Showing posts with label Casual. Show all posts
Showing posts with label Casual. Show all posts

Tuesday, 17 August 2010

On holidays, beta invitations and mental health

It is amazing what a few days of holidays can do. Relax you, give you some time to think ahead, catch up. I have to admit there have been lots going through my head as I was packing my mountain-bike and trying to keep the dog calm on the back seat, the day my wife and me started our holiday.

Little I knew these days would make a huge difference in my recent approach to World of Warcraft…

The few months before this break found me skeptical of my WoW involvement and the ‘keenness’ of experiencing what we call ‘the end game’. I spent some time getting the Loremaster achievement, the achievement that means most to me. You see I love Warcaft lore and getting it kinda felt… appropriate. But apart from that there have not been many things I truly went after. Maybe the ICC drake for the 10-player heroics, but I am close to it and I will have my chances.

So as I logged before the holidays I felt I would not… hunger for WoW for a while.

It took me a week…

I got a beta invitation for Cataclysm and, although I have no means of downloading the client etc in my holidays, that kinda stirred something. I went to see screenshots of Cataclysm on MMO-Champion. The guild forum became busier and people started assembling for those 25mans– slowly but it is happening. Holiday season seems to reach its end.
And once again I realized how happy I am with my enthusiastic yet reasonable approach towards the game. I do like World of Warcraft, but not at the expense of my other hobbies and leisure. I like schedules, sign-ups, programs and goals. Planning ahead.

And taking some time to… catch my breath.

Holidays are indeed over. But it looks once again that WoW is not…

Catch you on the flipside…

Tuesday, 24 November 2009

Effectiveness VS Efficency

Preamble

Effectiveness is doing the right things. Efficiency is doing things right.

What I am often skeptical about is what `doing' means. Merely 'doing' or actually achieving what you initially set out to do? Cause, if your goals are not achieved... you are definitively not effective, no matter how efficient you tried to be. But if you were effective, where you as efficient as you could be?. So for the sake of argument...

Effectiveness is achieving your goal doing the right things. Efficiency is achieving your goal by doing things right.

With my definition, being rather close to the Greek translation of the word, efficiency implies effectiveness. Nonetheless, effectiveness does not necessarily imply efficiency.


I have started writing a post, a few minutes ago, on guild policies and ethics. Somewhere in the middle of my rumbling I got stuck, re-thinking of what exactly I am trying to put across. You see, I am a fan of efficiency. I like things done in a clear, defined and well documented way. The latter part in particular is essential. Guild ethics and rules do not only have to be clearly defined, they need to be conveyed, particularly by the guild members actions. The obsession with efficiency is probably due to my academic and engineering background, as I do not merely want to make things work, I want to make them work with minimal cost, effort and time.And yes, I know everybody wants that but... bear with me :p

I often see that this efficiency is not desired by those around me. People have different needs and the extend one goes to achieve his or her goals varies. People like to go from A to B in circles, or zig-zag, others in a straight line. People walk, fly, crawl. That variety is definitely part of what makes us human. But it is also the reason we rely on deterministic machines to do a great many things in life. Or the reason anything advanced is often based on standards. Because merely being effective is ok. But being efficient in modern time saves money, time and... keeps the blood pressure down.

World of Warcraft is essentially the same. Its a large shared virtual environment, even larger bearing in mind the community of players as a whole and not specifically that of a class/server/guild or any sub-grouping available. People bring their personalities in-game and although the set of actions that one can perform is far less than that of real life, many observations from our real world apply in Azeroth as well. People in WoW are every bit as ineffective, or far more frequently inefficient as in real life.

Take a guild for example. Whats its purpose? Mainly collaboration. People come together, just as real life associations, to achieve efficiency. Nowadays, more than ever in WoW, one can be merely effective in-game by joining a pug, doing the same instances that everybody else does, albeit in normal modes or a tad later than others. There is of course a group of players that come together to do more things faster, with less resources spent (time is the key here) and with greater ease (that blood pressure mentioned above). Therefore do things with efficiency. And there is a group of players ignorant to the above but we leave those for the wolves to eat...

However, people often confuse those terms and start bending guild rules, become less vigilant in performing their best or completely disregard anything that augments collaboration. They initially are happy with merely being effective and gradually become self-absorbed, self-seeking and self-serving. Shattering any notion of effectiveness, let alone efficiency.

I can not help wondering, why these people stay in a guild. Or even worse, why a guild puts up with them. I appreciate they may have a social value. However, in terms of the guilds' purpose not only they do not add any value but they also affect negatively their peers. Being put aside as reserves is the polite way of dealing with them. I bet you know the non-polite (high)way.

The solution of course to this issue is efficiency. Yes, the very same notion one tries to achieve, is the basis of achieving them. Efficiency in defining and applying guild rules and ethics. Excruciatingly militaristic efficiency, even for the casual-est of casual guilds. Because above all, a guild must preserve its self. It must cater even for the smallest things with great effort, or it will become something else entirely. A collection of inefficient individuals, branded together with no apparent goal. And there is no Escape from that...

Thursday, 17 September 2009

Guts 'n' Balls

Ever though you got so many to say, so many things to curse for but you feel you must not do so? For `the greater good'?

Well, that is the spot I am into. Once again this week. A friend told me, when this game stops being fun its time to call it quits. Not sure if that time has come yet, I guess I have faith in some people and hope to see a change of things. So, I will pretend everything is fine and speak bout a subject in a `politically correct' manner, - whereas I would ideally like to be very non-PC...

I must admit, one of the hardest things in WoW is not to be included in your guild's raids. Even if they are just the non-scheduled ones. Granted, I have been fortunate enough to be a regular in the 25mans but 10mans are a often different story. And all that got me thinking of how tricky is for everyone, organisers and participants of such raids, to balance things out.

From the organisers point of view, there are two paths to follow. One is the `progressive' path where people pursue achievements, prestigious kills etc. I appreciate that its definitely better to go with a stable set-up to those encounters as the group gets more efficient with playing together for extended periods. Such raids offer good publicity to a guild when said progress is achieved. From the participants point of view they need to be punctual, follow the usually `internal' schedule (by internal I mean its often organised from raid to raid and not with the assistance of a raid subscription tool), come prepared to the max and do their best.

On the other hand, we have what I like to call `community' raids. Raids which offer a basic clear-out of instances or in the best case scenario some hard-modes AFTER having completed a basic set of goals. Their purpose is twofold. One is to mix and match the raid group and give the chance to more people to raid. Equally important - particularly with the current ToC badges - is the collection of a basic number of tokens for gear upgrades which ultimately lead to better gear for all guild functions. Unfortunately, such raids often have people that are either indifferent to hard modes or have been left out from `progressive' raids. Either way, such groups are trickier in achieving anything but normal clear-outs. Not impossible though, just trickier.

Naturally, those two groups often merge together, the progress raid being the predominant one. People have to adjust to this mentality, play their best even if in theory they come from the `casuals' pool. Note here that by casuals I do not mean in any extent less capable. I mean those that are not as often on-line as others. Because - in principle - if those players are much worse than their peers skill-wise, then they should not be in the guild in the first place.

Obviously, the problem is which path to take and how far you can merge these two groups. That is, if you can not afford two raids, one in the fast lane and one for the rest. To wrap it up, the advantages of those two categories are the following:

Progressive Raids

Pros

  • Sought Achievements ontained
  • Good guild PR when those achievments are obtained
  • The joy of hard-modes challenge
  • Progress, progress, progress
  • Better gear for some

Cons
  • Often, a seperation of a guild to `elite' and lesser groups occurs
  • High concentration of gear to specific individuals - the rest get to be in guild functions in lesser gear compared to their 'elite' counterparts
  • People of a casual raiding schedule can't follow - (although are often present when these raids take place...)
  • Guild fragmentation and morale issues


Community Raids

Pros
  • More people participate
  • Gear is spread more evenly accross the available player pool, thus augmenting the whole groups capabilities (or potential)
  • More people get the chance to participate in 10man content - and if the raid is good, get to complete hard modes
  • Badges of more = more upgrades = better gear for more

Cons
  • Rarely achieve well-sought progress
  • Players often take their outcome for granted and underperform
  • (Aledgedly) better players often disregard them for greater chalenges
  • (Aledgedly) better players are unhappy with the non-take-no-prisoners attitude of the raids


I must admit that I am not sure which path I would follow. It is basically the very same reason why I stopped being a GM/officer etc. So that I wont have to decide such things. I have the utmost respect for those that take the effort to organise either of those types of raid. And to a great extent respect their choices.

But people suddenly loose that respect when they do not abide themselves to a few basic rules. Do not disregard people that have been with ya for a large period of time, do not `ninja' their raid IDs. Not when they are on-line at that time. At least have the courtesy to ASK them before you go and invite your out-of-the-guild buddies. Have the guts 'n' balls to tell people when you want to raid with one of your buddies, don't leave them waiting. Do not go behind their back...

Not when I respect you and the guild as much as I do...


Of course I might be exaggerating a bit. After all these raids are not a primary guild function and could be treated simply as someone else's raid. He or she leads, its their raid, their choice who they take and their choice who to talk to. Their rules, their game.

Tuesday, 2 June 2009

Are achievements a virtual barrier for casuals?

Everybody these days is talking about Ferraro (or whoever he, she, they are) and the whole story of posing as another person - as far as the real life pictures are concerned. You probably have read it, you probably have an opinion as I do. But I'd rather not talk about it, I am just mentioning it so that I do not seem completely ignorant of what happens out there :p. I wanted to make a fun post, portraying myself as a blond bombshell but I think I'll stick to more serious matters...

While I was reading about the aforementioned `scandal' and doing my dailies an old friend from the past, recently transfered in Silvermoon, whispered me. He mentioned something that - what a coincidence - one of our council member mentioned a couple of days ago...

That achievements will eventualy be the downfall of the casual raider...

Both players touched this subject from a different angle. An observer and a victim. Our coucnil member mentioned that he felt that the current trend of being accepted into pugs only if you have completed the relative achievements cuts-off new players from the entry level instances. Likewise, my old friend mentioned exactly that. Not having the achievements does not help him much into participating in Naxx pugs. Mind you, I am talking about people that due to real life commitments are not in a guild, do not have a set playing schedule and try to do the odd instance now and then. People that have accepted that they can not be part of anything a tad more systematic than a mere casual presence into the game.

I must admit I have never thought of this virtual barier before but I do admit its there and its blocking people to catch up. Or even try to. Its perfectly acceptable in my book not to be able to raid as often as I do (which is not that often btw...). As it is perfectly reasonable to try to gauge the people that participate into a pug. But being blocked even out of pugs due to those ruddy achievements is...well, there is definitely something wrong here...

The only way I can imagine someone would `bypass' such virtual barriers is to have friends that are willing to go the extra mile, organize pugs and get that `slacker' the chance to get some descent gear. Of course for that to happen, that 'slacker' must have been a good and pleasant player to be with, someone on your `dearest friends/list'... and not someone that would fit Gevlon's M&S profile. And that is when the social norms of this game come into play...

Thursday, 2 April 2009

Guild recruitment and Tiers of capabilities

One of my observations, related to the current state of things in WoW concerns the quality of applications for recruitment. It seems that the level of those seeking guilds, in terms of quality, has degraded a lot. At least in our realm - allegedly the top PvE realm in EU - and regarding our own applicants. So, I could not help thinking that the easier content essentially hurts mid-range guilds and eventually will hurt top guilds. Now, here is my reasoning.

We got three tiers of guilds. Tier One (T1) is the `hardcore' top guilds of a realm where the 'cream of the crop' finds home to satisfy the desire total annihilation of bosses-targets within the smallest amount of time possible, after their introduction. Tags like, realm-firsts, rankings etc go in this category.

The second tier (T2) is mid-range guilds which are usually slower than the top ones, either due to schedule (like my guild which raids 3 days per week just for its members to keep their sanity, their spouses and their RL in order) or due to `lesser' skill.

The third tier (T3) is the entry level guilds wich range from `social' doing-nothingness, to clearin a fragment of the content or just not attaining the top achievements.

Since the content is easier these three tiers are more distinct than ever. Those who can do things fast, efficiently or what I like to call `punchy'. Those that can do the same things more or less but require a bit more time. And those that for a variety of reasons can not do all, some or most.

Although my tier model is crude, its adequate to demonstrate my point. Each tier mostly replenishes itself from its immediate lower.

Now, I believe that in the past where the content was harder people often transferred to guilds within their tier. Top guilds were off limits, mid range guilds were much more and casual guilds quite fewer cause there was not much `casualness' in the game (I am excluding PvP from this ofc).

Whereas some players sleeked for more and jumped tiers, many stayed with in their tier - mostly T2 - and tried to find more satisfying raid environments. Nowadays things are a bit different. Since content is easier people can jump to the tier above with greater ease. That means that T2 which has capable players looses quite a few to T1. Unfortunately those from T3 who wish to go to T2 and who for a variety of reason could not complete certain (if not many) elements of an overall easier content are usually not good enough for T2.

In other words those that have not done basic things in this content (and wish to do more, hence its not a matter of commitments/time etc) are not good enough for many T2 guilds.

Of course, these are just observations. I may be way off there. Do I make sense or this sounds like a phd thesis...?

Wednesday, 14 January 2009

Can I have a Legendary Ferrari?

(Continued from a Blessing of Kings comment)


Wait...

Can I email Aston Martin then to make a cheap, super-fast, super-luxury, super-desirable (almost legendary) car with a couple of grand (in euros please) because I got a life and have no time to earn (farm?) the hundreds of grand needed?

In the debate of casual vs. hardcore, easy content vs. challenging content etc. …

I admit I can not have a clear opinion. Of course if I could get my hands on a Ferrari I would. Still, if all could get their hands on one it would loose its value as an exotic, luxury car. Whether we like it or not the ease of acquiring some items is what makes them more desirable or more valuable.

In current Wow the Ferraris are some mounts, derived from certain difficult achievements, unlike in the past where rare mounts were an occurrence of luck. Or to be precise Ferraris were some legendaries, or some Tiers. Now, if you kill this boss with a set of (difficult nonetheless) conditions you get a Ferrari (albeit with no technical advancements to other cars, just the novelty from looks). If you can't, you can settle with some slightly less cool mounts. Which themselves are better than the Yugo's you can purchase from Vendors.

Blizzard (or 'Disney' as Rohan and Tobold mention ;-p) changed its approach towards what we call casual players (I call them mainstream, ‘casual’ players often do not know how to get to Northrend...or even that Northrend exists) and allowed them deeper in the content. Unlike in the past if you are a mainstream player you can easily see:

* The story and the lore (could not to a great extent in the past)
* The encounters (at least in 10-mans, possibly 25-mans with much less effort than in the past)
* Wear Tier-7 or look-alike gear with formidable stats
* Gather reputation rewards easily
* Experience the 'bulk content' of the game

As a hardcore player you do all of the above but can differentiate to some extent with:

Completing difficult achievements or achievement-groups with some novelty rewards

Possibly get some of the rare-est end-game gear

I feel Blizzard has managed to get the structure of the reward hierarchy fairly right. Still it needs some tweaking to make it compelling to a larger (read: mainstream, not casual nor hardcore) player base. And we must also bear in mind we are at the beginning for this expansion cycle with one of the most important raids being a recycled version of a past one (which was mostly left inexperienced). I think Blizz ought to keep us in our toes with:

* Gradually increasing Instance difficulty - Blizz presumably tried to bring more players to the raiding world with Wotlk and gave them the opportunity to learn some basics. Now possibly they can hook more people into raiding.
* Introduce more than one instance levels per content patch. Ulduar, plus something else for example. People are becoming better and better into raiding and along with blizzard streamlining the raiding process people go over the content faster.
* Introduce more achievement-like rewards (achievements now work kind of like legendary quests)
* Introduce legendary item(s) to differentiate the elite from the mainstream
* Possibly introduce gear/reputation checks within reason.

As I said, I feel Blizzard managed to introduce a fairly good structure to the game for the rewards hierarchy. Now they need to enrich it, mainly to keep the mainstream players satisfied and offer some reasonable challenges. After all, they want to keep us hooked in the game – and that can not be done if we cruise through everything in a couple of months time.

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