Showing posts with label the dedicated few. Show all posts
Showing posts with label the dedicated few. Show all posts

Tuesday, July 9, 2013

3.17. Blizzard's Second Mistake

Concept Art for Thaddius
Copyright © Activision/Blizzard

Raiding Under Duress

I was wound up like a Warp-Spring Coil.

We had been making a concerted effort to wrap up Heroic: Glory of the Raider before the patch obliterated any remaining opportunity. The entire raiding landscape had changed, and we were now accustomed to the changes Blizzard had implemented. In days gone past, we would spend weeks and weeks on a single boss, practicing a mechanic, wiping, running back, repeating the process. All of that was gone. Now, an entire instance could be cleared in an evening. And, unlike many of the despondent players who felt raiding was now a lost cause, we had deciphered the subtext to establish purpose -- it was no longer about clearing an instance, but about the way in which you cleared it. Do it normally, and you impress no one. You get in, you see the content, you get out...end of story. Do it under extreme conditions, however, and the prestige of achievements, mounts, and titles will rain down on you, restoring the glory you once attained in Vanilla or TBC. So it was written by Blizzard, this would be the way in which raiding could be delivered to both the casual and the hardcore. We got the message, loud and clear. We embraced it.

But while the "new way" was a realistic solution to reducing the difficulty curve of raids, while at the same time retaining a degree of challenge and accomplishment associated with raiding, Blizzard's implementation fell short on this initial pass. In order to achieve this aforementioned glory, a shopping list of meta achievements had been provided to us. Scratching each one off the list meant we were closer to cooking up the final masterpiece; each item pushing our team to play harder, more disciplined, more efficiently. These meta achievements would combine like an 80's Transformer to form a mega ultra-achievement, which would devastate any who would challenge our ability.

But the recipe wasn't entirely accurate. There were a few rogue ingredients on that shopping list.

In an attempt to provide us with a finite list of meta achievements to challenge our raid team, Blizzard asked us to break our raid team apart. The goal was to test our mettle under duress -- could we pull it off with less DPS and less heals? While their intent was clear and execution was straightforward, these achievements had the side-effect of reducing our time on The Immortal, an achievement we'd need all 25 players present for. Neither of these obstacles would've been a huge concern, except for the fact that that Blizzard also decided to implement a hard deadline on Heroic: Glory of the Raider, stripping it (and its rewards) from even being attempted once 3.1 launched. To add insult to injury, this achievement would be a test that was realistic in theory, but unrealistic in practice, as it wouldn't take into consideration failures of a technical nature: computer lock-ups, server instances becoming unavailable, internet provider latency, and bugs in various boss mechanics.

Most importantly, The Immortal had severe social impact on the player that failed it. Humans make mistakes.  While each player has his or her own accountability to consider for, the ramifications of failure were dire. I took a small amount of pride in the fact that Descendants of Draenor strove to raise the bar in how we treated one another, but under the stress of continual mistakes week after week on something so subject to chance, even we were not immune to losing our tempers and pointing fingers. In a game that was equally dependent upon skill as it was on social interaction, it amazed me that the ramifications of Blizzard's design seemed to not consider for social impact. It was as if they assumed all guilds worked together in complete harmony, patting each other on the back after stumbling, cheering each other up after every failed attempt, every mistake.

Blizzard had an incredible amount of insight into the big picture of the game, so why did they seem to have no insight into the big picture of how people interact while playing it?

Concept Art for Thaddius
Copyright © Activision/Blizzard

The Late Buff

It happened during Thaddius.

I wish I could tell you that it was a blur. That memories were hazy. They were neither. I remember with vivid, painful clarity the events that unfolded that evening, the night I was responsible for botching The Immortal. Hours earlier I had updated an add-on, DoTimer, which I watched for buffs and debuffs. It apparently didn't matter that Deadly Boss Mods blasted a gigantic alert across the middle of the screen, telling me that polarities had changed -- I was hyper focused on my DoTimer buff / debuff window. I'd even go so far as to say I was tunnel visioning onto that debuff window. And for reasons that escape me, DoTimer chose to handle debuffs differently that evening -- and the blame rested solely on my shoulders. In a moment of confusion, when the debuff didn't show up in the exact place on my screen I expected it to, I panicked. All other extraneous data had been long since tuned out. It didn't matter that there was a Deadly Boss Mod alert blaring away, flashing the warning that I had gained a new polarity and needed to shift my position.

Oh, I figured it out on my own...about a half-second too late.

The mixed polarities lept from me to my group, killing a caster in the process. I yelled out into Vent in frustration and anger, "It was late! It was a late buff!!"

In that instant, I'd sealed my fate. My quote would be chiseled into the plaque at the base of my toon's statuette, a trophy to follow me and my great accomplishments for as long as we raided together. Bosses whose names we'd not yet learned would kill me with great pleasure, and I would die from making a split-second decision too late. And each and every time I fell over dead, I would be sure to hear a round of laughter after a player repeated back to me that fateful quote.

"Ah, Hanzo. Don't worry about it. It was a late one!"

This was my reward for attempting to push my raid team to perform at their peak and be proud of what they accomplished together. It had nothing to do with them. It had everything to do with me.

Mature assists members of Descendants of Draenor
with the completion of "Subtraction" (10-Man),
Naxxramas

Getting a Spanking


When Blizzard sits down and designs their game, they possess a level of knowledge and insight into the mechanics of the game far beyond that of a player; the evidence is all around us: on forum posts, at BlizzCon Q & A sessions, even on public blog rants. Players complain about misunderstood mechanics and bizarre design decisions, which ultimately translate to how they feel they're not being treated fairly. A player will never possess this level of insight. They'll only have their own observations and DPS simulations to guide them; a narrow pinhole casting a miniature shadow onto the landscape. This shadow fades further when fueled by a player's own emotions and how the game makes them feel. When they win, they feel great -- losing (unsurprisingly) has the opposite effect.

But what separates the wheat from the chaff is how a player deals with loss. Today, it's common just to jump on the forums and spew opinion as fact to justify why a player feels unfairly treated. Real gamers, however, don't put up with losses. They push another quarter into the machine and go again. They don't give up, they don't make excuses, they just keep going until they win. Practice makes perfect, after all. Blizzard should know this, because they are gamers themselves; they make the kind of game they would want to play. So, they should know that nothing frustrates a gamer more than taking the controller away, like a parent punishing a child for being on "the Nintendo" too long. Removing the achievement was a leather belt across the bare ass that Blizzard had no business delivering.

The design of The Immortal was rife with problems. Technical failures aside, the approach of an all-or-nothing raid execution was short-sighted on Blizzard's part. Randomness exists in games; Blizzard knows this and they also know that statistics dictate random events will generate streaks over time. Just as a guild complains they are seeing the same loot over and over, so too, can a guild be the victim of streaks of bad luck in boss mechanics and execution. Judging a raid team on their "luck with a streak of random shit", the achievement itself isn't a measure of raid skill at all, but rather, how lucky a raid team is with that week's  roll of the dice. Misinterpreting what the achievement was qualifying and insisting that it remain a meta for Glory, and then removing our ability to continue to plug away at it...was Blizzard's Second Mistake. And, like their first mistake, they never repeated this again.

Could we have done it, given a bit more time? Perhaps. We had a number of players execute the 10-man equivalent, The Undying (myself included), but the degree of randomness was reduced -- as are many raid mechanics when lowered to 10-man quality. Bosses don't have as much health, don't hit as hard, fights don't last as long -- ultimately, there is less time to die.

Do I feel an achievement like The Immortal belongs in World of Warcraft? Oh, absolutely! Raiders need things to strive for, to achieve, badges to wear as they march down the streets of their respective home city. But should it be representative of a set of 25-Man raiding achievements, all of which are a reflection on the cohesiveness of the team?

No.

The Immortal stands alone, apart from the metas which comprise a "Glory" achievement, reflecting a player's capacity to get a good roll of the dice one week. A week in which no single player in their raid suffers no server instance crashes, has no add-on changes to adjust to, experiences no internet outages, has no cat jump onto their keyboard, or has to raid the night they're sick with the stomach flu, turning away from a heal just long enough to blow chunks into a bucket sitting beneath their keyboard tray.

In theory, players should never have any technical problems or experience any random events of chance that a split-second error in judgement ends in the failure of their entire team.

In reality...people die.

Tuesday, July 2, 2013

3.15. Killing the Flautists

Mature and crew knock out the
10-Man version of "The Twilight Zone",
Obsidian Sanctum

Theory vs. Reality

Eleven minutes after Ghostcrawler announced to the audience that his favorite pastimes included long walks on the beach, drinking Gin, and nerfing Paladins, a gamer addressed the panel of developers seated at the front of the auditorium. To her, the question was a legitimate concern; in her eyes, the design made made no sense and seemed illogical when scrutinized.

"It seems like some classes have to take PvP talents in order to reach the 31 point talent. Was this intentional? And if so...why?"

I picked up on her indignant tone and continued to listen, flanked by several members of Descendants of Draenor to my left and right. I knew where this was headed, but was intrigued by how Blizzard would respond.

Ion Hazzikostas leaned towards the mic and asked in return, "Can you give us an example of what you would consider a PvP talent?"

She stumbled a moment, flipping through the multitude of talent pages in her head, trying to zero in on an example worthy of this complaint.

"Shamans. The talent, I believe, that lets them take less...magic damage?"

Ion was quick to respond, "True, but isn't that useful in PvE? Essentially, if you aren't tanking, all the damage that you take...whether it be in a 5-man dungeon or in a raid...is going to be magic damage." He expounded on this by digging deep into Blizzard's changing philosophy of choice vs. "false" choice of talent specs in the next expansion, but the gamer was unsatisfied with this answer, and pushed Ion further.

"But as a caster, in some of those cases, you really shouldn't be getting hit anyway. There are the area-of-effects that are constantly going on, but in some cases, there's really no reason for you to be getting hit."

I leaned over to Goldenrod and whispered, "What, you've never made a mistake before?" He smiled back in agreement. Who was she trying to convince? Blizzard...or herself?

Ion's response summed up my thoughts exactly, "In an ideal world, none of these things would be needed. In an ideal world, an ability like combat rez wouldn't be needed, because people wouldn't be dying. In reality...people die."

We joined in the applause as Ion's message hit home. The raiding community in World of Warcraft was especially tuned to the nuances of reality when setting foot in Azeroth; we'd had everything but the kitchen sink thrown at us, damage wise. We'd suffered fire damage from Ragnaros, Shadow Flames from Nefarian, damage from pools of lava, void zones, arcane explosions, bombs, even weapons without owners took a chunk of our health away. Taking damage was a fact of life in raiding, and to us, there was no need to stand in line at BlizzCon and burn a question about survivability prerequisites. The game was like that by design.

Yet questions of this nature are repeatedly posed by the community, each more suspiciously naive that the previous. They cement the notion that there are a massive amount of players in the community that are missing something.

Mature and crew knock out the 10-Man
version of "A Poke in the Eye",
The Eye of Eternity

The Big Picture

Blizzard has a window into the game that you and I will never see. Behind closed doors, they are able to extract data, analyze patterns, see trends rise and fall, and use this criteria to make thoughtful decisions about their changes moving forward. They have made mistakes in the past, but have been a reasonably noble company in admitting when they are wrong, and not repeating those mistakes...far more than many other equitable companies in the game industry. One of their first big mistakes they made -- the implementation of PvP and PvE rewards using the exact same visuals (during TBC) was never repeated again, nor was the brutally complex mechanics of a raid at entry-level, such as with the case with the original Magtheridon. We knew it was a logistical nightmare to co-ordinate, and this would've been fine for late-game. At entry level, however, it was an artificial road-block that was a bit heavy-handed. Blizzard acknowledged this, and the mistake was never repeated.

The WoW player base, however, seemed to be growing in the general direction of "complain first, solve later" as their approach in dealing with a part of the game they couldn't understand. This concept is foreign to a seasoned gamer. We thrill in the hunt, to figure the puzzle out on our own. Whether this trend in the community grew out of sheer volume (the player base had ballooned up to 11 million players worldwide, having been closer to 7 million during The Burning Crusade), or as a result of Ghostcrawler and his fellow blue posters becoming more responsive on the forums, I can't say for certain. But I knew I had a limited view into the Matrix, and the answer would reveal itself if I put forth the effort. Players often see WoW through their own jaded lenses, reflecting back the narrow picture of a world where things don't go their way.

They lack the big picture. And it fuels their rage.

So while the masses of players continued to stomp their feet when things didn't go their way, I opted to err on the side of giving Blizzard the benefit of the doubt when I came across a bewildering design decision. True, I've been a gamer my entire life, so I have a pretty good handle on what I think is fun. And thanks to my career, I like to think I understand the complexities of software development, granting me perspective into the long hours it takes to produce even the most basic game mechanics that players take for granted. But I'm still just a gamer. I'm not a professional game designer. I keep that in the back of my mind when a  particular piece of the game puzzles me, doesn't seem to make sense, doesn't seem to be balanced or fair. It's what gives me pause before I rush out and jump on the forums, claiming Blizzard is just a bunch of asshats. Instead, I take a step back and wonder,

What part of the picture don’t I have?


Mature continues to whore up achievements,
raising 15 reputations to Exalted,
Icecrown

Benched On Purpose

The first round of achievements Blizzard delivered to us at the start of Wrath were fantastic. They got our raiding juices flowing and challenged us to push it to the limit. The Twilight Zone was an especially great way to let us crank up the difficulty, based on our team makeup and level of commitment. If you wanted to jump straight into 3-drakes, Godspeed. For us, baby steps were our bread and butter, so it made more sense for us to twist the dials a little bit at a time. The beauty of the design was how each achievement tested us in each area. Buried beneath the clever puns and in-jokes in their titles lay quantifiers that validated your skill as a raid team. Can you figure out a way to inflate DPS beyond what your team's gear allows? How well can your team communicate and coordinate? Is your team disciplined enough to make excellent time? If your team ignored a mechanic that would otherwise make the boss unkillable, could you still do it? There were a wide variety of achievements Blizzard gave us to test the 25-Man Progression team's competency; we gladly stepped up and showed them we could do it.

When we whittled the majority of the meta-achievements away, I began to see a strange trend emerge. Among those achievements that remained, there lacked a certain focus around the accomplishments of the team. In fact, one might go so far as to say those raiding achievements appeared to test how well a team didn't work together. Subtraction, The Dedicated Few, and A Poke in the Eye all required us to bring no more than 20 players to the instance. At first, I explained away their odd requirements as an exercise in competency under duress. Less players meant less DPS, less heals. Enrage timers would be tighter. Mana pools would be thinned. Each contributor would have to min/max to a much greater degree. Per my modus operandi, I sided with Blizzard and justified the design of the achievements. Putting a tiny bit of thought into Blizzard’s intent granted me the satisfaction of believing I understood their design.

Persuading the team of that intent was a different story entirely.

The raiders were less than enthusiastic about sitting on the bench in order to accomplish these achievements. I made it clear: these metas were a minor inconvenience, yet very necessary for the ultimate goal of achieving Heroic: Glory of the Raider. Everyone would be given an opportunity to churn through so that we all could claim it in our toons. I did my best to convince them, but as I continued to deal with the drama of players being uncomfortable sitting out, I began to question who I was trying to convince...the raiders, or myself?

Even though we were a guild whose ideals dictated that a team was a sum greater than its parts, I was still only months into the reboot of the guild. The past still lingered, and individual insecurities managed to squeeze out of the raiders' pores once we revealed the raider rotations for first shot at these metas.

"Why do I have to wait until week three?", they'd ask me in private.

God. Does it matter? We’re all going to get it done. But to them...it mattered. Self-doubt lingered in my avoidance in addressing their concern. Maybe they weren't as valuable as they originally thought. Maybe the clarity of my new rank system, denoting Raiders as general purpose, and Elite as star-performers wasn't as transparent as intended. Maybe after building up their self-esteem and making them believe they were better than they gave themselves credit for...these rotations spoke the cruel truth to them.

...or maybe they were reading too much into it.

I was annoyed. For Blizzard to ask us to chop our team up in order to prove they were capable was blatantly contradictory. I'd assembled a complete orchestra of players to perform, and was then instructed to kill the entire flute section, while the audience still expected a symphony. Quantifying a raid team's skill under duress could have been accomplished a number of ways: increasing the boss's health, inflating the boss's damage, hitting our healers with a raid-wide debuff that inhibited their heals...the list goes on. And in typical Blizzard fashion, they would acknowledge that this design was faulty -- that they had rushed into giving us this first round of achievements without the proper foresight. Blizzard never again asked us to leave players behind in order to accomplish great raiding feats of strength.

For the time being, however, the damage was done. In order to churn a reduced number of raiders through the instances so that everyone could claim Heroic: Glory of the Raider, we lost valuable weeks working on what would come to epitomize a fundamental lack of insight into achievement design -- an achievement that had great aspirations, yet very dire ramifications in its reckless implementation:

The Immortal.