CoH: a game for Introverts, too
In what universe is providing something neither group is asking for a better compromise than offering some of what each is asking for?
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There's a reason that I've never asked for solo-only-progression-content: it's a bad idea. It would be unfair to those that play this game to team and hate soloing. I've also never asked for a maximum team size of one for the same reason. I have never, to my knowledge sitting here on my couch at the moment, asked for anything that would actually interfere with the teaming community in this game and their ability to team as they wish.
Paragon Studios/NCSoft stopped getting my money because of their bad decisions. When they corrected the primary issue, my money flowed their way again. This is not the act of some spoiled brat that always gets his way. It's nothing more than the act of a consumer when the product he's been paying for becomes inferior/broken/sub-par or the company behind the product behaves poorly. I don't eat at Chick-fil-a because I disagree with their corporate sponsorship of religion. I don't eat at McDonalds because I want my body to rot properly after I die. Should I behave differently as a consumer of video games?
So again, I ask you, Arcanaville, ye of the +5 in math, the lady I've looked to for insight and knowledge for years, explain it to me since I still don't get it either through ignorance or stubborness:
What's the point of losing income/subscriptions/players when you can easily avoid doing so by making decisions that don't ostracize a sizable percentage of your population?
Be well, people of CoH.
What's the point of losing income/subscriptions/players when you can easily avoid doing so by making decisions that don't ostracize a sizable percentage of your population?
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If its still not clear, then I would say its very close to the truth that were I in the position to make the strategic decision, I would care more about players that say "I want X" than those that said "I want to ensure this game does not have Y." You say that would be costly, but I disagree, and if it was my decision to make, my judgment would be operative there.
Even if I cannot convince you of the practicality of that position, there is another independent perspective. There are lots of people who probably *don't* play City of Heroes because they are just not into superheroes or comic books or the genre in general. That decision is guaranteed to have cost this game many potential customers. But that doesn't mean no one should make such a game. If everyone only served the majority, the minority would never get anything. So even though I believe my position would be more successful than yours overall, even if its not its a position that still has every right to be served. I would rather make my game than your game, not because I can prove mine is better, but because it would be mine. There's no other reason why I would take the lead designer position in any venture, except to realize my design values. If I was just going to be hired to realize someone else's design values, I would walk away.
I believe its highly unlikely you would approach the job significantly differently. That's not to say I cannot be persuaded to alter my position. If you could prove to me beyond a reasonable doubt that your position would lead to a better game, I could be convinced to adopt it. But in the absence of such proof, I would follow my own judgment, and such proof has yet to be offered.
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I already stated so: hypothetically speaking to ensure people you don't care about but I do are fairly represented in any game I'd have decision making power over.
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If its still not clear, then I would say its very close to the truth that were I in the position to make the strategic decision, I would care more about players that say "I want X" than those that said "I want to ensure this game does not have Y." |
If its still not clear, then I would say its very close to the truth that were I in the position to make the strategic decision, I would care more about players that say "I want X" than those that said "I want to ensure this game does not have Y." |
Granted, I've also stated "I want to ensure I don't get screwed out of those huge power buffs and level shifts because I have zero desire to run around in game with eleven other players."
The way you've been coming across in this thread, I'm in the wrong for demanding fair treatment.
You speak of fairly representing a group of people that you think I don't care about right after I explicitly stated that I have never requested anything that would block the teaming population from advancement or the ability to team. You do this while apparently maintaining the position that preferential treatment (access to power buffs/level shifts/purple ponies/whatever) for one group (raiders) over another (non-raiders) is an acceptable position to hold for no other reason but that it would definitely be part of your game's design and that you believe such a system will always be superior financially.
On the first, what you do with your game is up to you and I truly hope you get to it someday. I'd check it out based on curiosity alone. On the second, there may very well be something in human nature that proves the second belief true, be it based in addiction processes or whatever else. I'm not going to attempt to dig up hard numbers one way or the other. I certainly can't agree that manipulation of humanity's baser processes for financial gain is a good thing but I would also never disagree that it works.
Be well, people of CoH.
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Here's where I get completely lost. I want the same thing! Have I not said all along, "hey, now, I want access to the same huge power buffs and level shifts they get!"
Granted, I've also stated "I want to ensure I don't get screwed out of those huge power buffs and level shifts because I have zero desire to run around in game with eleven other players." The way you've been coming across in this thread, I'm in the wrong for demanding fair treatment. You speak of fairly representing a group of people that you think I don't care about right after I explicitly stated that I have never requested anything that would block the teaming population from advancement or the ability to team. You do this while apparently maintaining the position that preferential treatment (access to power buffs/level shifts/purple ponies/whatever) for one group (raiders) over another (non-raiders) is an acceptable position to hold for no other reason but that it would definitely be part of your game's design and that you believe such a system will always be superior financially. On the first, what you do with your game is up to you and I truly hope you get to it someday. I'd check it out based on curiosity alone. On the second, there may very well be something in human nature that proves the second belief true, be it based in addiction processes or whatever else. I'm not going to attempt to dig up hard numbers one way or the other. I certainly can't agree that manipulation of humanity's baser processes for financial gain is a good thing but I would also never disagree that it works. |
This is an example of someone asking for a game to not include something, as I define it. The specific problem with the statement is not the request to have any particular thing have a non-teamed option of acquiring it, the problem is specifically the phrase "without any exception."
"I want this to have a solo acquisition option" is negotiable. "I want everything to have a solo acquisition option without exception" is not negotiable to me. Any subset other than all is negotiable in theory. All is not. Its a fine distinction, but one I make.
Which is why I said before that asking for a solo incarnate path is not something I object to in principle. But I do object to the argument that the solo incarnate path should exist because everything must have a solo path without exception.
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"I do not want any rewards at all, without any exception, gated behind content that requires teaming."
This is an example of someone asking for a game to not include something, as I define it. |
On the other hand, there -are- a number of people saying "I do not want any solo option at all, without exception, for new end-game content."
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@Valerika
Feel free to try out my AE mission arc, # 473452: Praetorian Redemption
@Valerika
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Actually, I think a lot of people would be happy if all rewards were available through a solo option. And a group option, too. It's tying the rewards to one style or other that's problematic, not the content itself.
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@Valerika
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No, they are not based on that premise. I addressed the question as posed. If you believe you can prove your assertion, please feel free to link to any post I made in this thread where I made that assumption.
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"I do not want any rewards at all, without any exception, gated behind content that requires teaming."
This is an example of someone asking for a game to not include something, as I define it. The specific problem with the statement is not the request to have any particular thing have a non-teamed option of acquiring it, the problem is specifically the phrase "without any exception." |
Feel free to try out my AE mission arc, # 473452: Praetorian Redemption
@Valerika
"I do not want any rewards at all, without any exception, gated behind content that requires teaming." This is an example of someone asking for a game to not include something, as I define it. The specific problem with the statement is not the request to have any particular thing have a non-teamed option of acquiring it, the problem is specifically the phrase "without any exception." "I want this to have a solo acquisition option" is negotiable. "I want everything to have a solo acquisition option without exception" is not negotiable to me. Any subset other than all is negotiable in theory. All is not. Its a fine distinction, but one I make. Which is why I said before that asking for a solo incarnate path is not something I object to in principle. But I do object to the argument that the solo incarnate path should exist because everything must have a solo path without exception. |
Be well, people of CoH.
Okay, here:
Quote:
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Which itself quotes and responds to this message:
If its still not clear, then I would say its very close to the truth that were I in the position to make the strategic decision, I would care more about players that say "I want X" than those that said "I want to ensure this game does not have Y."
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You speak of fairly representing a group of people that you think I don't care about right after I explicitly stated that I have never requested anything that would block the teaming population from advancement or the ability to team. |
The goal would actually be, in all direct seriousness, to offer different things to different players that want different things, and to skew my playerbase in the direction of keeping the players willing to accept they won't get everything they want in favor of the players willing to let other people have some things they want, in exchange for knowing they will get some of the things they want, even if that includes teamed content with content-tied rewards.
You think its pissing off an unnecessary percentage of the paying population, but I disagree. I think its trading one set for another set that wants at least some of what you would eliminate entirely. And I would be willing to put my money where my mouth is on that design decision, if it was mine to make. To put it more directly, I wouldn't actually *want* customers who are only playing my game because they think I will only do exactly what they want me to do, and nothing else. I would rather be honest with them right up front and promise them in no uncertain terms that that will not be true. I'd rather have everyone else, because I think that group is a thousand times larger. I don't think this orphans people who predominantly or exclusively solos. I know lots of those people in lots of MMOs, and at one time I was one as well. I think it pisses off the people who have to have everything their way. A think 99% of all people who predominantly or exclusively solo only need *enough* game to be entertained, they do not need to know that *everything* is designed specifically with them in mind. The obvious answer to your question of how this is a compromise is that some people like content-coupled rewards and teaming, and some don't. This is a compromise between those two groups. You think the first group is inconsequential or simply wrong, so you do not believe their interests need to be represented in any compromise. I don't agree. Unless absolutely necessary, I don't decide who's worthy of the game and who's not. And in this case, its not necessary. I've already decided that anyone who draws a line in the sand is going to have lower priority than everyone else. Having made that first decision, I don't need to make an additional value judgment here. |
The obvious answer to your question of how this is a compromise is that some people like content-coupled rewards and teaming, and some don't. This is a compromise between those two groups. You think the first group is inconsequential or simply wrong, so you do not believe their interests need to be represented in any compromise. I don't agree. |
It's wrong to request the ability to reach the same level of power/performance as one's teaming counterparts in a reasonable amount of time if the game in question is an MMO? You really believe this? You believe that those of us that requested/demanded/begged for the solo incarnate path were wrong to do so because this is an MMO?
Or am I reading your post incorrectly? I mean... by requesting a reasonable solo path I was, indeed, requesting of this MMO what you've described... and we got it. (Mostly.) Were they wrong to deliver it? |
Did you specifically ask for a game that segregates all teamed activity into completely ignorable segments of the game without exception? If so, yes you were wrong. If not, that's not what I said.
What you specifically mentioned up above gets into a long discussion of what is "reasonable." That's a completely different subject. |
Ok, cool. All I asked for was the ability to ignore the trials completely and still cap out all available incarnate powers in a reasonable amount of time.
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I could have just let that go, but because I honestly believed there was still the potential for a genuine difference of opinion there, I amplified:
They could have said "no." If you objected to them saying no because there should be no exceptions to the rule that everything must be soloable in this MMO, I would once again say you were wrong to not acknowledge that MMOs are going to have some teamed content with either exclusive rewards or extremely advantageous rewards somewhere. Whether that's in the iTrials or somewhere else is not a matter of principle.
One way to deal with the teaming issue and the solo player issue in an MMO is to temporize. Which is to say introduce teamed-specific content with exclusive rewards, and then significantly later introduce solo content with a path to those rewards and more teamed-specific content with exclusive rewards in leap-frog fashion. So long as the delay is significant but not immense, people who want team-focused events with content-tied rewards are satisfied, and solo players eventually get a path to almost everything without intruding on the temporary content-tied team rewards. In that sense, asking for an eventual solo path for anything and everything still cuts the devs some slack to make multiplayer-specific content and associated rewards without permanently shutting out solo and small-team players. If I was running an MMO, I would consider that the best of all possible worlds. But I would be violating the philosophy of players who believe that solo players should *never* have any disadvantages over players who team, even temporarily. And I would be doing so willingly, and openly, because I believe that to be a better compromise overall. You could argue the solo incarnate path follows that philosophy, although its probably not doing so by deliberate design. |
If I was running an MMO, I would consider that the best of all possible worlds. |
As for your design philosophy, I fail to see the point of it. Why piss off X% of your paying population with a "we'll throw yall a bone later" content plan? What's the goal, the purpose, of team-locked content/rewards? How is that compromise?
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The goal would actually be, in all direct seriousness, to offer different things to different players that want different things, and to skew my playerbase in the direction of keeping the players willing to accept they won't get everything they want in favor of the players willing to let other people have some things they want, in exchange for knowing they will get some of the things they want, even if that includes teamed content with content-tied rewards.
You think its pissing off an unnecessary percentage of the paying population, but I disagree. I think its trading one set for another set that wants at least some of what you would eliminate entirely. And I would be willing to put my money where my mouth is on that design decision, if it was mine to make. To put it more directly, I wouldn't actually *want* customers who are only playing my game because they think I will only do exactly what they want me to do, and nothing else. I would rather be honest with them right up front and promise them in no uncertain terms that that will not be true. I'd rather have everyone else, because I think that group is a thousand times larger. I don't think this orphans people who predominantly or exclusively solos. I know lots of those people in lots of MMOs, and at one time I was one as well. I think it pisses off the people who have to have everything their way. A think 99% of all people who predominantly or exclusively solo only need *enough* game to be entertained, they do not need to know that *everything* is designed specifically with them in mind. The obvious answer to your question of how this is a compromise is that some people like content-coupled rewards and teaming, and some don't. This is a compromise between those two groups. You think the first group is inconsequential or simply wrong, so you do not believe their interests need to be represented in any compromise. I don't agree. Unless absolutely necessary, I don't decide who's worthy of the game and who's not. And in this case, its not necessary. I've already decided that anyone who draws a line in the sand is going to have lower priority than everyone else. Having made that first decision, I don't need to make an additional value judgment here. |
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I did read the thread, honestly. And I still believe that argument to be an irrelevant strawman, even when discussed hypothetically in terms of your vision of how a game should be.
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@Valerika
"I want some rewards locked behind team content" = "I do not want a soloable path to everything" = someone asking for a game to not include something, as you define it.
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In fact, it goes beyond someone saying "I want *some* rewards locked behind teamed content" because I believe *that* request to be too vague to accept also. However, if a content designer decides to make a specific mission that specifically requires teaming and whose storyline leads to a reasonable conclusion that it should have a reward explicitly and exclusively tied to its content, I believe that content should be judged on whether the benefit of having it exceeds any negative associated with it, and I do not accept the notion that it automatically fails by definition because the negatives are "obviously" too high. If that's the only justification for not including it, that justification will fail for me, because I don't accept that axiomatically.
But that doesn't mean there aren't good alternate reasons why a particular instance of exclusive content is not justified. For example, if level shift was exclusive to teamed content, or even extremely limited to soloers (which you could argue it was prior to I22 being announced) I could *and did* make the case that the intent of incarnate progress conflicted with having no avenue for such progress to solo players. I did not, and do not, have to resort to the "soloers must have access to all rewards" argument and there is a much better argument that exists besides.
Which is one of the reasons why I said I have no problem with people asking for a solo path. My objection is asking for it on the grounds that everything should be soloable.
And yes, Valerika, I'm addressing it here, before you quote this message. That's deliberate, because in the context of *this* reply its now relevant. It wasn't relevant before, because I was talking about my own hypothetical design philosophy. Here, I'm talking about the distinction between Bill asking for a solo option, and Bill asking for a solo option because he thinks everything should be soloable. If Bill is only asking for a solo option for incarnates, and that's all, as I believe he is claiming, *then* I have no disagreement with that. However, if the reason Bill is asking is because he thinks all rewards of any practical value must have a solo path, then that would be a point of disagreement with him. And its important to make the distinction, because Bill hasn't explicitly stated his fundamental reasons either way, and its difficult to interpret "soloers not getting screwed" with precision.
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I did read the thread, honestly. And I still believe that argument to be an irrelevant strawman, even when discussed hypothetically in terms of your vision of how a game should be.
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You'll have to forgive me if I choose not to incorporate that particular sensitivity into my posting habits, as it would be both impractical to do so, and also completely ridiculous to do so.
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I'll state it now:
In this case, getting screwed specifically points at the developers introducing the incarnate powers in the way they did without providing At The Same Time a viable avenue for those that solo/avoid large team content.
I don't disagree with PvP IOs only being obtainable by going into PvP zones. I wouldn't even disagree with team-only buffs being locked behind team-only content.
I would, however, and forever will, take issue with character buffs/progress/etc that would aid a soloist being locked behind team-only content.
Be well, people of CoH.
So you're saying if someone specifically asks me how I would deal with a situation, you have the right to say I'm being irrelevant if I address that situation directly but you don't find it relevant to what you want to talk about?
You'll have to forgive me if I choose not to incorporate that particular sensitivity into my posting habits, as it would be both impractical to do so, and also completely ridiculous to do so. |
Essentially what I'm telling you is that your original assumption, which boiled down to "I don't wish to cater to people who demand X" in your hypothetical game design, rest on the assumption that the soloists are the ones making such demands. They aren't. And they aren't likely to do so on other games, either. On the other hand, it's very clear that there -are- people, even in this game, that are demanding X, with X being "No end-game solo option." If you're concerned with not wanting to cater to absolutists, you're looking at the wrong end of the spectrum here.
It's not a case of soloists demanding ALL rewards be soloable. They're simply for soloability to be one of the considerations given. It's not an absolute. If small things (like TF accolade rewards) are team-only, that's fine. But end-game content isn't considered small by any stretch of the imagination.
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@Valerika
I agree with original poster but not for quite the same reasons. From my post count it is fairly obvious I am not exactly an introvert. I do however prefer playing the game solo. I would like to also say it is nice to see that MOST of the replies were the same old sad song "It is a MMORPG you have to team or you should be playing off line games!"
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My personal design philosophy is that the Incarnate Rewards are broad and desirable enough types of rewards/content that I feel it should be open to being obtained and enjoyed via large-scale teaming, small-scale teaming and solo playing with earning-rates relative to previously existing level progression (based on size of team, difficulty settings and such).
That is just the way I see such a set of rewards being handled best... at least, within this game based on the existing product, its history and the existing customer-base.
If we're talking about something that I am building from scratch, my answers could certainly be different, based on anything from the game, the fictional basis of the game, the particular stories... and so on.
However, new bonuses, powers and abilities on top of a several-year-old game that's never had a level extension and has a healthy amount of teaming and solo (and everything between) enthusiasts... That gets a be open to all sorts design, in my book.
That being said... I can understand if the balancing aspect of their new content and rewards were better done first by getting the large scale correct and working downwards towards solo content.
I may not enjoy it, as a player, but I can understand how it could be a wise manner to go about it.
and round up everyone that knows more than they do"-Dylan
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