So it’s here. Dungeon Finder, allowing us to group with adventurers with other servers to complete instance runs. Aside from the advantages to gathering a party, what are the interpersonal issues raised by this significant adjustment to the WoW experience?
To answer that question, let us consider for a moment the concept of a community. Community describes a collection of people who are share some common ground. For example WoW players or members of The Venture Co. server.
However a community is not a stagnant thing. It develops and progresses, experiences a ‘life’ of it’s own. Most importantly, members of community are stakeholders within it. Or to put it another way, how you behave in your community is important, if you want to keep enjoying it’s benefits.
Cross-server experiences are very interesting, because whereas there is something to gain from cooperating, the penalties for being anti-social are less severe. If your behaviour with a group of random people from other servers is ruthless, dishonest or antagonistic, the chances are they won’t be shouting about it in your local Ironforge and killing your reputation.
It’s back to the old adage about the Internet, anonymity and being an asshole.
So what we have here is a good test of character. You may find it interesting to observe player behaviour in coming months, and to note when people are unable to be pro-social, honest or useful without the sword of server notoriety hanging over their heads.
Bit like the Battlegrounds then.
Showing posts with label world of warcraft. Show all posts
Showing posts with label world of warcraft. Show all posts
Monday, 14 December 2009
Monday, 5 October 2009
/ignore
Ignore lists are a little problematic and there are disadvantages to being too hasty. Someone having a bad day might be a useful contact tomorrow.
However bad behaviour is often repeated and it doesn’t make sense to get bitten twice.
This weekend I cleared my ignore list. Only four names were listed as I am fairly thick skinned.
I began anew with a new policy. From now on if I feel someone deserves ignoring then I send a short, politely worded message explaining why they will now be ignored. They can then reflect on what has happened.
Readers may want to comment on what they consider ignore worthy behaviour.
I had two people listed before the weekend was out. One left a 10man raid we had spent a considerable amount of time recruiting after one wipe. Apparently his guild needed him. His ‘guild’ consisted of two other players, neither of which were level 80. I have to wonder what urgent raid he had to run off to. Predictably his departure caused a domino effect, everyone left, and all that time waiting around had been wasted.
The second successful candidate was in Arathi Basin, when a nobody (yes this sounds haughty but I mean a character of no repute nor notable guild) felt it was appropriate to /spit on me. If like myself, you’ve been bought up in a noble Darnassian bloodline, the idea of a random human spitting at you is intolerable. Nevertheless I had the pity to politely question why, but it seemed the neanderthal was unable to articulate any grudge or rivalry.
/ignore
However bad behaviour is often repeated and it doesn’t make sense to get bitten twice.
This weekend I cleared my ignore list. Only four names were listed as I am fairly thick skinned.
I began anew with a new policy. From now on if I feel someone deserves ignoring then I send a short, politely worded message explaining why they will now be ignored. They can then reflect on what has happened.
Readers may want to comment on what they consider ignore worthy behaviour.
I had two people listed before the weekend was out. One left a 10man raid we had spent a considerable amount of time recruiting after one wipe. Apparently his guild needed him. His ‘guild’ consisted of two other players, neither of which were level 80. I have to wonder what urgent raid he had to run off to. Predictably his departure caused a domino effect, everyone left, and all that time waiting around had been wasted.
The second successful candidate was in Arathi Basin, when a nobody (yes this sounds haughty but I mean a character of no repute nor notable guild) felt it was appropriate to /spit on me. If like myself, you’ve been bought up in a noble Darnassian bloodline, the idea of a random human spitting at you is intolerable. Nevertheless I had the pity to politely question why, but it seemed the neanderthal was unable to articulate any grudge or rivalry.
/ignore
Friday, 18 September 2009
WoW vs (other)
One talked about MMORPG coming very soon is AION.
I spent some time last night researching this, not because I’m about to jump ship, but because I have found that games such as Age of Conan and Warhammer Online (both great games!) have offered me a really enjoyable short-break akin to picking up an X-Box game and playing it for a month.
Inevitably the WoW comparisons overtake discussions about new MMORPG releases. This could be constructive if it were a point-by-point comparison as to how game-play issues were addressed in different or similar ways. You know, things that really matter.
However more often what we get is comments like:
‘WoW gets pwned’
‘WoW sucks’
If you dislike World of Warcraft – fine. But if you really believe that WoW sucks, then you need to add a bit more substance to your argument. Because as a solution to the challenge of creating an interactive virtual fantasy world, WoW clearly doesn’t suck.
First off we need to define the contested territory. Beautiful graphics may be a big consideration for some. But your personal preference to look like an emo in Aion rather than a cartoon character in WoW is only going to get you so far. If you just like eating cake and have no literally no idea what ingredients actually make a good cake then keep your mouth shut.
Core issues, i.e. things that contribute to the quality of the gaming experience are more to do with actual play issues that are; economic and social, that consider player reward and playtime longevity, environment immersion, learning-curve, variety and choice.
Second, on both sides of the fence, enough about what is a WoW-Clone or who stole ideas from Everquest. Unless your tipple of choice is 1st Edition Dungeons and Dragons, then it’s a moot point.
WoW has been embellished continually since its release. It has a lot of content and designers are responsive to the needs of the community, continually increasing the functions available to its subscribers. For this reason alone it will be extremely difficult to challenge by any new offering at point of release.
This isn’t to prove that’s it’s the best MMORPG possible, or even available already. I simply ask debaters to weigh up the ingredients that actually matter when exploring relative merits. I have to wonder if people who genuinely think that WoW is a poor offering will recognise a better one when it comes along… or know why it is better!
I spent some time last night researching this, not because I’m about to jump ship, but because I have found that games such as Age of Conan and Warhammer Online (both great games!) have offered me a really enjoyable short-break akin to picking up an X-Box game and playing it for a month.
Inevitably the WoW comparisons overtake discussions about new MMORPG releases. This could be constructive if it were a point-by-point comparison as to how game-play issues were addressed in different or similar ways. You know, things that really matter.
However more often what we get is comments like:
‘WoW gets pwned’
‘WoW sucks’
If you dislike World of Warcraft – fine. But if you really believe that WoW sucks, then you need to add a bit more substance to your argument. Because as a solution to the challenge of creating an interactive virtual fantasy world, WoW clearly doesn’t suck.
First off we need to define the contested territory. Beautiful graphics may be a big consideration for some. But your personal preference to look like an emo in Aion rather than a cartoon character in WoW is only going to get you so far. If you just like eating cake and have no literally no idea what ingredients actually make a good cake then keep your mouth shut.
Core issues, i.e. things that contribute to the quality of the gaming experience are more to do with actual play issues that are; economic and social, that consider player reward and playtime longevity, environment immersion, learning-curve, variety and choice.
Second, on both sides of the fence, enough about what is a WoW-Clone or who stole ideas from Everquest. Unless your tipple of choice is 1st Edition Dungeons and Dragons, then it’s a moot point.
WoW has been embellished continually since its release. It has a lot of content and designers are responsive to the needs of the community, continually increasing the functions available to its subscribers. For this reason alone it will be extremely difficult to challenge by any new offering at point of release.
This isn’t to prove that’s it’s the best MMORPG possible, or even available already. I simply ask debaters to weigh up the ingredients that actually matter when exploring relative merits. I have to wonder if people who genuinely think that WoW is a poor offering will recognise a better one when it comes along… or know why it is better!
Tuesday, 18 August 2009
A Myth in Action
Playing any adventure game with a reasonable amount of freedom is about choosing to be a hero. Or a villain. Or a morally ambiguous character.
Morrowind and Fallout as well as Dungeons & Dragons and other table-top RPG’s are examples of forums where this moral choice is available.
The same holds true for Warcraft. Whether you like it or not, whether you play on a RP server or not, you will make choices about the moral quality of your character.
Everyone is free to be a total bastard if they want to. However I think many aspire to be a hero! But does being a hero actually involve?
A hero might have fantastic equipment. In Arthurian mythology the sword Excalibur was an exemplary weapon, as was Narsil in Lord of the Rings. The shield of Achilles and the spear of Odin are among many, many other significant and magical artefacts wielded by mythic heroes.
A hero may belong to an elite group such as the Spartans, the Knights of the Round Table or the Myrmidons. They may brave dangerous ruins or explore strange forbidding islands, as did the Argonauts.
But still the quality of heroism would be elusive without the heart and soul of the hero, his or her conduct and contribution to the world, ‘the power to bestow boons on his fellow man’ (Campbell 1949).
A true hero is a ‘living-light fountain, which it is good and pleasant to be near… in whose radiance all souls feel that it is well with them’ (Carlyle 1841).
If you choose to be a hero then choose to be pleasant to be around, helpful, fair and righteous. Lifting up others on your journey and showing the camaraderie of the classical heroes. Demonstrated from Spartan courage to Arthurian chivalry; it's not just what you do but the way that you do it!
Epics come and go, but what abides is your conduct. A good reputation, once broken, is not easily fixed by a trip to the blacksmiths.
‘We hunger for heroes as role models, as standards of action, as ethics in flesh and bones like our own. A hero is a myth in action’ (May 1991).
Bibliography
Campbell, J. (1949) The Hero with a Thousand Faces
Carlyle, T. (1841) On Heroes and Hero-Worship
May, R. (1991) The Cry for Myth.
Morrowind and Fallout as well as Dungeons & Dragons and other table-top RPG’s are examples of forums where this moral choice is available.
The same holds true for Warcraft. Whether you like it or not, whether you play on a RP server or not, you will make choices about the moral quality of your character.
Everyone is free to be a total bastard if they want to. However I think many aspire to be a hero! But does being a hero actually involve?
A hero might have fantastic equipment. In Arthurian mythology the sword Excalibur was an exemplary weapon, as was Narsil in Lord of the Rings. The shield of Achilles and the spear of Odin are among many, many other significant and magical artefacts wielded by mythic heroes.
A hero may belong to an elite group such as the Spartans, the Knights of the Round Table or the Myrmidons. They may brave dangerous ruins or explore strange forbidding islands, as did the Argonauts.
But still the quality of heroism would be elusive without the heart and soul of the hero, his or her conduct and contribution to the world, ‘the power to bestow boons on his fellow man’ (Campbell 1949).
A true hero is a ‘living-light fountain, which it is good and pleasant to be near… in whose radiance all souls feel that it is well with them’ (Carlyle 1841).
If you choose to be a hero then choose to be pleasant to be around, helpful, fair and righteous. Lifting up others on your journey and showing the camaraderie of the classical heroes. Demonstrated from Spartan courage to Arthurian chivalry; it's not just what you do but the way that you do it!
Epics come and go, but what abides is your conduct. A good reputation, once broken, is not easily fixed by a trip to the blacksmiths.
‘We hunger for heroes as role models, as standards of action, as ethics in flesh and bones like our own. A hero is a myth in action’ (May 1991).
Bibliography
Campbell, J. (1949) The Hero with a Thousand Faces
Carlyle, T. (1841) On Heroes and Hero-Worship
May, R. (1991) The Cry for Myth.
Tuesday, 4 August 2009
What is Roleplay? Episode Six
About character…
When I’m running a Dungeons & Dragons session, I encourage players to flesh out their statistics and weapons by adding four personality traits to their character sheet. In many ways these traits will inform the gaming experience to a greater extent than their +3 Vorpal Swords or whatever hardware they are carrying.
What makes a great Warcraft character is not the ability to spew huge chunks of rhetoric and mythos, but the ability to play a consistent and interesting character.
One the notable characters in the history of our server is Benevolent. Grand Marshal Benevolent led a great many pre-made battle-parties during the golden age of battleground warfare. I was aware of his back-story and he acknowledged the back-story of others. His character's achievements weren’t invented, he had actually accomplished all this stuff. Notably he was a consistent personality. Let’s try and create a character trait list for this person:
Generous
Decisive
Vainglorious
Ambitious
Interestingly, I never saw Ben hanging around in Goldshire chatting about the World Tree or walking slowly around the capital cities with a stick up his rear. Yet for me this character became as much a part of the Warcraft mythology as any notable NPC.
Keith Johnstone, an innovator in the field of Theatresports, provided some valuable advice in creating character in his book Impro for Storytellers.
‘Knowing the characters’ purpose isn’t enough – what really matters is how your character tries to achieve this purpose.’
Try creating a list of personality characteristics to inform how your character goes about their objectives. It’s likely, if you’ve been experiencing your character for a while, that you can already identify key character traits that may differ from your own. Many who consider themselves “non role-players” may be surprised to learn that they’ve been in character for quite some time.
Feel free to write your characters traits in the Comments box if you want to share them.
Because it’s my blog and I may as well indulge myself, here the traits I aspire to when being Fey:
Dignified
Kind
Heroic
Vindictive
Appendix:
The following lists are suggestions for actors on portraying personalities. They are slightly different from character traits, but useful in honing appropriate behaviours for the attitude you want your avatar to convey.
(From Impro for Storytellers)
To be Thought a Hero:
Talk about your thrilling adventures, Start a fight, Guard and defend your honour, have a beloved, issue dares.
To be Thought Intelligent:
Correct people, know everything, use long words, analyse everything.
To be Thought a Jerk:
Brag, point out people’s defects, make pointless jokes, pass blame onto other people.
To be the Life and Soul of a Party:
Be positive, be generous, know fascinating gossip, compliment/flatter.
To be High Status:
Take or fight for control, be more relaxed and stiller than your partner, talk in complete sentences, often use people’s names.
(Many other lists are possible).
When I’m running a Dungeons & Dragons session, I encourage players to flesh out their statistics and weapons by adding four personality traits to their character sheet. In many ways these traits will inform the gaming experience to a greater extent than their +3 Vorpal Swords or whatever hardware they are carrying.
What makes a great Warcraft character is not the ability to spew huge chunks of rhetoric and mythos, but the ability to play a consistent and interesting character.
One the notable characters in the history of our server is Benevolent. Grand Marshal Benevolent led a great many pre-made battle-parties during the golden age of battleground warfare. I was aware of his back-story and he acknowledged the back-story of others. His character's achievements weren’t invented, he had actually accomplished all this stuff. Notably he was a consistent personality. Let’s try and create a character trait list for this person:
Generous
Decisive
Vainglorious
Ambitious
Interestingly, I never saw Ben hanging around in Goldshire chatting about the World Tree or walking slowly around the capital cities with a stick up his rear. Yet for me this character became as much a part of the Warcraft mythology as any notable NPC.
Keith Johnstone, an innovator in the field of Theatresports, provided some valuable advice in creating character in his book Impro for Storytellers.
‘Knowing the characters’ purpose isn’t enough – what really matters is how your character tries to achieve this purpose.’
Try creating a list of personality characteristics to inform how your character goes about their objectives. It’s likely, if you’ve been experiencing your character for a while, that you can already identify key character traits that may differ from your own. Many who consider themselves “non role-players” may be surprised to learn that they’ve been in character for quite some time.
Feel free to write your characters traits in the Comments box if you want to share them.
Because it’s my blog and I may as well indulge myself, here the traits I aspire to when being Fey:
Dignified
Kind
Heroic
Vindictive
Appendix:
The following lists are suggestions for actors on portraying personalities. They are slightly different from character traits, but useful in honing appropriate behaviours for the attitude you want your avatar to convey.
(From Impro for Storytellers)
To be Thought a Hero:
Talk about your thrilling adventures, Start a fight, Guard and defend your honour, have a beloved, issue dares.
To be Thought Intelligent:
Correct people, know everything, use long words, analyse everything.
To be Thought a Jerk:
Brag, point out people’s defects, make pointless jokes, pass blame onto other people.
To be the Life and Soul of a Party:
Be positive, be generous, know fascinating gossip, compliment/flatter.
To be High Status:
Take or fight for control, be more relaxed and stiller than your partner, talk in complete sentences, often use people’s names.
(Many other lists are possible).
Labels:
dungeons dragons,
improv,
roleplay,
world of warcraft,
wow
Thursday, 23 July 2009
What is Roleplay? Episode Four
Our Guildmaster, Overon is emphatic about Roleplaying. Recently he encouraged Vision of Excellence members towards a simple rule. Say what you need to in party or guild chat but keep /s (‘say’) for in-character dialogue.
For myself I added an extra rule. Be nice.
Like most people I don’t want to be famous for looking down my nose at people. Like everyone I have some real-life friends on the server, and sometimes that entails discussions about real life.
I found it easy to implement Overon’s simple rule, and to encourage others to do the same, without ever needing to mention it.
‘Are you from Sweden?’ someone asked me in /say last night. I replied in /whisper and the entire conversation switched channel without anyone being scolded. Even if it hadn’t, I’d have quietly followed the simple rule without passing judgement on the other person.
Anyone pulling their hair out over the state of role-play on their server might consider how they can quietly lead by example. An appropriate emote or inspiring comment will often stir others to join in the flavour of the moment.
It worries me that many are very quick to define themselves as not being role-players. This feeling is reinforced by the behaviour and complaints of those who consider themselves the ‘real thing’. Such behaviour makes role-playing seem like an unattainable holy grail, available only to those with a degree in Drama.
However I find it hard to believe these ‘non role-players’ do not become as immersed in the experience of adventure and danger as the rest of us. You’d really have to be swimming against the entire stimulus of WoW not to feel some immersion in the experience. We can add to that immersion by staying in character ourselves. That includes not going OOC to complain.
Let’s try to treat everyone as role-players. Lead by example. Not bash those who don’t conform to our own approach (mine or yours) and encourage role-playing by portraying characters that actually have some character.
And be nice!
For myself I added an extra rule. Be nice.
Like most people I don’t want to be famous for looking down my nose at people. Like everyone I have some real-life friends on the server, and sometimes that entails discussions about real life.
I found it easy to implement Overon’s simple rule, and to encourage others to do the same, without ever needing to mention it.
‘Are you from Sweden?’ someone asked me in /say last night. I replied in /whisper and the entire conversation switched channel without anyone being scolded. Even if it hadn’t, I’d have quietly followed the simple rule without passing judgement on the other person.
Anyone pulling their hair out over the state of role-play on their server might consider how they can quietly lead by example. An appropriate emote or inspiring comment will often stir others to join in the flavour of the moment.
It worries me that many are very quick to define themselves as not being role-players. This feeling is reinforced by the behaviour and complaints of those who consider themselves the ‘real thing’. Such behaviour makes role-playing seem like an unattainable holy grail, available only to those with a degree in Drama.
However I find it hard to believe these ‘non role-players’ do not become as immersed in the experience of adventure and danger as the rest of us. You’d really have to be swimming against the entire stimulus of WoW not to feel some immersion in the experience. We can add to that immersion by staying in character ourselves. That includes not going OOC to complain.
Let’s try to treat everyone as role-players. Lead by example. Not bash those who don’t conform to our own approach (mine or yours) and encourage role-playing by portraying characters that actually have some character.
And be nice!
Tuesday, 21 July 2009
What is Roleplay? Episode Three
Stories within stories…
Warcraft has a considerable back-story and mythology informing it. Quests have purpose. You’re collecting twenty vehicle parts because some lazy gnome needs them to build his new invention. Real rivalries exist, as anyone who has been ganked more than once by the same enemy will realise.
Camaraderie is genuine and unforced. Bringing down a raid boss with your guild, or fighting for long months in a pre-made battleground or arena team will demonstrate this feeling.
Arch villains haunt the world with their schemes, and servers have their own legendary heroes and villains.
So why then feel the need to ‘go and do some role-play’?
To me this is akin to a group of Dungeons & Dragons characters, playing in a richly imagined campaign world, deciding that they will sit down and… play some Dungeons & Dragons! Thus creating a fiction within the fiction, but one that is contrived by the players instead of the Dungeon Master.
Now some innovation can indeed add depth to the WoW experience. On our server a guild called Theatre of Blood decided to put on an afternoon’s entertainment by staging a theatrical play in Duskwood. Other’s have organised parties or opened shops in Stormwind. These are natural developments within the existing structure.
However, contriving stories within the game or sitting in the tavern creating made-up material shows a lack of understanding that we are the players and that Blizzard are the DM’s!
Does it matter? Is this not a legitimate form of proactive creativity within the game?
It matters because those who ‘take time out to role-play’ are missing the point that role-play should not be distinct from any other part of the game.
Warcraft has a considerable back-story and mythology informing it. Quests have purpose. You’re collecting twenty vehicle parts because some lazy gnome needs them to build his new invention. Real rivalries exist, as anyone who has been ganked more than once by the same enemy will realise.
Camaraderie is genuine and unforced. Bringing down a raid boss with your guild, or fighting for long months in a pre-made battleground or arena team will demonstrate this feeling.
Arch villains haunt the world with their schemes, and servers have their own legendary heroes and villains.
So why then feel the need to ‘go and do some role-play’?
To me this is akin to a group of Dungeons & Dragons characters, playing in a richly imagined campaign world, deciding that they will sit down and… play some Dungeons & Dragons! Thus creating a fiction within the fiction, but one that is contrived by the players instead of the Dungeon Master.
Now some innovation can indeed add depth to the WoW experience. On our server a guild called Theatre of Blood decided to put on an afternoon’s entertainment by staging a theatrical play in Duskwood. Other’s have organised parties or opened shops in Stormwind. These are natural developments within the existing structure.
However, contriving stories within the game or sitting in the tavern creating made-up material shows a lack of understanding that we are the players and that Blizzard are the DM’s!
Does it matter? Is this not a legitimate form of proactive creativity within the game?
It matters because those who ‘take time out to role-play’ are missing the point that role-play should not be distinct from any other part of the game.
Monday, 20 July 2009
What is Roleplay? Episode Two
Westfall. It needs no introduction if you’ve ever taken a stroll around its hills and plains at sunset. After a few hours being harassed by outlaws I stop in the tavern for a breather.
A muscled human Warrior is buying something from the tavern keeper. Being a polite sort of Elf I wish him a good evening… by name.
‘How do you know my name!!?’ He demands, his eyebrows meeting like two furry swords.
It’s a showstopper. Of course I read it above his head. My bad. But unless he has the improvisation skills to acknowledge that I might indeed know him by reputation or prior friendship this is going to turn nasty.
We are two actors on a stage, and I’ve fluffed my opening line. Some good nature is required on his part to keep the show rolling.
‘Why aren’t you role-playing?’ he presses the attack.
What he really wants me to do is to break down, acknowledge my mistake and plead for mercy. Say something like; ‘I cannot justify knowing your name. I read it above your head. Please forgive me for not role-playing.’
Luckily I have the wit to help him out and rescue the scene. Praise Elune.
‘Of course I know you,’ I assure him. ‘You’re the hero who slew VanCleef!’
He follows my lead with the reply; ‘This is a RP server!’
What’s really going on here? Is the Warrior a valiant guardian of the sanctity of role-play facing down an intruder or an unimaginative keyboard puncher trying to prove their superiority by using “RP” as a weapon?
I hacked his head off, put in it my backpack, and went home.
I landed in Ashenvale where a young rogue came dancing up to me.
‘Hey Fey!’
‘Hello,’ I replied, removing my weapons and settling down for a quick nap. I love it when people remember me.
A muscled human Warrior is buying something from the tavern keeper. Being a polite sort of Elf I wish him a good evening… by name.
‘How do you know my name!!?’ He demands, his eyebrows meeting like two furry swords.
It’s a showstopper. Of course I read it above his head. My bad. But unless he has the improvisation skills to acknowledge that I might indeed know him by reputation or prior friendship this is going to turn nasty.
We are two actors on a stage, and I’ve fluffed my opening line. Some good nature is required on his part to keep the show rolling.
‘Why aren’t you role-playing?’ he presses the attack.
What he really wants me to do is to break down, acknowledge my mistake and plead for mercy. Say something like; ‘I cannot justify knowing your name. I read it above your head. Please forgive me for not role-playing.’
Luckily I have the wit to help him out and rescue the scene. Praise Elune.
‘Of course I know you,’ I assure him. ‘You’re the hero who slew VanCleef!’
He follows my lead with the reply; ‘This is a RP server!’
What’s really going on here? Is the Warrior a valiant guardian of the sanctity of role-play facing down an intruder or an unimaginative keyboard puncher trying to prove their superiority by using “RP” as a weapon?
I hacked his head off, put in it my backpack, and went home.
I landed in Ashenvale where a young rogue came dancing up to me.
‘Hey Fey!’
‘Hello,’ I replied, removing my weapons and settling down for a quick nap. I love it when people remember me.
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