but ended up passing because it felt like we had already spent a silly amount of money that weekend.  I’ve kicked myself since because that was originally like a $150 set, and really freaking awesome.

The Steam Sale

Always a Sale

So these instincts of bargain hunting and regret of the deals I have missed, carried with me into the digital world.  As a result the Steam sale has been one of those forces of nature that I never can seem to resist.  When I see that $60 game that I have always wanted to play… selling for only $5… it is really hard not to go ahead and pick it up and tuck it away for the day when I really get the desire to play it.  The problem being… I like quite literally everyone else I know is doing this, and as a result we have hundreds of games as a steam backlog that we “really need to play”.  Compound this with the fact that new games are constantly being released, it comes into a situation where there are just games that we own that we are quite likely never going to play.  Over the last year I have tried really hard to resist the lure of the Steam Sale, but usually I end up picking up at least one “deal” that looks too good to pass up.  Even though on some level the number of games that I have that I have not even installed…  is a massive stress point for me.

This past weekend for Thanksgiving there was predictably yet another Steam sale going on, with its own rock bottom prices on games.  I hit the site a few times to see what was being sold, and oddly enough had zero desire to purchase anything.  At this point we have done a bunch of renovations on the house, so there is definitely the desire to “spend no more money” going on, but I don’t think it was that.  There were also plenty of games that looked interesting to me, so I don’t think it was simply the fact of not having anything I wanted.  I think maybe it is just the fact that I have finally come to the realization that there is no limited quantity here, that I am racing to snap up before they sell out.  In a physical store… they have a limited number of items on the shelf, and when those items are gone… especially when clearance is concerned… they are not getting any more.  When you are selling a digital key to a digital game… there is absolutely no rarity going on there.  They can sell keys a virtually unlimited number of times… and be able to keep ratcheting that price downwards towards infinity, each time catching a new batch of purchasers.  A physical copy of Pokemon or Final Fantasy ends up gaining value, but a digital copy only serves to get cheaper.

Always on Sale

Always a Sale

I think another thing that is finally sinking in… is that I can purchase a game at any point and don’t need to have it waiting in the wings for me to play.  I have insanely fast internet right now, in fact I ran a test this morning for the purpose of this article and you can see it over on the right hand side there.  There is not a game that is available on steam that I cannot literally download in less than thirty minutes.  So it is not like I need to preload things to really be able to have fun… I can wait for the whim to strike me, purchase it in any of the many always on market places and be playing the game less than a half an hour later.  This is vastly different from the chunk of my life where I literally had to drive an hour away to be able to find any of the games I wanted to play.  There is a part of me that still attributed a value to having something on hand, rather than having to go out and acquire it…. since I still remember having to go from store to store looking for one of the last remaining copies of a new game.  Now I purposefully shun physical copies of things for the simplicity of knowing I can pre-order moments before the release of a game and still get the full benefit.

The other side effect is that there is quite literally always a sale going on somewhere.  Between Steam, Origin, GOG, Greenman Gaming, Amazon, Humble Bundle… and countless other minor retailers there is quite literally always a sale going on for any game I could ever want to play.  The only time this is not necessarily the case is for any game I might want to play on the Playstation 4.  There I am very much still at the whim of a single game store, since once again I am not a huge fan of buying physical copies of games for the console.  I greatly prefer the fact that thanks to my 2 Terabyte harddrive upgrade in it, I can have most everything I might want to play “on tap” and waiting on me to boot.  All of these things honestly make the individual digital games worth less to me than they used to… and this is maybe going to be a problem that the industry will have to deal with.  There was a time when I was willing to “snap up” a game for $20, and that degraded to $15… and then to $10… and now quite literally a AAA title has to be $5 or less for it to trigger that “buy now” instinct.  I feel like I am simply becoming desensitized to the effect of the “Big Sale!” and now it seems simply easier to pay the price something is currently selling for rather than trying to stock pile it for later.  This entire topic came up, because this recent steam sale seems to be the one that a good chunk of my friends also passed up.  Has the magic of the Steam sale finally lost its magnetism?  I’d be curious to hear some of your thoughts about this, because for me at least over the course of this last year….  the only “deals” that I have really snapped up are those coming from Humble Bundle or the PSN store.