Showing posts with label ghostcrawler. Show all posts
Showing posts with label ghostcrawler. Show all posts

Thursday, April 7, 2016

4.67. The Ghostcrawler Effect

Separated at Birth?

Popping Tabs

BlizzCon 2011 wrapped, but the partying was far from over. Several of us made our way to the neighboring Hilton. The lobby was wall-to-wall nerds. Shimmying through the crowd in search of the bar, Goldy and I kept our eyes peeled for celebrities. Word spread quickly that some of the Blizzard folks were here, intermixed among the commoners. I steered clear of as many costumes as possible and motioned Goldenrod over to a lounge area where there was some room to breathe.

"Don't look," I said, catching a glimpse of a familiar face.

"Who is it?"

"The entire cast of The Guild is behind you. Felicia Day is only five feet from us."

"Go talk to them!"

Save yourself the embarrassment of being shut down. You have nothing to say to Felicia Day.

"Mm, pass," I replied, "They look busy. Signing autographs and meeting crazed fans all day? They probably just want to be left alone for five seconds. Next time."

Goldenrod surveyed the room, focusing in on a small swarm of people crowding around the right side of the bar.

"Ghostcrawler's over there."

Greg Street leaned up against the bar, listening to the ongoing conversation while drinking what I could only assume was gin.

There's someone you have something to say to.

"I'll be right back."

My mind raced with statements I'd meant to tell him if given the chance -- the kinds of things you don't say out loud. Public decorum took precedence, but internally, rage went to war with good judgement. I stood beside him several moments, waiting to catch his attention while I worked through it. As a break in the conversation opened up, he glanced over and caught my gaze. I reached out my hand and he returned the gesture. Then, I looked Ghostcrawler straight in the eye and lied to his face.

"Thanks," I said, "for all the work you put into this game. I get the feeling that you don't get a lot of support from us."

He nodded, shrugging, "Eh, it's a job. I have a thick skin, I can take it."

Get over yourself. You weren't lying to Greg. You just wish you were.

---

There was a time, not long ago, when the player had no voice.

At the start, we didn't even know who they were. Logos on shiny labels affixed to black cartridges were our only means to identify who was responsible. Atari. Activision. But these were merely employers, hiding the actual visionaries away from us, heads down deep in their cube farms. Howard Scott WarshawCarol Shaw. Brilliant men and women slaved over our digital Shangri-La, working tirelessly in our honor so that our television sets might bathe us in a moment of exhilaration and wonder, and grant us a brief moment of overwhelming power and control. We didn't even know who to thank.

When the PC gaming market emerged, the wall between gamer and developer started to show cracks. Boxes packed with comedic manuals revealed unto us the Hollywood-style celebrities behind our beloved titles. Whether pranking us by donning pink mohawks and pig snout masks, or striking a more reserved pose, the magicians carried a message: gaming is serious business, and we've got more hits coming your way. Company logos took a back seat to the person whose fingers weaved these interactive dreamscapes. We knew Sierra On-Line by name, but cared more deeply about what was next from from Ken and Roberta Williams.

We wondered, though, was the feeling mutual?

Being the creative geniuses they were, game developers found ways to solicit feedback. Upon completing Ultima, Lord British reached through the electronic nether, wishing to hear from us. "CONGRATULATIONS! Report thy feat unto Lord British at Origin Systems!" We obliged. We wrote in with our fan letters, sent photos, hand-drawn maps, sketches of dragons and spaceships, pages of scribbled notes as we worked through those many puzzles and secrets. Some of us even dreamed of becoming game developers one day. Our heroes sent back their words of encouragement; a crazy, mythical race of adults that not only believed our dreams could be realized, they were living proof.

Developers and gamers drew closer with the rise of gaming conventions. Not only did QuakeCon expose us to John Carmack, it proved what we secretly wished all along: they weren't aloof, out-of-touch celebrities; too good for autographs while gated off in their million-dollar mansions. They were gamers, just like us. Our celebrities pulled up a chair and joined us in a deathmatch. Then, as the convention ended, those same developers drove off in their ruby red Ferraris, retired to their darkened caves to resume the coding grind. Their internal fire was reignited, wishing only to deliver an awesome gaming experience. They couldn't let us down, they'd shaken our hands and seen that same fire in our eyes. To them, we were real. We were their heroes.

By the rise of the internet, barriers between gamers and developers were all but non-existent, catapulting gamers from never having a voice to being involved every step of the way. Usenet, forums, blogging, and eventually, real-time access via social media accelerated our ability to reach out to one another. Technology facilitating such unparalleled communication matured because of that shared spark, that symbiotic relationship that never died: game developers wanted to reach out to the fans as much as we wanted to share with them. And today, we can tell them everything. What's fun. What isn't. What works, and what doesn't. What we love.

What we hate.

Sweet Emotion

Customers that frequent Whole Foods have been called "useless, miserable, ignorant, and angry." Social psychology studies reveal that drivers with bumper stickers are 16% more likely to unleash road rage. Apple fanatics swarm memorials for Steve Jobs without ever having met the man or sharing a story over an Odwalla.

Why do we behave so inappropriately toward inanimate objects?

Researchers in industrial design claim they convey personal meaning rather than simple utilitarian intent. Sociologists say it is a part of our evolutionary makeup, that we're territorial and go on the defensive whenever any predators threaten to take away what is rightfully ours. Organizational psychologists build on this, categorizing our needs in three main areas: Security, Justice and Self-Esteem. Independently, this research offers insight into a human's crazy obsession with a trophy that isn't real...but is. When considered holistically, an interesting picture develops.

The industrial designer focuses in on four factors to develop a bond between a customer and a product: group affiliation, memories, pleasure, and self-expression. The first three are easy to unpack. When we indignantly march across the parking lot, Wheat Grass smoothy in hand, towards our vehicle adorned with peace symbols and left-wing messaging, we announce to the world what personal and political movements that ring true to us. Likewise, we'll caremad when said car is damaged or some fool gets in our way to the Kale aisle. Losing photos hurts more than breaking the camera -- there is no way those memories will be recovered. As for pleasure, well, we do what we enjoy...even if we can't agree on what's enjoyable.

Self-expression is a big one. Similar to group affiliation, as a product is molded or shaped to fit us as individuals, our physical (and emotional) investment grows; as we invest more effort in the product, the closer it represents our identity. There's no mistaking a product in this type of category: clothes with dozens of options of fit, shape, style and color. The more customizable the clothing, the more it accurately represents our identity.

It doesn't take an industrial designer to see how beautifully World of Warcraft falls into these sweet spots. Group Affiliation (gamer, casual/hardcore, horde/alliance, profession, race), Memories (discovery, achievement, quest completion, meeting new people, defeating players, raiding), Pleasure (duh), and Self-Expression (naming, gear choices, guilds, talent choices, online personas) all present in abundance. It's as if Blizzard read the book on how to design products that people become passionate about!

The question is: did they read the book on customer satisfaction? I'll save you the research and get right to it.

A satisfied customer is one whose self-esteem is inflated by their experience, and who feels secure in their purchase. Security comes from a company's ability to meet a customer's needs, often by effectively communicating how the product will work for said customer. Done correctly, the customer feels as if they are important, as if the company care specifically for them. Done poorly, and a customer will most certainly go ballistic.

A customer turns sour when they feel they're no longer being treated fairly, and three forms of justice are often demanded. Distributive justice covers our need to be treated equally, while Procedural justice demands that promises be kept and commitments followed through on. Finally, interactional justice is that which describes how a company's employees relate to the customer, their friendliness, their honesty, their ability to help solve the problem at hand.

And this, dear reader, is where every good intention Greg Steet ever had for WoW is yet another reason for us to levy unwarranted hatred upon him.

Reverse Midas Touch Method

The Ghostcrawler Effect is not, as some might argue, the devastation Greg Street levies on any game he comes into contact with; it is not some reckless reverse Midas touch which turns all his designs to shit. Instead, it's what happens when a company builds a passionate product, empowers an advocate to allow the customer's voice to be heard, changes the very elements that made the product passionate to begin with, and ensures that the advocate has no possible way of resolving said conflict. It is a game in which there is no winning outcome; indeed, it was his very own Kobayashi Maru.

Corporations: Listen up! If you suspect The Ghostcrawler Effect might be right for your company, simply follow the handy steps listed below!

1. Build and sell a customizable product that appeals to a territorial niche. This will very often be a product designed by a single person or a small group of people sharing a common vision. This vision is often fueled by personal interest to solve a gap in an existing niche group (eg. a game targeted at a very select audience for which there is no/few viable alternatives). Increase emotional investment by crafting the product so that it is highly personalizable -- the more a product can be customized by the end user, the greater the product becomes an extension of the customer's choices and beliefs.

2. Give the customer the illusion of co-producing by giving them a "voice" in design. If possible, leverage a spokesperson that's already motivated to "hear the customer" and empower them to address concerns in public. Be sure the advocate blurs the lines between personalization (how the product can be customized) and design (the rules of customization itself). Do this by using the same medium to address both additions to existing options (trivial), and long-term fundamental changes in the product's features (impactful). Forums and blogs are a great way to achieve this effect; they reinforce the perception that no matter what impact a customer's demands have on company's resources, schedules, man hours, or the product's long-term viability itself, no issue is too big or small to not be heard. The customer matters!

3. Reaffirm the customer's perceived involvement by publicly agreeing with any recommended changes that just happen to coincide with the company's design strategy. Be sure to use pronouns when addressing the customer to reinforce this effect. The goal is to have your customer advocate appear to be speaking directly to each customer individually, eg. "...we've heard your concerns and agree..." or "...but it's clear from your feedback you didn't really like what we've proposed, so we're changing our stance..."

4. Once ready, redesign the product to reduce the impact of customer choice. Whether financially motivated or ideologically driven, eventually, you will have to get your product in front of a wider audience. To do this, reduce the product's niche appeal, paying particular attention to the features that helped define the niche originally. By diminishing the importance of specific choices a customer makes when customizing, the wider the appeal of the product becomes.

5. If customer outrage ensues, leverage your spokesperson in order to provide reasons why the customer is wrong. You are under no obligation to cater to the customers for whom you designed the original product -- they have no perspective of the complexities involved in becoming a business leader in a particular market. If you experience customer dissent, lean on your advocate to communicate the various reasons why the base is being alienated. A useful technique is to have your advocate back up the company's decisions by referring to your wealth of analytic data on said customers -- by claiming the data are proprietary, you are under no obligation to reveal its specifics; your customer data falls under fair "trade secret" rules, which frees your advocate to cherry pick what information will most appropriately defend the product's changes.

The Ghostcrawler Effect, then, is what happens when a customer identifies with your product, and you decide to try to convince them that they don't know themselves; it is consumer revolt for which there is no resolution.

It's easy to blame Greg. His resting-Macklemore face, industry expertise in marine biology, and design skills honed in a game constantly confused with World of Warcraft are all ripe for the picking. They're convenient excuses that allow us to ignore the truth. That he is a gamer, like us. That he cares passionately about keeping an open channel of communication between a game company and its fans. That his job was to meet as many of our needs as possible. That "fun" trumped all else, but none of us could agree on exactly what that was.

Thursday, June 6, 2013

3.8. Changing of the Guard

"Portrait of a Tigole Bitties Wiping to
F@#$cking @#$ASDF@#$?&^%&!!1!1!"

The Troll

It was all over the MMO news sites: Tigole was stepping down from World of Warcraft. One of the visionary designers responsible for our daily addiction was moving to a secret project. Jeff Kaplan's parting post assured us his "partners in crime" were very capable game directors themselves; that WoW was safe and in good hands.

Calming anxieties and assuaging fears wasn't something Tigole was known for.

Tigole's farewell post smacked of Blizzard's modus operandi for public communications: always attribute the company's success to the team. There were no rockstars at Blizzard, because everyone was a rockstar.

I outline this, because it is a company ideal that runs contrary to Tigole's own personal beliefs.

Recruited into the Blizzard ranks by Rob Pardo, his guild leader in the EverQuest guild Legacy of Steel, Rob saw something in Jeff that translated to a winning strategy. Jeff had that magic combination of first-hand experience, design intuition, and gamer sensibilities. Back then, games like EverQuest boasted no more than a quarter million players at any one time. Whatever it was that held MMOs back from breaking a million subs, Pardo must have known Kaplan held the keys to unlocking. By adding Tigole's vision to the core team of WoW game directors, the competition would drop off the market faster than casuals drop off the Battle.net ladder.

From 2000 to mere months before the launch of World of Warcraft, "Tigole Bitties" posted updates to his guild's website on their raid progress, voicing his now legendary opinions along the way. Tigole 's posts were legendary in that they were peppered with profanity and spared no fellow guild member from shame. Each entry proudly boasted LoS's accomplishments in the EQ raid game (with an occasional nod to his then competition/now co-developer Furor, aka Alex Afrasiabi). Subtlety wasn't Jeff's strong point. What his posts lacked in subtext, however, were accounted for through his personal style that delivered its message with all the grace of a sledgehammer.

Patches weren't delayed, they were conveniently delayed. Bosses didn't lack loot, they dropped NOTHING. Fellow LoS members weren't guildmates, they were slacker guildmates too damn lazy to press the screenshot key. Venril didn't drop a staff_098, he dropped a shitty_staff_098. Gorenaire didn't kill you, he raped you.

Tigole wove a tapestry of sarcasm and entitlement with every post to LoS's homepage, but things got especially colorful when he turned his attention to EQ's developer, Verant:
"Now Verant...and I know someone from Verant will come across this...I don't know what you guys were smoking when you decided to stick a big ass dragon in one of the laggiest zones in the game, but whatever it was, please send me some of it to Tigole Bitties -- you have my home address on my registration. I'm guessing you guys were smoking some real good shit at the time."
"*Druids now have the ability to revive, feign death, backstab, and mesmerize mobs.  This was done in an effort to further Verant's Vision that we could create a class that can do everything yet still complain."
"Please Verant -- log in and send me a tell. It's obvious your Quality Assurance guys are far too busy making sure the fire beetle pathing in West Commons is working right to spend any time on one of the main mobs of your new expansion. LoS will gladly give you some QA time if you'd like to witness your programming at it's worst."
"Reasons of the Day to Say, 'F Verant'"
For a gamer, pretty standard stuff, really. Except with one difference: It was ostensibly the kind of stuff that was about to form the competition.

Mmm, Yes...Let the Hate Flow Through You

Tigole got into his element he channeled his rage directly at Verant's incompetence in designing an adequate video game. This fury was released in gradual outbursts over many months during his time in LoS, eventually culminating in a rant that exploded on their website in January of 2002:
"I know let's talk about Verant and maximizing the time of their expansion. Let's face it, VI needs this expansion to last a good long while. So what do they do? They add keys to get to uber mobs, thus slowing down the discovery of Luclin. That I can understand. In fact I like that notion. It seperated [sic] the men from the boys in Kunark with VP keys, and likewise proved who had their shit together in SoV with Sleepers. But in Luclin it seems, rather than having keys drop off of HARD mobs (a.k.a. EARNING your key to the next step), keys seem to be RARE drops off of RARE spawns -- thereby rewarding the Lucky and Unemployed. Now to add to this retarded idea of RARE drops (rather than drops off of HARD mobs) you have all you gimps out there who decided to passover the necessary key step to get to uber mobs and you fuckers exploited the doors. Well congrats on your awesome EQ FIRST, dumbasses, and as a result of your ub3r l33tn3ss Mages get a big phat dick in the ass nerf of CoH. And when CoH gets nerfed is it just the mages that get punished? Oh no, it's everyone. Stuck in traffic on the way home to a raid? Tough shit -- not there on time, you're fucked. Good fucking going exploiting dumbasses and good fucking going Verant for not having half a clue that if you put locked doors in people are gonna get past them. Here's an idea VI -- rather than nerf mages, how bout you go check on who's killing mobs behind locked doors -- look at their loot -- then see who has key. No key? Conquest their ass. Don't fuck the rest of us over because some lazy gimps can sploit a door. And for crying out loud, put keys on HARD mobs -- not rare drops on rare spawns. Are you looking to reward the skilled players or the lucky and unemployed?"
It should be pretty apparent by now where Jeff's gaming beliefs fell. Tigole was hardcore. Tigole loathed casuals.

If you're a gamer, you know this communication style is commonplace, and certainly not unique to a player clever enough to switch the letters of big ol' titties around. If you're not a gamer, your initial revulsion or hesitancy to accept anything this person has to say with any degree of credibility isn't incorrect. To gamers, especially the most hardcore kind, gaming is priority #1, everything else is noise. There are dragons to slay, after all.

That's the unfortunate thing about Kaplan's unique talents: gamers are proud to have someone like Tigole in their corner. They're authentic. They know what the hell they are talking about. Kaplan's vision for a better MMO world is a panacea in the eyes of gamers, but carries the unfortunate side-effect of painting us unflatteringly to everyone else. That vision is difficult for laypeople to spot, because it's hard to see past the nerd rage.

Public decorum notwithstanding, Tigole understood what MMO players needed. There was a pecking order in EQ where the strong survived and the weak were pounded into dust. If given the opportunity, you can bet Kaplan would reinstate that pecking order. His own words sum it up best:
"Basically, killing stuff was a PRIVLEGE [sic] not a RIGHT."
Tigole raided, slew internet dragons, and pounded his virtual chest on his guild's website, like any proud gamer would today. Buried deeply in that rage was talent -- the eye for winning game design, which Blizzard would readily accept.

But how readily would they accept his finesse with words?

The Cruise Director

The lack of a professional affiliation affords you some literary freedoms. Publishing a rant peppered with profanity and insults is no longer an option once you represent your employer. When you pull on the company shirt, pin the badge to your lapel, and go on-the-record, the days of speaking freely without fear of repercussions come to a screeching halt. You have to represent yourself with a degree of diplomacy and tact. Your emotions need to be checked at the door.

Once behind the wheel, the tables of irony were turned. WoW players flocked to the Battle.net forums with their own rants, giving Tigole a taste of his own medicine. His strategy was simple: keep all communication to a minimum. Stay focused on the design of WoW and let the ranters rant...which was probably a wise strategy. Who better to understand the ramifications of feeding the trolls than a troll himself? Getting into it with entitled players feeling like they weren't getting their money's worth might well be an exercise in futility.

Besides, Jeff understood the vision for WoW: some content simply wasn't going to be doable by everyone. Players were going to have to accept that and either put forth some real effort...or leave. The tears of players unwilling to make this effort rained down on his emotionless roof, washing down the gutter where they belonged.

By and large, this is how Blizzard curated the community in the days of Vanilla and TBC: strictly, and with little speculation on design. Tigole and his cast of Community Managers had no problem stating explicit facts or acknowledging identified bugs that would be fixed. This was WoW's cruise director in action, fixing what was broken with MMOs, and deflecting dissent with absence. In fact, Tigole's first public appearance on the forums didn't occur until late into Vanilla, as he went on public record to state that, yes, Blizzard was investigating a problem with C'thun. But demands for changes, particularly requiring an easing of the difficulty, fell on deaf ears.

Whether intended or coincidental, this reining in of whiners had a profound effect on the community. They remained at bay -- miniature troll fires sputtered and burnt out with no oxygen to fuel them. Research predating the advent of virtual communities has long since proven that it is very often the situation, not the individual people involved, that produce abhorrent behavior. A community without a tight grip on rules and moderation inevitably devolves into a cesspool of trolls and whiners. It isn't because those people are inherently troll-like or whiny by nature; they are simply placed in an environment that allows the behavior to spread like a virus. Blizzard controlled the behavior by ignoring it.

This strategy proved to be a double-win for Kaplan. By sticking to reporting facts, acknowledging issues, shying away from speculation and complaints, he kept focus on the design of WoW while simultaneously keeping Tigole Bitties in check. Meanwhile, the WoW community gained no opportunity to misbehave, learning quickly that their public freakouts produced no results. In the Vanilla era, raiders raided and casuals kept to themselves, and if either group were unhappy that the content was too difficult...this was the world's smallest violin, playing for you. Like a tantruming child left alone, the tears eventually dried up.

Still, he struggled with those early posts, the ones he felt compelled to respond to. You can see it in the forced restraint. It must have taken every ounce of energy just to write a measured response to a raid leader who felt the TBC keying was too difficult. World of Warcraft Game Director Jeff Kaplan "partially agreed, and partially disagreed." You can bet Tigole Bitties had a more colorful take prepped and ready to fire.

Tigole never believed that everyone was a rockstar. The gamer mentality he brought to the Blizzard design table assured gamers that the more they played...the harder they played...the more rewards they would reap. That "killing stuff" was not a god given right bestowed to every player that happened to plunk down a monthly sub. That if you wanted glory, you quit whining, got off your ass, and earned it.

Did his mentality change, somewhere along the way? Or did he suppress his long held gaming beliefs behind a public relations mask? It didn't matter. He was gone, and we wouldn't get the chance to find out.