Friday, May 1, 2015

Dungeon Defenders 2 - Why I Care About An Early Access Title


I think this game is finally headed in the right direction.

After a tumultuous beginning, Dungeon Defenders 2 is on the right track.  It started out as a MOBA title that I felt was very lackluster.  Luckily they changed back to their bread-and-butter game design of being a successful tower defense game with heavy RPG elements.

A lot of people are turned off by the game's free-to-play elements, but I don't feel that concern is warranted right now.  Let's go over the main game systems/features that exist in the game right now.


  • RPG Leveling Character Progression
  • Vertical Loot Progression (Several tiers/rarities of gear)
  • Tower Defense style gameplay defending waves of enemies.
  • Four different classes for variety, each with their own defenses and abilities.
  • Pets that level up/help attack.
  • Premium Currency Costumes/Skins
  • Many different levels, including one boss encounter.
  • Two difficulties currently present.
If you look at the bullet points, it's a pretty solid game so far.  In order to beat the boss level on the hardest difficulty, you have to have played for anywhere between 30-70 hours.  That time depends on if you had a friend help boost your character and gear.

I loved the first game, it had more content than I could ever accomplish.  I don't think I ever was able to solo the last level of the expansion content by myself on the hardest difficulty.

These games have had a cute art style that appeals to the more casual player, but gameplay elements that cater to the more hardcore.

This new patch for the early access has added the pet system, costumes, and the first boss, and I'm very excited to see what gets added to this game to see if it can become equal or better than the first title.

I'm out of time to write more right now, but I'll be back for a more in-depth post about Dungeon Defenders 2.

Friday, March 13, 2015

We're Doing It Wrong

We’re doing it wrong.


As an avid game enthusiast, I really believe that my fellow consumers and the companies that we consume from, often get confused with our expectations of the game products that we acquire.
The internet is, of course, a rampant cesspool of negativity and “comments.” I only describe “comments” with quotations because they’re hardly worth mentioning when they didn’t even require a brain synapse to fire to develop them. 

With that in mind, I like to analyze the critiques of games that develop over time, and compare them with my own notes about the recent releases to get a better feel for the market and the consumers that inhabit it.

This post is split into two sections, one for the game companies and one for the consumers.  Feel free to read both if you'd like to glean a better understanding of how I feel about the industry.

Developers/Game Companies


I’ve developed some strong beliefs when it comes to games and which business models they choose to follow.

The Rules of Game Costs:


If you think of your game as a product and your goal is to make a game in a specific way for a specific audience, then you should have a set one-time price on your game.

If you view your game as an on-going test of game evolution and feature creep, then you should go for a subscription model.

If you view your game as a core ideal that should be played by everyone BUT you want to monetize it, then go for a micro-transaction model.

Micro-transactions come with some additional rules.  This is where we venture into the dreaded “Don’t make a game Pay to Win” topic.

If you are going to use microtransactions, then determine how they are being implemented.
When the game is complete, but you’d like to add gameplay to it…

Determine the average amount of time spent playing until your games’ end state and compare that with the total cost of your game.  Then use that to determine the price of your DLC by comparison. 
For example:  If I buy a sixty dollar game that takes me twenty hours to beat, then I could expect a five hour DLC to cost fifteen dollars.  Obviously giving more gameplay to your consumer for a lower price always increases demand, but this should be used to determine the maximum cost of the content.

When your game is continually being developed and you set a price point of FREE…
Determine the things you can add to your game that would enhance the player’s experience without changing the core gameplay.  Re-skins of in-game assets are really popular, or just cosmetic things in general.  Why not add pets that just follow you around and look cute?  Never discount the things that might seem just like trivial addons.  They might be the most appealing to one section of your audience.

Consumers


If you skimmed over that last section then you understand where the development should be aimed.  A lot of companies and games are confused and even fail because they didn’t follow my idea of the rules of game costs.

We should cater our expectations to how the game is priced.

The Complete Product


If you purchase a game for a one-time price, you should expect to get a certain amount of enjoyment out of it, and it should be as bug-free as possible. 

I usually equate a sixty dollar game with about twenty hours of gameplay to be worth it.  I only developed this metric from the cost of going out to dinner and/or a movie.  Obviously, a lower price = less time enjoyed, etc.  Some people have their own algorithms, that’s just mine.
However, even though I have my own method of determining worth, I expect a game that has a set price without additional costs to be as complete of a product as possible.  I’ll be lenient if there’s an errant bug here and there, but anything game-breaking is unacceptable.

The Subscription


The subscription based game is a different beast.  I’ll give a little more leniency for bugs and errors.  I still will use my value metric to determine if the initial release of the gameplay was good enough, but it depends on the price.  Subscription based games can require an initial game purchase cost (i.e. World of Warcraft) or they can be a free-to-play model that is enhanced by a subscription (Airmech, War Thunder, etc.)  This game should be viewed as a service.  You need to keep improving and adding to it in order to make it worth the monthly fee.

The game should be worth the initial investment.  If it has a high price, I expect a lot of gameplay out of the base price.  If it’s free, I expect to be convinced that the gameplay is worth subscribing to.
Then after you determine if it was worth the price of engagement, you look at how it’s developing on a month-to-month basis.

Are the companies actively improving the game?  Are they actively adding content?  Is that content improving your gameplay experience?  Or is it not worth the investment?

Regular updates and content releases are usually the sign of a healthy studio that has a good plan of action, so that makes me feel better about the product that I’m investing time into.

The Micro-transaction

The core gameplay should be engaging.  I strongly believe that the game should get you to it’s intended play-state as fast as possible.

What I mean by that is this…  The game should have to playing the intended game experience as quickly as possible.  As a player, you should be able to see the vision immediately, or very quickly. 
One example of this kind of moment was my recent play session in Cities: Skylines.  It’s not a free-to-play title, but bear with me.  I had played the most recent release of SimCity, so I had certain expectations of how the game should pan out.  Within five minutes of playing, I was able to place pipes for my sewage and water, power lines for my citizens, and watched it all come to life and the population began moving into my fledgling city.  I remember calling my girlfriend over to check it out, and we watched as one of my citizens got into his car parked on the street by his house, drive to work, park, and enter the building. 

I immediately understood the depth and the core gameplay aspects of the game.
We should expect games to pull us in, but also that they’re not complete.  We should expect the game to ask us for money at some point.  Unless it’s a game made by a non-profit, we should expect the game to monetize in some way.  (Or a student project… you get the point.)
We should also expect the free-to-play games to have mechanisms in place to keep from “richer people” getting an advantage over “poorer people.”  The Pay to Win model is an ugly one that can get your game thrown into the bin of shovelware.  There can be many ways to do this, but it’s up to the developers to determine the gameplay experience, and I’m sure there’s more inventive ways to prevent this from happening that even I haven’t seen yet.

For a TL;DR version:


We should cater our expectations of games to the way that they’re priced.  Different pricing models should mean different things for the developers and the consumers.

We often get upset by our expectations of games and feel the need to express these in a variety of formats, but we should take a minute to consider if our complaint is valid, or if it’s just a waste of our concern.

Thursday, February 12, 2015

I'm On Board With the Monster Hunter 4U Hype Train: Here's Why



I'm fully on board the hype train for the upcoming title, Monster Hunter 4U for the Nintendo 3ds.  I might have a different reason that most, but let's begin with some bullet points about why it's a good game, before I tell you why I'm particularly interested in the franchise.

The points that most reviews focus on:


  • A game focused on killing bosses.  By yourself and/or with friends.
  • Finally has online multiplayer on 3DS.
  • 14 different weapon types.
  • Each weapon type plays COMPLETELY differently than each other in combat.
  • A more coherent story than previous titles.
  • A more approachable new player experience with better tutorials and weapon combo screens to view.
  • You can enjoy the game in short spurts... or delve into the hardcore realm and spend hundreds, even thousands, of hours.
  • THERE ARE 75 BOSSES IN THIS GAME.  I remember when Molten Core in WoW launched with what... 10?
  • The amount of polish in the game is staggering.  The bosses have amazing animations, the combat is deep, and the amount of gear you can get/make is unbelievable.
  • You can now do attacks in mid-air and even jump on the monsters backs and ride/stab them for a bit.
  • The combat is complicated.  It can feel clunky and slow to players that haven't learned the ropes yet.  Once you find the weapon that suits your playstyle... it's a whole different ballpark.
  • The game can feel grindy or even have boring quests.
  • The long boss fights (often taking 20-30 min) can turn people off, but the better you get at the game combined with the gear you receive from the kills can reduce this down to 2-5 minute kills.

The part of the game that I focus on, and why I'm pumped:

How long have I been asking for a pure co-operative player vs. environment experience!?  A game that I can enjoy with my friends anywhere I am.  A game that has a community that's focused on working together to down some dauntingly amazing bosses...

I was introduced to the Monster Hunter by some close friends and it held my attention for being a cult hit in Japan... but I wasn't fully on board yet.  The game being limited to Nintendo was my first hurdle, then the most recent version of the game only had online multiplayer support on the Wii U version.  Monster Hunter 3U also had horrendous camera control.  The 3DS Circle Pad Pro accessory really negated this complaint, but I'd much rather have some sort of right joystick built into the system for camera control.

Nintendo really hasn't had a game that I can just immerse myself into.  Sure they have fun titles like Zelda and Super Smash Brothers, but I guess I want something nerdier.  I want to geek out and get into the minutiae of the mechanics of a game but still have a great time with my friends that play much more casually.

This new version of the game, and the new 3DS have changed all of that.  My two major complaints about not being able to enjoy Monster Hunter previously were these:

  • I had no idea what I was doing.
  • The camera control was horrible using the d-pad/touchscreen.
  • Only local multiplayer.  (I'm an online presence!  I want to play with my gaming friends all over the country!)
All of these concerns have been fixed by Monster Hunter 4U.

They added much better weapon tutorials and guiding within the game.  The new 3DS has the new little nub joystick that can control the camera for Monster Hunter.  AND FINALLY ONLINE MULTIPLAYER.

I did go above and beyond and looked at GaijinHunter's amazing weapon tutorial videos, but it's something I highly recommend.  I played through the demo over and over again trying new weapons to see if I'd like new things, never even realizing some of the capabilities and combos that the weapons could perform.  If you have just ten minutes here and there, you should really check them out if you're interested in the game.



To get back to my main point without nerding out about game mechanics too much...

This is finally the PvE co-op experience I've been CRAVING!

A game that you can play with three other friends, conquering giant bosses, and working together with a helpful community in order to accomplish the harder goals within the game.  A game where a hardcore player like me can delve hours upon hours into, improving my character, and gaining mastery over my combat... then join my more casual friends to just "smash some monster heads" and I'll still love every second.

Maybe it's the smaller community because Monster Hunter isn't super well known.  Maybe it IS the fact that it's not on many different systems yet and the exposure to the player base seems low.  Maybe it's these points that help the small community vibe thrive and seem engaging.

This is the game that I got a 3DS for.  This is the gaming experience that I've been looking for.  This is a system seller through and through for me.  There is no price you can set for having those unforgettable "holy shit" moments with your good friends, and in this case even strangers.

Monster Hunter 4U is FILLED with "holy shit..." moments.



Just look at the sheer amount of armor sets in this game...  Each armor set changes every 3-4 seconds... and this video is 19 minutes long!?

Get this game.  Join me.  Let's go smash some dragon heads and then prance on their corpses.

Wednesday, February 11, 2015

My Mimi Passed and I'm Sad and Happy... Help?


I am sad...

...because my grandmother has passed away.  This is always a simple sentiment to express, but what makes me really sad are the finer details of why this moment is very hard for me to overcome.  I'm not really sure of the best way of putting my feelings into words, so I'm more in tune with making some bullet points about why she meant so much to me.

I'm sad because I lost the person that instilled my moral core that I still use and adhere to.

I'm sad because I lost the person that taught me to be kind to everyone.

I'm sad because I lost the person that taught me the social etiquette to be a polite and decent human being.

I'm sad because I lost the person that taught me countless lessons... like keeping my elbows off the table.

I'm sad that I remember playing my first Nintendo in the guest room on the first floor in the house in Barrington... then hiding it in the armoire and pretending to be playing with Legos.

I'm sad that she can't teach kindergarten anymore to wide-eyed young children.

I'm sad that I didn't send her enough thank-you notes for the presents I would receive on my birthdays and the holidays.

I am happy...

...because my grandmother taught me to really appreciate nature.

I'm happy because I'll never forget the times I'd get a hand-made lime-ade after doing my chores.

I'm happy that I know that she always loved me and supported me through my many life mistakes.

I'm happy that she enjoyed and approved of my girlfriend, Andrea.

I'm happy that she was able to attend my jazz concerts in high school because I know she appreciated them.

I'm happy that I was able to cook a turkey for the person that will forever put my cooking skills to shame for the rest of my life.

I'm happy that my favorite recipe of all time is my grandmother's breakfast casserole, that I always adamantly push for every holiday with my family.

I am confused, but hopeful...

...because I'm not quite sure how to handle this, or how to grieve properly.  I recently had the flu, which lead to an ear infection, which lead to a minor case of Bell's Palsy, which I have affectionately dubbed my "derpy face" so I kind of look like this...

I can't even cry normally... I feel really awkward.
I'm also scared that my family will take my grieving process in the wrong way.  I've been learning how to maintain my cool while my anxiety issues run rampant within my life... and my major coping mechanism is humor and the harder it is for me... the harsher it gets.

I'm worried I'm going to say something out of place, something harsh to my relatives that I know are grieving just as much, if not more, than I am.  I'm worried that I'm going to sound like a complete ass.  Unfortunately, this is just how my brain deals with this.  I'm worried that I'll say something to my friends or Andrea that is too harsh because of dealing with this.  I'm worried I'll get so involved about thinking about the importance of family, that I'll say something mean when someone just tried to distract me with something else, if only for a second.

I've been battling my issues with my faith recently.  I can't really say I believe in a God anymore, but I still believe that maybe eventually I'll be proven wrong that there will be irrefutable evidence that a higher power does exist, but until then, my brain is still more focused in science.  

It's always the easy answer to just say that my grandma is in heaven with my dog, Maisie (pictured above with her) and her dog, Goodie, my other grandparents, and they're just laughing at how skeptical I'm being about the afterlife... but I just can't get there yet.  I just don't really believe it.  Of course I'd like to believe that all my previous dead pets and relatives are in the same place, snuggling together on some large couch, and having a great time.  I just don't believe that.  

However, if there IS a place that good people go... it's where my Mimi is.  She was the kindest, most polite person I've ever met in my life, and she always had opinions that were based in years of wisdom and experience that I'm not even sure that I'll ever acquire.  If there is one person on this Earth that deserved to go to such a place, more than her, I couldn't fathom it.

It calms me to create these unrealistic visions of the "heaven" that she's in, and the more grandiose, the better.  It helps me to imagine that she's with her old dogs, walking through a limitless, beautiful garden that is the vision of perfection.  It helps me to imagine her with my grandfather, dancing together at Northwestern in their younger years.  It's heaven, right?  So why not!

This whole thing makes me really sad because...

...I never got to tell her how much of an influence she has had on me as an adult.  I've used countless tips about manners, dinner-table etiquette, and just social skills that she gave me while I grew up.  I'll always try, and probably never succeed, to be as polite and respectful as she was in everything that she said.

...I never got to really thank her for being so understanding when I felt like the "black sheep" of my family.  We never got to talk a lot about it, but I cherish the short bits that I was able to get between her, Pru, and I.

...I never got the chance to tell her that I finally understand her love of gardening.  (I'll probably have to re-type these sentences over and over again because I'll be projectile spewing tears at my computer monitor.)

...I never got to tell her that a garden is the one place that I feel relaxed and organized.  I never got to tell her that Andrea and I have been taking regular trips to the Chicago Botanical Gardens to have nice, stress-free days.  The garden has become the one area that I can escape to, where I don't have to worry about anything.  Everything is being handled.  The plants are being taken care of by people that love to maintain it, and by experts that will always have a deeper understanding of it than me.  I don't have to even consider that the plants might not get taken care of the right way... I can just go, and observe a very organized, and beautiful landscape that washes every ounce of stress away.

One day I'll have a plot of land to call my own, and I'll make a garden that will definitely be in her memory.  I'll do my best to keep all my plants alive, trimmed, and maintained so that it can provide the same comfort that my grandmother's love of nature gave to me.

Who knows, maybe I'll even have a Monarch butterfly stop by for when my Dad visits and we both remember our time with her, and the house in Barrington.




I love you, Mimi.  I'll never forget you, and the love that you gave everyone for those eighty-nine years.

Wednesday, January 7, 2015

Games Shouldn't Be About Spending Time. It Should Be Fun.

I can't emphasize this enough.



I just got finished with some Steam library catch up during my winter break from school, and had some experiences that helped me figure out why I haven't been enjoying games as much anymore, and why I haven't been able to find the same satisfaction from spending time in games.

Over the last couple of fall and winter months, I thought I'd enjoy playing World of Warcraft again.  I came to a realization after my time with Wildstar.  

I enjoy playing the PvE content in games.  Coordinating a group of players to accomplish hard tasks within a game environment is my cup of tea.  World of Warcraft will always be a superior PvE experience as long as they keep updating the game and adding expansions.  There's no possible way a competitor can catch up or keep up to the behemoth.  Maybe a game could focus on player vs. player and get a good audience of players, but in terms of pure PvE content... games just can't compete.  So with our time in Wildstar coming to an end... (and the fact that they laid off most of their development team and the game is probably officially dead now) our guild, Voodoo, decided to move on to World of Warcraft.  We wanted the best raiding experience and we wanted to keep playing together.

Recently we had some guild drama that resulted in some of our raiders "usurping my throne" and my title of Guild Master because I wasn't leading us in the right direction/guild vibe/ambiance/whatever.  The reality was this: we were doing really well.  It was like running a new business in an industry where your competition has been established for years.  There were going to be growing pains and hurdles in order for us to compete that other guilds simply didn't have.  The main one was primarily that other established raiding guilds had all their players loaded with gold from playing continuously since the previous expansion, that they were able to get a significant gear lead with in-game currency over the players that were coming back to the new expansion.  Even with the disadvantage, we managed to stay within the top 30 US guild rankings until we fell apart.

I took our guild falling apart as an opportunity to catch up on finishing some games I had missed out on while I had spent my free time raiding.  I beat Far Cry 4, Dragon Age: Inquisition, Assassin's Creed: Unity.  I found excellent games like Endless Legend.  I was able to even re-visit old titles that had been updated like Starbound, Rust, and DayZ.  But there was still something off from all of these.  Something still didn't feel right while playing.  I didn't get that wow factor anymore.

I talked to some of my gaming friends.  I talked to my therapist.  I talked to some of my real life friends that I hadn't spoken to enough while focused on raiding.  I kept asking, "what did I do wrong?"  I went through our guild falling apart play-by-play over and over again in my head to try to figure out what happened.  Why wasn't I able to click with the members that were unsatisfied?  Then it hit me.

WoW has changed completely over the years.  I know this is the most obvious statement of 2015, but let me explain.  When I had been playing it and REALLY enjoying it, the focus was completely different from a gameplay perspective.

WoW is currently completely focused on knowing your optimal damage rotation, when to use certain items/abilities at certain times in order to do more damage, and heavily rewards being able to spend copious amounts of time in search of the best randomly generated numbers and pieces of gear.  WoW rewards this playstyle by designing boss encounters that have "enrage timers" that players have to kill the boss within the timer so that the boss doesn't "enrage" and kill the whole raid in seconds.  Getting the optimal group composition, loot, and dps rotation is the optimal way to beat these newer bosses.  All of this takes time.  You need to take time to learn/get used to your rotation.  You need to take time to farm out the best gear and enchant that said gear with expensive enchants/gems.  You need to take time to learn the boss encounters so that you know the optimal time to be using certain abilities in certain places to kill the boss faster and make the timer.  Every game mechanic in PvE raiding in World of Warcraft is based on spending time.

Here's where I didn't click with the "new generation of WoW gamers."  The Team EZ Boys Meme-lord Parsemaster gamers.  I enjoyed WoW when it was more focused on handling boss mechanics.  When bosses were designed with mechanics and abilities that rewarded skill over time spent.  Skilled gamers are able to pick up on the game's mechanics and beat it in a quicker time than gamers that take much longer to learn how a boss works.  Great MMO's are usually designed in a way that the skilled people are able to conquer the bosses first, then the "not-so-great" players can spend time getting better gear and slowly the bosses become easier because their players stats are better and give them enough of an advantage that they can afford to make a mistake here and there.

Wildstar had great raid progression design.  As did vanilla World of Warcraft and some of the earlier expansions.  A really skilled raid could focus on staying alive and handling the mechanics, and as long as you stayed alive, the boss would die.  There WOULD be some bosses that occasionally were DPS checks and had enrage timers that you would have to beat, but those were only occasional.  In original vanilla Naxxramas, Patchwerk was that boss, and has become notoriously referred to as a good DPS check in recent years of WoW gamers.  It was a boss that just sat there, beating the tanks, testing healers, and DPS had to kill it before he enraged, or everyone would die.  There weren't mechanics to avoid, it was just, "sit here and figure out how to mash your keys in the best way so we can kill this in time."  That is EVERY boss in World of Warcraft now.  

Instead of rewarding the players that are smart, and can adapt to new and exciting situations within games... they are instead punished by not being able to spend as much time as their competition.

This isn't just even World of Warcraft!  Look at every new release of your favorite shooter... or even League of Legends/Dota... Any game where there is inherent value in being "good" at the game.  If you're not able to spend a TON of time playing, there's no way you can keep up with the people that can.

This is why I enjoy playing games at launches.  I can't play a game later into it's life... It's gross by then.  At launch, everyone is on an even playing field, and I tend to be one of the gamers that can "figure it out" quicker than most.  I can keep up with any other gamer and I can feel like I'm on the same level.  I see the familiar mechanics that are present that I have experience with, and I use them to my advantage in exploring this new virtual world that I have access to.  Maybe I'm not a "skilled" gamer... maybe I'm a WISE gamer.

Even look at games like Dragon Age.  Gamers were NOT enjoying the blatant "time-waster" tasks in the Hinterlands and even stopped playing the game over it.  Bioware responded by telling gamers to continue the story and leave the Hinterlands behind.

To sum it all up... games are really focused on rewarding your time spent playing their game.  It can be for many reasons.  Sometimes it's to keep people playing to make more money.  Sometimes it's so that the gamer can feel like it was a good investment because they spent a lot of time for the money that they spent.  Sometimes they design time-wasters within a game for good reasons to help the gamer feel more involved/immersed in their world.  

That's great, but how do we make it FUN again.  How do we make a game that rewards the player for being intuitive and smart and it doesn't take buckets of time?

There have been only two games in the past several years that have given me this kind of feeling.  Wildstar and DayZ.

Wildstar is not worth it anymore because it's a dead game and it had a lot of bumps in the road, but it was that FEELING again.

DayZ is still around, but the newer version needs to get caught up to the same feature amount of the Arma 2 Mod version.  Even then, it was never designed to give the unique experience that it did.  This came from the inventive ways that players used the game to make unique moments in my gaming history that will never be replaced.  The situations that came out of participating in the game's world were the real allure here.  I don't think the design was entirely intentional and the developers had no idea what players would do within this virtual world.  It surprised everyone.

I'm hopeful for the future of games and gamers, but I just think games need to re-evaluate this direction that we're going and this position that we're in.

I understand that it's not as simple as "change one thing and it will all be better" but I know there have to be ways that we can improve this gaming experience and lifestyle as a whole.

TL;DR  Businesses make games take more time to make more money.  Gamers feel better about playing games for longer periods of time because it feels like they got more bang for their buck.  Games reward time spent doing tedious tasks instead of actual intelligence.  Doesn't it seem like doing just tedious tasks in games feel like a waste of time?  Is this what "fun" is?

Thursday, April 24, 2014

The Connection between Social Psychology and Video Game Design

The Connection between Social Psychology and Video Game Design

                The world of interactive media has grown increasingly popular with each consecutive year.  People are tending to gravitate towards an experience that can give them an occasional escape from the doldrums of reality.  These games can range anywhere from a simple, one-tap control mobile game to immense open world alternate realities.  “The video game industry’s revenues surpassed the movie industry’s several years ago, and it surpassed the music industry’s in 2008.”(Gentile 2009)  These games have expanded to be available on almost every kind of electronic device.  One aspect of these games has started to become the center of a lot of research on interactive media.  It started with the obsession that playing video games always tends to have a negative effect on the players by making them more violent, but then it was taken one step further.  Not only was the question why do people play violent video games but instead was why do people play video games?  One of the most popular games in recent years has been a title called the World of Warcraft which had 12 million active players worldwide in 2010. (Blizzard 2010)  The main reason World of Warcraft was able to achieve this massive player base was the fact that it was a social experience, designed around meeting and interacting with other players in a virtual world.
World of Warcraft was classified as a massively multiplayer online role playing game or MMORPG.  MMORPG’s have become increasingly popular after World of Warcraft opened the floodgates into the realm of online gaming possibilities.  The game’s players would start the game with a character they were allowed to customize from many different fantasy races.  Anything from orcs to elves, gnomes to the undead, World of Warcraft was a diverse place where you could usually find a character type that would personify yourself as a player.  In the beginning of the game you would have to go off on your own and start the process known as “questing.”  Questing was a way to accomplish small tasks within the game that would give your character experience points, gold and sometimes even equipment to use in your adventures.  Then with these experience points, you might “level up” and increase the base statistics and strengths of your character and even occasionally acquire new skills that would help you in your quest to make your character more powerful.  These abilities could be anything from a new offensive power that can help you destroy more enemies or a defensive ability that reinforces the survivability of your player character and sometimes other players.  Eventually in your questing you would encounter what would be a “group quest” or a “dungeon quest.”  These quests suggested that you would need more than one person to accomplish them. 
The first group quest in the game for players that chose the Human race in game would be the slaying of a beast named Hogger.  This was the first time within the game that the player would need to branch out of their solo experience and enlist the help of others.  If you could gather extra players to assist in eliminating Hogger, the rewards were great.  There were always other options though.  Through clever gameplay mechanics, some players might find a way to destroy Hogger on their own, and others would just avoid the quest altogether to favor the solo questing experience.  The convenience of having options to choose from when met with adversities in the game was always one of the best selling points World of Warcraft ever had.  This appealed to a wider audience of introverts and extroverts alike.  Even though the ability to avoid the quest was apparent, the rewards for completing it were always tempting.  The game was designed around the group experience.  Later in the game, players would encounter the first dungeons within the game.  Dungeons were a zone that would be within the game that would have a series of smaller battles leading up to a confrontation with a story-relevant boss battle.  Boss battles were usually non-player characters within the game that had some relevance within the game’s lore and would usually require dispatching, but they were too powerful to be taken on by a solo player in the main game world. The game was designed that a small group of five players could accomplish the imminent boss battle.  Now you had players branching out from not just introducing themselves to just one other person within the game world, but now you had to make a small community to accomplish a shared goal.  Throughout the game’s history, these group sizes would increase to 10, 20 and even 40 man encounters that would later be called “raids.” 
The first raids needed a coordinated group of forty players working together to be able to accomplish the more difficult content within the game.  These raids would then usually split up into some form of hierarchy.  A designated raid leader, sometimes decided by a democratic or authoritative leader, would be chosen, as well as other leaders within the raid that would get chosen in both formal and informal ways.  Raids would sometimes have class or role leaders depending on the level of organization.  Class leaders would be leaders among any given in-game player class.  The classes in World of Warcraft were warlock, mage, paladin, priest, warrior, rogue, druid and shaman.  Then other times there were role leaders.  These roles were tanking, damage dealers, and healers.  Tanks were the players that were in charge of handling mob aggro.  Aggro was defined as maintaining the attention of the enemies around you.  The tanks were in charge of protecting the rest of the raid group from harm.  The damage dealers were the players that specialized in dispatching the in-game enemies.  The healers were the players that were more interested in a support role.  They were in charge of keeping their allies alive and using abilities that benefit the other players in some way.  This combination of tanks, healers and damage dealers has been described as the “Holy Trinity” of MMO gaming.  It has been a popular game design style for a majority of these massively multiplayer online experiences.  These are roles that players can immediately understand and predict their role in a group setting.  The many different group challenges in World of Warcraft then lead to the forming of Guilds.
A guild is just another name for a tribe.  Tribes are a social group that is usually a close-knit community based on relationships, the exchange of goods, and a common location.  In MMORPG’s these tribes have different names like Clan, Corporation, Guild, Conglomerate, or even Fireteam.  In World of Warcraft, they are simply referred to as guilds.  Guilds are formed by people that are friends or related in the real world, and then expand by meeting new people online, communicating with them, and discovering that they have similar goals within the game that they would like to obtain.  These guilds would come together for a variety of reasons in World of Warcraft.  Some players enjoyed the small group setting and playing several different characters through the questing experience and just doing the five person group content.  Other players would strive to be competitive and defeat the hardest content in the game with their large forty person groups.  There were even players that were not concerned with the boss and dungeon encounters, but instead wanted to prove themselves in combat against other players in what was called the player vs player content or PvP.
                Player vs Player based games have become very popular.  The most popular of these recent PvP based games have been the titles League of Legends and Call of Duty.  In most instances of PvP games, it is similar to the world of competitive sports.  You form teams to compete against one another in the spirit of friendly and occasionally non-friendly competition.  In League of Legends, there are two armies that are in a constant struggle.  These two armies are sending forces at each other and through defenses to destroy each other’s headquarters.  A group of five players then aligns themselves with either side, and join this battle to destroy the opposing forces’ headquarters.  Then the results of the battle are tracked online and the players’ accomplishments and statistics are tracked and they can get a feeling of satisfaction, or identify areas of which to improve their gameplay for a competitive edge.  These players get to take on the role of a virtual being and get to feel powerful.  Many players are attracted to these kind of games because of the feeling of accomplishment they get from it.  In some cases the stats and achievements are used to “prove” that they are better at the given game than the other players competing.  PvP games usually use the statistics and achievements to reinforce the players accomplishments, but games also have other ways of rewarding players.
                The other main game type is called player vs environment or PvE.  This game type is where the player is set against the world that has been crafted to challenge them.  This is where the main game challenge will not come from competing with other players around you, but instead working with them to achieve a common goal.  The rewards can be anywhere from something as simple as a notification that you’ve completed the event, to new equipment for your character that will help your adventuring in some way.  The most challenging PvE content was the raid content.  The players within the raids would be rewarded with in-game currency and equipment for effectively slaying the boss encounters.  This positive reinforcement was even expounded upon in later iterations of the game.  World of Warcraft was an evolving online world that continually had content added to the game to keep the players satisfied.  Players were further reinforced for accomplishing any task in game by receiving in-game achievements.  Achievements were special awards you received for meeting certain conditions within the game.  Then these awards would be tracked in a list of your achievements.  Players could then use their achievement list to prove to other players that they have accomplished tasks in the game, or just to remind themselves of everything they’ve done.  World of Warcraft was able to maintain their player base through repetitive positive reinforcement.  Do what the developers intend, and receive rewards for doing so.  Giving this constant reinforcement was a way to make every player within the game feel like they were succeeding at something within their lives.  It is this idea of temporary and immediate satisfaction that has been drawing in players of all age ranges and personality types.
These multiplayer games teach prosocial concepts.  “Games can provide models, give direction, require practice, and prove immediate reinforcement or feedback.” (Gentile 2009)  While games are so multi-faceted, they can also effect aggressive and prosocial behaviors.  Video games are a carefully crafted space in which a player can practice behaving in ways they don’t feel comfortable with outside of the game world.  “It is, therefore, a continuous cycle of learning and reinforcement.” (Gentile 2009)  If establishing communication and fellowship with other players is being accomplished and reinforced by the game’s environment, then the players can take the lessons they’ve learned from within the game, and apply them to their everyday life.  The games still require a form of social mastery.  This mastery can be in many varying degrees of expertise, but the majority of players will see and effect on their social skills from these games.  In some cases, the results can be negative.  Games can cause hurtful stereotypes to come out because the players believe they are behind this impenetrable wall of anonymity. 
The popular games have been designed in ways to promote positive social interaction.  World of Warcraft provides many different kinds of in-game rewards for making a group of players and maintaining that group while accomplishing in-game goals.  These games show the players that working with other people can yield great rewards.  They encourage less social players to branch out of their comfort zone while still providing them with a safe environment to do so.  Even if a player fails in one give social interaction, there are so many people within the game, that they could almost have an unlimited opportunity for practice.  The only limits to that practice are the amount of people playing the games.  But when this number is in the millions, it provides ample opportunity for practice.  In a chart about the General Learning Model referenced by Douglas Gentile in the article Prosocial Video Games and Behavior, he describes that the repeated learning encounters and practice are then effected by many different factors before coalescing into what is viewed as your individual personality.  Everything from your beliefs to your attitudes, stereotypes and emotions all play a role in interpreting these lessons and shaping your personality.  In one of their studies they “directly tested the hypothesis that habitual playing of prosocial video games would increase prosocial behavior assessed months later.” (Gentile 2009)  They studied Japanese children’s video game habits and their behaviors twice over a three to four month time span.  The results of these studies proved that there was a “bidirectional relationship between prosocial gaming and behavior.” (Gentile 2009)  These lessons and tasks within these games that promoted playing with other people really were affecting the players in positive ways.  There was a similar study done linking violent video game playing and aggression, but it just further supports that these games can have a psychological effect on the players.  The practice and lessons learned within the game environment have a definitive impact on the players in both short-term and long-term ways.
Games that are designed to reinforce social behavior are indeed having a positive effect on players inside the game as well as outside of the game world.  In other studies done by Gentile and other psychologists, it was shown that players that engaged in these prosocial video games would then be more likely to engage in helpful actions towards other players within the game on a more regular basis.  While on the other side, players that engaged in violent competitive video games would then have a tendency to have a hurtful stance towards other players.  “The present state of arousal can also be affected by both personological and situation variables.  Some people are chronically aroused, and numerous situational variables, including playing certain video games, can temporarily increase arousal…  This arousal effect is not specific to violent video games, but could occur with any game that happens to be very exciting.” (Anderson 2000)  This feeling of excitement and accomplishment keeps players involved in the prosocial or hurtful environments which the game creates.
Games can be a useful tool for positively and negatively reinforcing the behaviors of the player.  The game designers behind the game systems are usually iterating on game systems that have been financially successful in the past for other titles, but sometimes games are designed to give the player a new kind of personal experience that they have not had before.  Games are a powerful tool that can be used to influence players in a variety of ways.


Anderson, Craig A., and Karen E. Dill. "Video Games and Aggressive Thoughts, Feelings, and Behavior in the Laboratory and in Life." American Psychological Association, 2000. Web. 8 Apr. 2014. <http://www.psychology.iastate.edu/faculty/caa/abstracts/2000-2004/00AD.pdf>.
Anderson, Nate. "Sociologists Invade World of Warcraft, See Humanity's Future." Ars Technica. Conde Nast, 9 May 2010. Web. 24 Apr. 2014.
Gentile, Douglas A., Craig A. Anderson, Shintaro Yukawa, Nobuko Ihori, Muneeba Saleem, Lim Kam Ming, Akiko Shibuya, Albert K. Liau, Angeline Khoo, Brad J. Bushman, L Rowell Huesmann, and Akira Sakamoto. "The Effects of Prosocial Video Games on Prosocial Behaviors." Sage Publications, 25 Mar. 2009. Web. 8 Apr. 2014. <http://sitemaker.umich.edu/brad.bushman/files/gentile_etal_prosocial_2009.pdf>.
Happ, Christian, Andre Melzer, and Georges Steffgen. "Like The Good Or Bad Guy—Empathy In Antisocial and Prosocial Games." Oakton Library Databases. US: Educational Publishing Foundation, 03 Mar. 2014. Web. 08 Apr. 2014. <http://oaktonlibrary.oakton.edu/ehost/detail?vid=3&sid=f7a4aaec-21bd-4e2c-b00e-02425be9468b%40sessionmgr4002&hid=4109&bdata=JnNpdGU9ZWhvc3QtbGl2ZSZzY29wZT1zaXRl#db=pdh&AN=2014-07545-001>.
Routledge, Clay. "Death Love Sex Magic." The Social Benefits of Video Gaming. Sussex Directories Inc, 7 June 2010. Web. 06 Apr. 2014. <http://www.psychologytoday.com/blog/death-love-sex-magic/201006/the-social-benefits-video-gaming>.
Stangor, Charles. "Principles of Social Psychology, v. 1.0." Flat World Knowledge. Flat World Knowledge, 2013. Web. 08 Apr. 2014. <http://catalog.flatworldknowledge.com/bookhub/2105?e=stangorsocial_1.0-ch01_s03>.

"Press Releases." Blizzard Entertainment. Activision Blizzard, 7 Oct. 2010. Web. 24 Apr. 2014.

Tuesday, February 25, 2014

My time with Z and my ENC Family

 

  Yesterday I lost a good friend.  I wasn't part of his inner circle, or his high school crowd, but he was a part of my closest gamer family.  He was a profound influence on my growth as a man, and the development of my life's passion.  He was there for me when I needed friends the most.  He wasn't the most vocal person, but he always had a good heart and was loyal to his friends.
     Most people don't understand the world of gaming yet, and that's fine because it's still a relatively new medium and field of study.  Unfortunately it usually has this bad stigma attached to it, and the people you spend your time "playing games" with is viewed as a waste of time.  My time with my ENC family (ENC being the internet cafe I spent countless hours at) and my time with my friend, Z, were some of the best years of my life and I know I'm not alone in my feelings about my time there.  To those that choose to remain ignorant, it might look like we had been wasting our time on games, but it was hardly time wasted.
     The reason I'm heavily invested into the world of gaming is because of my time at ENC.  Our ENC family remains a band of brothers that I'll always have the utmost respect for and I'll care about forever.  We always had tough times in our life, but we could put that aside and share our time together playing games.
     Z was one of the main people in my life that taught me about the Mobile Online Battle Arena genre, which popular titles include Dota 2 and League of Legends.  They are popular player vs. player games in which teams of five compete to destroy each others main base.  The online battlefields are filled with both meta and micro managed strategies that takes years to properly master.  Z not only had achieved a level of mastery over this game type, he also had the patience to help someone new to the genre (Me) learn the ropes and realize how fun competing with friends can be.  We were always a competitive bunch at ENC.  We'd yell at each other about the nice plays being made, and heckle each other for the mistakes we'd make.  I'll never forget Mike Vo and Z yelling across the room, "OH NOOOO!  THE CREEEEEPSSS!"  Creeps were small cannon fodder-esque units in the game that represented the army you were fighting for.  When you'd attack another player, the enemy creeps would turn to attack you in order to back up their ally.
    Our group of gamers at ENC was very similar to a recreational sports team.  We were friends, but we also were a task-oriented group dedicated to killing bosses, slaying dragons, and defeating online opponents.  Then when we weren't playing the games, we'd hang out, talk, grab a pizza or possibly some Chipotle, and I'd usually join people outside for their cigarette break.  We were like any group of friends, we'd hang out, do activities (Monday Night Raids anyone?), and just have a good time.
  It was this group of friends that shaped me.  We might be tough on each other when it came to getting better at competitive games like Dota, but I feel like we were and are loyal friends to each other.
    Z epitomized this for me.  From my time with him, I could tell he had a good heart.  He enjoyed the company of his friends, and he enjoyed being a positive influence.  He'd buy people food when they were low on money, or just zone out and play some games with you if you'd rather not really be too social.  He helped make ENC into a very comfortable place for our group to spend time.  He'd invite you to play with him and was excellent at providing constructive feedback to make you better at what you were playing.  We'd have conversations about playing a paladin in World of Warcraft and the best methods of healing.  We weren't just gamers, we were serious gamers.  This wasn't just a tiny distraction in our life, this was our priority in how we spent our free time.  Some people go to bars, some go to movies, and some people even read books.  We would spend our time, effort, and money on our games.  However, it wasn't all serious.  We'd have a great time doing it too, and we made friends for life.
    I can't say that I spent enough time with Z recently, but I can say that the time I DID spend with him changed my life forever.  It was this social interaction that fostered my love of gaming.  It was this community that sparked my interest in psychology and sociology.  It was this group that helped remind me how important my friends are in my life.  It was looking back at my time with this group that convinced me to go back to school to learn more about gamer communities and why people enjoy them so much.
     Z was a wonderful person, a great friend, and one of the best Dota teammates you could ever ask for.  I'll miss him more than I can probably process at the moment.  Ultimately, I love you Z, and I love you my ENC family.  I know we're huge bros, but you're some of the best friends I've ever made.  We'll miss you Z.