Five years ago today …

… I succumbed to intense social pressure (coughDoycecough) and tried out for myself that newfangled “City of Heroes” game.  I didn’t actually blog about it for a bit because I was sort of, um, keeping it secret from Margie (I knew I could quit any time).

The rest, as they say, is history.  And while my  own gameplay over the past few months has been near-nothing, Margie continues to solo her way through endless hours of fun with CoX and CO.

And as soon as Kitten goes to bed and they both get off the Wii (where they are playing Scooby-Doo), she and I are going to play some City of Heroes.

And who knows … maybe I’ll actually start playing again.  Heck, maybe I’ll start posting to this blog again! Stranger things have happened!

See y’all in Paragon!

I’m baaaaack …

After (1) illness, (2) job brouhaha, (3) NaNoWriMo, and (4) a week-long business trip …

… I’m actually back in the game (so to speak).  Just in time, of course, for (5) Christmas shopping, (6) Christmas carding, and (7) Christmas vacationing.  So we’ll see.

Meantime, I haven’t gotten onto CoX or CO yet … but if I were at liberty to describe what I’m doing … which, in theory, I’m not … since hypothetically anything I might say about things I can’t say anything about might violate an NDA that, of course, I can’t confirm that I’ve agreed to, even though it’s regarding something where no man has ever gamed before.

Ahem.

It’s all Margie’s fault.  But I had a lot of fun for the 15 minutes I was on until the hypothetical event limit was reached.  We’ll see.  (And since I saw a lot of folks logging in and out, we’ll see you, too.)

Yes, I am still playing …

I did hop ontp CO briefly the other day — and found myself stuck with Psiclone (Lvl 12)  in Canada with the choices of (a) doing Lvl 13 mishes, (b) trying to redo the Lvl 12 “two people recommended” mish that I’d died in last time., or (c) taking out 100 Viper agents.

Sigh.

Hopped over to the Desert. Which, after much searching for missions, I determined meant going wading in the radioactivity pools, one of my least favorite areas to date. 

So I signed on as Force of Will, did some research and respec on her TK Blades setup, and ran her from 7-8 in a short interval (even, as noted below, Vanquishing Ferd), before having to sign off for dinner.


 

 

My gameplay of late has been restrained, and will be for a while. The flu knocked me out pretty much all last week. But at present, the biggest time competitor is NaNoWriMo, National Novel Writing Month, in which I try to write a 50K novel in 30 days.

But even if that’s keeping me from playing CO and CoX, there’s a tie-in: my novel stars my perennial CoX main (and CO toon as well), the ever-popular Psiclone (spelled in Cox with a hyphen due to duplicate naming).

I’m covering that over in my Doing Write blog, which has a link to the work-in-progress in case you want to see what sort of crappy fan-fic I can write when I put my mind to it. 😉

TWITTER IS TEH EEEEVIL!!!!

Perhaps I have drunk too deeply of the Kool-Aid, but I find myself ever-more bemused by the rabid hatred that some folks have for Twitter. The micro-blogging social media tool is either (a) stupid, (b) idiotic, (c) a waste of time and bandwidth, (d) an active force for evil in this world, or (e) all of the above.

There’s a new article at Ars Technica about the use of Twitter in online games, specifically auto-Tweeting from the games. The case study is about Uncharted 2.

Uncharted 2 was created with a feature Naughty Dog seemed rather excited about: the game would tweet your progress in the game automatically. That meant that your friends would know what you were playing, and how far along you were. It seemed like a good idea, until review copies were sent to the gaming press.

Soon, if you followed the industry, the entirety of some Twitter feeds consisted of messages about their progress in the game. This created something of a backlash, as other gaming writers—which may have included this one—took to tweeting about their progress in random boardgames. A consensus seemed to be reached that allowing a game to take over your Twitter account was a bad thing. Naughty Dog noticed the negative publicity, and very quickly pulled the plug on the feature.

The rest of the article is all about how gaming companies are trying to figure out the right use of Twitter, but that auto-Tweeting is definitely Not It.

The comments are just as bad, if not worse. Not only is some of the anti-Twitter rhetoric even more pointed (“The root of Twiitter is ‘twit'” and “I just don’t get it” (as if that answered everything)), but even the Tweeters make the point that auto-Tweeting is always, categorically, summarily a Bad Thing. (Oh, and a “waste of bandwidth,” as if all the Tweets in a 24-hour period came close to one downloaded movie in bandwidth usage.)

I beg to differ.

Interestingly, Champs Online, as a brand new game with Twittering (and Facebook and something else, too) capability doesn’t get a mention. But it’s story arc parallels that of Uncharted 2. The Twitter feature went live with go-live, and it was immediately clear that it was waaaay overkill. Not only did the updates overwhelm Twitter, but people simply weren’t expecting them to be as frequent as they were (thanks to the standard CO dearth of documentation). A patch later, and things got throttled way back. 

And now?

Well, I make use of it, but I’ve also been careful to create a separate Twitter account to do so. But within those bounds, it works pretty well as a way to track the progress of characters in the game. If nothing else, it makes for some nice fodder when posting here is light on the ground. I’ll be able to look back at some point and say, “Hey, I remember that character” or “Who was I was running who defeated Foxbat?”

It’s not perfect (as if anything in CO) is, but it has potential (just as so much in CO does). I’d like to see some serious control in the Tweeting interface beyond just simple checks on/off. E.g., rather than every 5 levels announcing it, allow someone to make it a number higher than 5. Allow the level of Perks or whatever to be eased back as well.

Offering some guidance, too, would be helpful for users. As would letting the social media settings be set globally for all characters or just for individual ones. And, honestly, there should be some sort of identifying text or hashtag in the Tweets that are made, so that it’s clear what they’re for/from. Even better, as suggested, if a Tweet is going to go out, allow for a prmopt to come up about it to confirm (if not even edit) it.

But the big thing to remember is that this is all voluntary. Everything about Twitter and the reading of same is. Not interested in hearing someone Tweeting about their gameplay? You don’t have to follow them. Wow. What a concept. You never actually see stuff on Twitter unless you explicitly follow someone. And you can easily stop at any time.

Let me repeat that. If someone is Tweeting about their game, and you don’t like it, unfollow them. Better yet, if you’re really interested in what they were saying earlier, but you think the game Tweets are drowning that out, let them know that. 

Yes, I know it’s much more self-amusing to make snide comments about how stupid Twitter is and Twitterers are, or how sophomoric it is to auto-Tweet your game achievements, and to make broad generalizations about What Should or Should Not Ever Be on the Web, like an Internet Mister Blackwell. On the other hand, it’s very difficult to take responsibility for your own reactions to things, to not turn them into universal verities, and to tune your Internet access to just see what you want, rather than demand that everyone follow your particular bliss. 

But, y’know, it might be worth giving it a try.

It’s all a matter of perspective

So this morning, whilst showering and having pre-church coffee, Margie was regaling me with her thoughts on CO (which were the foundation of the lengthy post I did this afternoon). 

After about, oh, half an hour of various gripes and complaints, I was feeling more than a bit tense. I realize (in retrospect) that it was because I felt like (a) I had gotten her into CO, and (b) she wasn’t having a good time, thus (c) I was responsible for her being unhappy. That she was going on and on about it simply made me feel like I was being righteously scolded for my iniquities (I can say “iniquities’ because it was, as I mentioned, pre-church).

I actually did voice my concerns and unhappiness over same, and was, in turn, reassured that, despite her various complaints, she was still having fun and that there were a lot of good things about CO, and that, really, her main complaints were (a) it could be so much better, (b) she felt like she didn’t know what she felt she needed to know, and (c) kill-stealing / spawn-stealing seriously sucks and any game that allows it deserves whatever opprobrium it gets. (I inferred the last item).

On reflection — and it didn’t take much reflection — her various gripes and griefs and suggestions re CO were, in fact, very well taken. They were also proportional — there’s a recognition that some things are Very Bad, and other things are just Mildly Annoying. And the fact is, once I stopped feeling all defensive about it, I agreed with nearly everything she said.

hindenbergWhat seriously put it into perspective, though, was some skimming through the forums this evening. Oh. My. God. You’d think that Bill Roper and the various CO Devs were personally spitting on each person’s mother’s grave, and also selling their sisters down to Rio. “Game is screwed – quitting now.” “One last shot for CO to prove me wrong.” “30 minute Retcon grace period or i cancel my account.” “This sucks.” “Nerf is WRONG, WRONG, WRONG.” Etc.

In many cases, the complaints boiled down to, “I want a character that can do X, Y, and Z, and they are not letting me have that.” Some such criticisms were valid concerns, but most were akin (in style, and usually in substance) to kids screaming incoherently about candy not granted or toys not bought. And very, very few of them had any perspective viz where CO is in its life cycle, how most MMOs look and feel, and how game balance works.

Compared to which, Margie’s critiques are positively the Roger Ebert of reasoned, enlightened, perspicacious, insightful observations. She makes cogent comments that don’t involve invocations of DOOOOM! or assumptions that the Devs are out to rob her, personally, of having any fun. And she’s also quick to note the things she likes, too.

It’s all a matter of perspective.

CO: They’re BAAAAAAAACK … CO reinstates special offers (for a few days)

Apparently Cryptic read up on customer service and public relations and why pissing off your potential client base before you’ve even opened the doors is a bad business and marketing strategy. So they’re bringing back the discounted subscriptions:

UPDATE: Due to the overwhelming response to this update, we’ve been experiencing some issues with our account server. We’re going to be working on the server throughout the night, and we plan to have everything solved by tomorrow. We appreciate your patience while we work to resolve this as quickly as possible.

Earlier this week, we gave notice that we were running out of special Lifetime and 6-month promotional subscriptions. Within a day, the rest of our supply had been sold out, leaving a number of you confused and upset. The response to this promotion has been overwhelming and we want to thank everyone who posted on our forums, called customer service and sent e-mails over these past few days.

After further consideration, and to meet the needs of our community, we have decided to reinstate the Lifetime and 6-month subscription promotional programs with no supply limit until 11:59 p.m. (Pacific time) on August 31st.

At Cryptic, we are dedicated to our community. We look forward to seeing you when Champions Online launches this September!

Certainly better late than never, and the right move to make. Better than what I expected, to be honest.

Cryptic had already said that the discounts would come back later, though not with some of the bennies. The discounted packages here have all the extras that were originally offered … and the expiry date to finish them off is shown very prominently on the page. 

Now, will some folks continue to take pot shots? I, for one, am now willing to cut Cryptic a lot more slack on this, as they are making good on their error.

(Reading the comments at Massively, it seems there are still the “Oh, the game is broken, this was a publicity stunt in the first place, CO sux” folks around. Of whom there is no satisfying.)

(via Massively)

CO: The Peasants Are Revolting! Part Dieux

Massively reports:

This last weekend was something of a letdown for Champions Online players waiting to get paid this week and purchase the limited time $200 or $60 special subscription deals, both of which came with goodies both in-game and out. What essentially transpired was that, well, Cryptic unexpectedly reached their limit for lifetime and six-month specials.

It wasn’t the best of situations, and many community members are understandably upset by the sudden retraction of the offer.

I’ll note that Massively’s linked announcement doesn’t say anything about a limited number of these seats, just that it was available only until 1 September. Which is, um, not yet.

And the email I got on 22 August, just three days ago, says “Limited Champions Subscription Deals!” but mentions neither a date nor a quantity cap. Same for the one I got on 5 August.

And Cryptic’s official response:

We’d like to take a moment and hopefully clear up any confusion regarding our discounted Champions Online lifetime and six-month subscription offers…

First, we do sincerely apologize for the rather abrupt end to the promotional offers. It was never our intention to spring that news on our fans or anyone else. In short, we had an allotment of special subscription packages to sell over a fixed time (ending September 1). When we began approaching the offer cap before the date cap, we had to message. Frankly, we never suspected our special offers to be so popular. 

Which seems like pretty poor planning on Cryptic’s part.

While we did mention that supplies were limited in an announcement post,  

Which cannot be read right now because the forums are down. 

we definitely should have emphasized our limits more explicitly in all our messaging.  

Yup. Though it’s still remarkable that no limit was ever mentioned except for the initial announcement. Having a limited quantity is a known selling point. Not mentioning it is at best grossly negligent, at worst highly suspicious. 

Again, we just never expected supply to be any kind of an issue. The community response to our offers has been… amazing.

It’s hard for all of us here at Cryptic to see outcry in our communities. We work day and night to create the best gaming experiences we can and any missteps – big or small – on the long, winding, and sometimes treacherous path of development are always regrettable.

We do apologize for any inconvenience this may have caused you and we do sincerely hope you understand and come play Champions Online with us this September. 

So … “We made a goof, but wasn’t it for a wonderful reason?” 

Actually, the response should be, “Wow, we made a goof, and we realize that this has upset people, but we are so tickled by the interest in the game that this is how we’re going to make it up to you …” 

If the financial picture makes extending the offers unreasonable, there’s any number of other bonuses you can offer. Sign up for a 6 month plan and get X free alt slots, or some other no-money-out-of-our-pockets QoL tchotchke. Make the customer feel like you really do care.

Mistakes get made. The worst mistakes are not fixing the first mistakes.

CO: The Peasants Are Revolting!

I mentioned last night that all of a sudden there was an impending shortage of discounted long-term subscriptions. And then Margie read the comment from Solonor that, in fact, they had “run out” of said discounted 6-month subs.

Now on the one hand, these sorts of things are (or should be) carefully calculated as part of the business plan. We need Y money over the first six months, so we can afford Z discounted subscriptions. No problem there.

But … if that’s what you’re going to do, then you let people know. “Hey, everyone — we have a limited number of 6-month and lifetime subscriptions. Not only are they a great deal, not only are they available for a limited time only, but we only have so many so order yours today!”

On the other hand, if it looks like you’ve been sucking people in and all of a sudden are cutting people off from a deal before you said you were — well, if you’re lucky then all that happens is someone calls a state attorney general for false advertising. If you’re unlucky, then you alienate a whole bunch of your prospective user base.

Evidently the latter is what happened, as Margie reported that there was a metric tonne of protest on the game boards. I’d quote some of it personally but … mysteriously, and without any announcement or warning, the forums are down. In fact, “The Champions Online™ website is currently offline for maintenance and will be back soon.”

That seems … odd.

Oh, Margie wrote Cryptic:

Please honor your offers. I would like to enjoy this game, but with the extreme problems of the Open Beta download and your inability to communicate with customers timely and accurately, my trust in Cryptic is very low. I will suggest to my husband that we cancel our pre-orders and wait and see if Cryptic can get it’s act together. It is not the price or the product, but the policies that will keep me from signing up.

Heh.

CO: Beta ahoy!

I commented on this, but I’ll add it as an actual post (since there’s been a dearth of same) …

We’ve gone ahead, since we bought a new machine for Margie to support it, with pre-ordering Champions Online. The choices:

  • Amazon: Get some costume pieces. Ho-hum.
  • Best Buy: Get a damage resistance widget, plus a cosmetic pet. Tempting.
  • Wal*Mart: I don’t care if they’re offering Nemmie Staves and sexual favors —I won’t buy from Wal*Mart.
  • Gamestop: Lvl 0 flight power. Rather than wait all the way to 5th level. I may be projecting from CoX, but this seemed the best idea of the lot.

So, obviously, we went with the Gamestop deal. As I understand it, we’ll get emailed the beta codes for the test starting next Monday, and the boxen of game will show up at the local Gamestop shop for our pickup and for the bonus codes sometime around the 1st.

So … we’re in!

 

 

 

Big Crossover!

blogathon2009-mdm

I’m sort of kicking myself for not thinking to post about this here sooner, but better late than never.

I am enrolled in this year’s Blogathon, where I’ll be posting every 30 minutes for 24 hours on behalf of a charity. (More explanation here.) Just like a walk-a-thon or things like that, I’m looking for sponsorship in the form of pledges to the charity of my choice.

When? 7 a.m. MDT Saturday, 25 July (i.e., tomorrow) through 7 a.m. MDT Sunday, 26 July

Where? On my “normal” blog.

What about? I’ll be blogging comic book (mostly graphic novel / trade paperback) reviews, and related items (which means I’ll probably mention super-hero MMOs at least once)

Whom for? I’m blogging on behalf of the Denver Dumb Friends League, our local animal shelter.

If this sounds like a cool thing, you can support the effort by pledging something. The mechanics are all described here — I never get to touch any of the money, and you’ll simply be sent a reminder afterward with a link of where to go online to make the donation. (And if you punk out, nobody will know except your conscience.) So far I’ve gotten $420-odd in pledges. Woot!

Plus, there are prizes.

You can also, if you want, come over and drop me a comment or two during the course of the day (or, especially, night). I’d appreciate it. 

Please consider if you can give something to a very worthy cause. Thanks!

The Tale of Twixt

Whoa. MMORPG + Sociology = Teh Weird.

Loyola media professor David Myers tells the tale (as an academic paper) of what happens when you flout social rules, even if you are perfectly legal (and even supported by the codified moral laws) in doing so. The answer: you become very, very unpopular.

What makes this interesting is that Myers is writing about an experiment he ran himself in CoX, using a veteran toon named “Twixt,” both in its original incarnation on Champions (where it was a long-time character), and rebuilt on Infinity and Freedom. In each case, he managed to get driven out of groups; DOSsed from his chat channel; subjected to disparagement of his intellect, experience, and morals; hunted down by collective teams of heroes and villains; and personally threatened.

All for being a super-hero. As opposed to being a social hero.

Twixt’s activities were run in Recluse’s Victory. His basic sin was doing whatever he could to support the heroic side of the endeavor, regardless of whether it made people happy. His specific and most egregious “breaching” offenses, according to Myers:

  1. Teleport Other of villains into security drones (“droning”) or NPC heroes.
  2. Attacking of villains who were “collaborating” with heroes to farm NPCs in the zone with Heavies.
  3. Declining to team with others (which turned into refusing to do so when too many teams turned into traps by players colluding with each other).

None of these behaviors was illegal. In fact, the Devs never acted on the many petitions lodged against Twixt, In their own way, these actions, esp. the first two, were perfectly keeping with the milieu of heroes vs. villains, much more than many of the folks condemning Twixt’s actions were. Worse, Twixt was very successful at what he was doing, Myers notes

Myers’ conclusions are that social rules are not necessarily constructed based on natural rules (Myers couches this all in various sociological terms such as social constructionist theory, ethnomethodology, positivism, etc., but that’s what it boils down to). 

In real-world environments, “natural” laws governing social relationships, if they exist at all, are part of the same social system in which they operate and, for that reason, are difficult to isolate, measure, and confirm. In Twixt’s case, however, two unique sets of rules – one governing the game system, one governing the game society — offered an opportunity to observe how social rules adapt to system rules (or, more speculatively, how social laws might reproduce natural laws.) And, the clearest answer, based on Twixt’s experience, is that they don’t. Rather, if game rules pose some threat to social order, these rules are simply ignored. And further, if some player — like Twixt — decides to explore those rules fully, then that player is shunned, silenced, and, if at all possible, expelled.

[…] the strong, negative, and increasingly emotional reactions to Twixt’s behavior were almost always focused on preserving beneficent social communities and friendships in blatant disregard of game rules. The most important negative consequence of Twixt’s behavior in the eyes of other players, then, was not his failure to achieve game goals – Twixt’s opponents “failed” this test more often than he did — but his failure to garner and sustain social connections: the most repellant consequence of Twixt’s behavior was that it made him unlikable.

While there are some quibbles I have over Myers’ experience in the game vs. my own, his overall observations seem sound. If the majority of the people playing are there with a goal of socializing, then folks who break the social laws are going to be unwelcome, regardless of the house rules.  

Remaining likable – socially connected — within the CoH/V community meant playing the game according to values other than those made explicit by the game design and the game designers.  Players could only learn these values – much like those affecting social activities in the real world — by becoming (or already being) a member of the game’s entrenched social order.

Looked at another way, the game produces goals, but those are necessarily what is intended with the game design. While the designers intended to promote heroism vs. villainy, and structured RV around that conflict, what has happened is that the actual goals being sought are socializing and character advancement, which can be more easily done (to some or many) through ignoring the RV core conflict and simply farming NPCs — and that usually means ignoring the PvP in the zone. This all gets back to the discussions around farming with the AE mishes — it’s utterly against the milieu rules, and it’s aesthetically repugnant to many, but it’s also a key way that a lot of people (clearly) want to play.

Myers suggests, further, that these sorts of social restrictions create boundaries in gameplay, discouraging people from trying a variety of tactics to pursue the game goals. In the notes, he says:

Play in CoH/V, since its inception in 2004, has displayed at least three distinct stages. The first, most exploratory stage occurred immediately after the game’s release, when all players, due to their inherent ignorance of game rules and methods of play, explored the game environment through a trial and error process very similar in appearance and function to that of Twixt’s breaching play. Once a critical mass of successful game play and players (and information) had been achieved – regardless of whether that success was the result of analysis, effort, or luck – other, not-so-successful play and players began to ally with and mimic the more successful. 

Subsequently, once social groups had been established through such alliances, the game entered its third and current stage, dominated by entrenched groups of experienced players. During this latter stage — in which Twixt began his breaching play — there was no longer any pressing need to find or share game information with others. As a result, game information became devalued in favor of social information and orders. Perhaps it is only during this latter stage of mature online game play that Twixt’s breaching play is most threatening and most likely to evoke such strong negative reactions as those observed in CoH/V.

I think that’s key. CoX has, for many of its players, become not so much “be a super-hero/villain and save/rule the world.” It’s become “PL to 50 ASAP, come up with cool costumes, and hang with your buds.” Myers was the equivalent of the guy at the job who tries to do the work, rather than just earn a paycheck while leaning on the water cooler; that he not only made the folks facing him look bad by taking the actual genre seriously, but by poking at them by defeating them, made the likelihood of social ostracism and threats even greater. (Another analogy, in the NOLA comments below, is that of the guy on the freeway going exactly the speed limit, and the amount of fury that “asshole in the green car up there” can cause to others.

The NOLA article below (which was cross-posted onto CoX forums) has some interesting (as well as disturbing) comments, some of which make it seem that the other articles (less so Myers actual paper) are overstating things.  Many of these don’t get the point — which is not that if you flout social rules then society will get ticked off at you, but that social rules are not necessarily aligned with “natural” (or, in this case, game) rules, and in fact resist those who adhere to the latter rather than the former. The point of Twixt was not, per se, to be a “jerk” or to “grief,” but to do what the game allowed, and what it (and LR in particular) was designed for: vanquishing of the opposing side (XP or not). This irritated the folks who were using the zone instead to farm and socialize and who only considered some forms of combat (i.e., those that didn’t include TP Foe) legit and honorable.

I confess that, caught flatfooted in the face of a really bad ambush in a city zone, I’ve been known to run for the nearest drone. TPing the PvE foe there isn’t any different, and it’s not effectively different of it’s a “P” vs an “E” being TPed).

(If this were, in fact, such a big deal, I shouldn’t think it would be that dire a mechanics change to prevent TP Foe from being targeted within 100m of a drone, or to have someone TP Foed be subject to NPC attacks for 5 seconds after arriving, or something like that. Clearly the Devs don’t think i’s that high a priority.

Still, it’s a very sad indictment of CoX, as an established community, and it makes me glad that I “do my thing” solo or duoed with Margie, rather than as part of some farming collective SG.

Articles on KotakuMassively, NOLA.

Paying for Fun

Grepppo posted a link in a comment which pointed (eventually) to this article on China’s “gold farming” industry.

Li Hua makes a living playing computer games. Working from a cramped office in the heart of Changsha, China, he slays dragons and loots virtual gold in 10-hour shifts. Next to him, rows of other young workers do the same. “It is just like working in a factory, the only difference is that this is the virtual world,” says Li. “The working conditions are hard. We don’t get weekends off and I only have one day free a month. But compared to other jobs it is good. I have no other skills and I enjoy playing sometimes.”

Li is just one of more than 100 workers employed by Wow7gold, an internet-based company that makes more than £1m a year selling in-game advantages to World of Warcraft (WoW) players. Customers may ask for their avatar’s skill level to be increased (“power levelling”), or for a virtual magic sword or precious ore to be obtained. As one player put it: “Where there’s a demand, China will supply it.”

For thousands of Chinese workers such as Li, “gold farming” is a way of life. Workers can expect to earn between £80-£120 a month which, given the long hours and night shifts, can amount to as little as 30p an hour. After completing his shift, Li is given a basic meal of rice, meat and vegetables and falls into a bunk bed in a room that eight other gold farmers share. His wages may be low, but food and accommodation are included.

There are an estimated 400,000 folks in Asia working in the “playbour” industry.

Thousands of miles away, western consumers are driving these industries, pumping hard-earned cash into products and services that exist only in fantasy lands. I ask Jamie el-Banna, a 24-year-old gamer from the UK, what makes him spend his money on these sites. “The reason people buy gold is the same reason they pay people to wash their car – they would rather spend money than do it themselves” he says.

“You could spend time farming gold, say, 20 real-life hours. Or you could go to work for two hours and earn the money to buy the gold. If I’m playing I want to play, not do boring tasks. Go back some years, and a job involving a computer was a skilled job. Nowadays, keyboards and mice are the new ploughs and shears.”

But does he ever consider the conditions of the workers supplying these services? “I don’t think about the workers. I think about the product. I’m sure the wage that gold farmers are paid is low. Manual labourers in third-world countries probably earn a similar amount, but I doubt you would ask someone this kind of question if you saw them drinking a cup of coffee.”

It’s an interesting concept — disturbing in many ways, as any sort of cheap foreign labor is. EULA conditions aside, is it “ethical” play?

Part of the blame has to come from the games themselves, I should think. If you have a game that relies too much on drudgery and grinding to get to the points where the player can have “fun,” then, yes, that’s going to encourage this sort of cheating. I hear a lot more about this sort of thing in WoW than in CoX or LotRO, and I don’t think it’s just because of the relative player base. 

But it does exist, even in those latter games — though I suspect it’s more in the form of PLing than buying gold (or Influence). If I could magically change some of my low-level characters in to their 20s or 30s, that would be kind of cool. But somehow paying someone to do it for me seems wrong — a harkening back to the Indulgence trade, perhaps (which originally arose when remission of sins awarded by the Church for particular holy acts — a pilgrimage, going on a crusade — evolved into paying to equip someone to do it, thence to simply … paying). 

For myself, it’s just not something I’d actually do. But is it really something I can condemn someone else for doing? Yeah, I can point to the ill effects it causes — inflation in the auction houses (if a sufficient number of people did it), and a bunch of PLed n00bs running around who don’t know how to use their powers on a PUG. But, really, those are relatively trivial. It seems that the “offense” is primarily against the social contract of the game and the ethical concerns over the working conditions of the “playbourers.”

I just wish they’d stop spamming my in-box.

NCsoft and Europe

I follow along the European Dev Digest as well as the US one, so the current kerfuffle at NC Brighton caught my eye.

NCsoft Europe cuts 70 jobs at Brighton office – Massively
Official details on the NCsoft Europe layoffs – Massively 

With the official word from NCsoft being:

In order to solidify and streamline company operations across all NCsoft West territories, we are implementing some structural changes this week which will impact 70 to 90 employees. We are working with these employees to determine the best fit for approximately 80 alternate positions within the company.

The European office is transitioning to have a stronger focus in marketing and sales, with many of the existing disciplines being consolidated in our studios on the US West Coast and our headquarters in Seattle. Additionally, we are transitioning to an embedded quality assurance (QA) model in which the QA staff works in our studios directly with the development teams, providing support throughout the entire development process.

This finalizes the NCsoft West reorganization plan which began last September, and the resulting structure will better support the company’s direction. 

The current senior customer rep for Europe, Ghost Raptor, is leaving (not formally booted, but unwilling to relocate to the US). Avatea is the new CSR, and will be moving to NCNC. That’s all led to speculation that the US and European boards might merge.

It can’t be seen as particularly good news by any means, though how bad it actually is remains hotly debated (lots of cries of “DOOOOM!” and “I hate you!” in various spots).
 

Four Years! DING!

Yes, unbelievably, I’ve been playing CoX for that long And though my game time has certainly dropped down a lot after the first couple, I’m still out there fighting (or occasionally committing) crime, and loving it.

I’d like to thank Doyce for dragging me into it in the first place, and Margie for making it something more than just individual fun. And, of course, the folks at NCSoft for making a kickass game (warts and all).

Worlds.com patents sex, sues Playboy … film at 11

So Worlds.com has filed suit against NCSoft — with other MMO publishers in their next-step sights — based on a very goofy patent. To wit:

The present invention provides a highly scalable architecture for a three-dimensional graphical, multi-user, interactive virtual world system. In a preferred embodiment a plurality of users interact in the three-dimensional, computer-generated graphical space where each user executes a client process to view a virtual world from the perspective of that user. The virtual world shows avatars representing the other users who are neighbors of the user viewing the virtual word. In order that the view can be updated to reflect the motion of the remote user’s avatars, motion, information is transmitted to a central server process which provides positions updates to client processes for neighbors of the user at that client process. The client process also uses an environment database to determine which background objects to render as well as to limit the movement of the user’s avatar.

 

Why, yes, that does sound like City of Heroes. And, um, about every other MMO out there. While there seems to be plenty of “prior art” in question, and NCSoft says it will defend itself “vigorously,” some are worried that might not be enough — especially with a suit filed in Texas by an American company against some Damned Furriners.

Rrg.

More links:

Gaming is Educational!

(Crossposted from DDtB) 

Gaming as a gateway to … education?

Or, as this article puts it: Do first-person shooters make you smarter? The author talks about how playing Call of Duty led to his son actually learning stuff.

 

His education started in the 6th grade, with him digging online to learn more about the equipment that soldiers used in World War II. He wanted to know about the guns he was using in the games. Then he got interested in squad tactics and specific campaigns, like the Normandy invasion. He began reading Stephen Ambrose’s books about WWII, and eventually read most of them. He watched Band of Brothers on DVD. (The HBO series, based on an Ambrose bestseller and produced by Tom Hanks and Steven Spielberg, was a huge influence on the style of all the WWII first-person shooters, so it was natural that a game fan was led back to the original films.) To learn more about the battle of Stalingrad (which is featured in Battlefield: 1942 and the first Call of Duty), he read Antony Beevor’s Stalingrad, along with Vasily Grossman’s A Writer at War (that’s him in the photo). That led to a deeper interest in European and American history which is still blossoming. Suddenly, I had a kid who was devouring lengthy, adult-level books and had become interested in huge swathes of world history. All because of a bunch of video shoot-‘em-ups! 

I’m not sure how applicable this is as a general rule. Does playing Doom cause you to research literary depictions of Hell, or the history of the Marine Corps? From an MMO standpoint, does CoX lead you into graphic arts as literature

On the other hand, I had a similar educational arc from my old table-top wargaming days back in junior high and high school. I still know gobs of stuff about WWII, but also WWI, the Napoleonic Era, and other periods. I subscribed to Strategy & Tactics for a while, and you can learn a lot about history from the history of armed conflict (and it’s causes and effects).

Hmmmm … still have a lot of those games down in the basement …