GW2: Accessible, Approachable – Which is More Important?

Neither approachable nor accessible and ohhh so alone.

Stubborn has been musing about exclusivity and accessibility in WoW, and as usual, I end up seeing parallels in the game I’m currently playing.

He says:

I can pretty definitively say that… you’ll never please all the people, simply because of the players’ feelings about two mutually exclusive desires.  Every player either wants accessibility or exclusivity, and never the twain shall meet.

Those two polar opposites exist on an axis, sure, and people can exist towards the middle of the axis, but in the end, every player will prefer one of the following two options:

A game where everyone can participate in all activities
A game where merit earns you special opportunities

Sure, we can have deeper conversations and talk about points at which one opposite might be more important than the other, but in each player’s heart, one eventually trumps the other, and those feelings are what drives the whinefests associated with game changes.

Finding a good balance along this spectrum seems to be something that GW2 is also feeling its way towards with each episodic Living Story update.

Every few weeks, we sway back and forth between hard, difficult challenges with exclusive rewards and accessible content that can be done by most or all, with a veritable whinefest – or more charitably speaking, bountiful feedback – about that update’s activities.

At heart, I’m still a City of Heroes player. The original game was a magical collection of friendly, generous souls who formed a very strong community with a forums presence to match – folks thought nothing of throwing heaps of influence at random passing newbies to help them buy their next level’s upgrades, teams formed with little to nil picking and choosing of classes or levels (thanks to sidekicking and marvelous group synergies,) and the forums was filled with many helpful people writing guides on various effective ways to play each powerset, and relatively calm and rational discussion regarding the value of each class and the game’s various quirks.

That approachability and accessibility drew me and kept me playing.

Years passed, the developer helm changed hands and with the changing of the guard, there was also a noticeable change in design philosophy. Loot happened. Ways to upgrade one’s character to higher and higher tiers of power made hoarding money and items a lot more important. Rising power levels made the concept of “team” more redundant, and more about each individual and how fast missions that made money could be completed. The introduction of raids set a minimum gear level on participation, and even led to forced grouping for a while there.

You know what? In my opinion, the community went downhill fast.

The exclusivity gave rise to elitism. People got more insular and attacked any dissenters on the forums. A subset of players were all about the speedruns and played all group content that way, with beefed out characters that could pretty much solo the entire chain of missions. To heck with the team, and it came through loud and clear in their attitudes.

There is a reason why I choose not to play World of Warcraft.

The game leans too much over to the exclusivity side of the spectrum for my tastes by making raids the primary end-game activity.

To me, accessibility means inclusiveness.

I should not have to pick and choose and reject any person who is somehow “the wrong level” or “the wrong class” or “the wrong something” for a piece of content. I should not have to look upon any player as a potential impedance to my goals (consensual PvP excepted) and feel hostile towards them.

Players should not feel left out or blocked from progress due to a particular playstyle preference (eg. group or solo, easy fun or hard fun, liking a particular class, etc.) as this discouragement tends to lead to frustration and not wanting to play the game any longer, which whittles away at the community and game population.

And it should take a reasonable amount of time (and/or RL money) to reach an even max-level playing field. New (or poor) players should not be left behind in the dust by veterans who started the MMO at the dawn of time (or rich people with more money than sense) because that again leads to rejection of disadvantaged folk and gradual erosion of the playerbase.

So what about Guild Wars 2?

Well, I’m still playing it.

For the most part, GW2 remains a very accessible game.

Take leveling. There are multiple ways of gaining sufficient xp to reach 80 – the PvE open world (also known as hearts, DEs and map exploration, and/or mob genocide), WvW, dungeons, and of course, crafting.

Equipping yourself as you get to 80 also has multiple options – karma vendors, cultural stuff for coin, dungeon vendors, drops from mobs, crafting it yourself or, of course, the TP. One can pick between blues, greens, yellows or even orange, depending on how affluent one is feeling, and even blues will eventually get you through the content, though greens are the best compromise in terms of stats and affordability.

Once you get to 80, there are again multiple options for “max level” gear (here defined as the orange exotic baseline.) Karma vendors, drops, the TP, crafting, dungeons, WvW, pick your poison. If one finds themselves unable to afford this just yet, level 80 greens and yellows are sufficient to get by until one can work towards this goal.

Ascended items (or the max + 1 level) are meant as a medium term goal to work towards incremental improvement of a character. Again, there are multiple options, if more limited in nature. Laurels, or faithfully completing dailies, will yield an item after 25-40 days, depending on if one supplements them with badges of honor or not. Attending guild missions, which normally span a two week period, will yield an alternate means of nabbing accessories via commendations. Completing a fractal above level 10 will allow one to work towards rings, either via a lucky drop or patiently plodding through ten character-days’ worth of fractal dailies via pristine relics.

It is not unreasonable for even a new player starting from scratch today to reach a max level baseline which is functional and accepted by a majority in a month or two, or less.

And the beauty of GW2 is that they don’t even have to hurry to get there. (With some partial exceptions, there may be some discrimination in dungeons or WvW, and the erratic difficulty level that is the seasonal content of the Living Story may be occasionally frustrating.)

Dungeons are more of a mixed bag, though that’s probably partially the attitude of players who prefer the dungeon playstyle. There seems to be a competitive subset who enjoy speedruns and very specialized builds to eke out the very last scrap of optimal – picking and choosing the appropriate tools for the job and tweaking for efficiency is naturally part of the game for them. There also seems to be another group of players who strive to be like their idols but upon failing miserably to communicate or coordinate, turn on their party to assign blame and play the discriminate-without-understanding and kick-from-party games more than actual dungeon running.

It’s still possible to get into inclusive groups who don’t play in the fashion mentioned above, don’t mind spending a little extra time -and- successfully complete dungeons, so I’d classify them as moderately accessible.

WvW is, of course, one of the more accessible player activities to get into, though one can pick one’s level of dedication to the format through joining various guilds and the resultant community that forms on each server has an impact on how approachable or elitist a server “feels.”

If anything, it’s the Living Story updates that are the most schizophrenic.

One previously controversial update was the Mad King’s Clock Tower, that managed to produce unintended player hostility towards players on Norn and Charr characters.

With the Queen’s Jubilee, we have the Queen’s Gauntlet, which has produced conflict between those who want to farm Deadeye Dunwell for an accelerated gold/hour rate and others who are seeking to complete other achievements. Some players are openly being nasty to others in the hope that this will leave them with a personal arena to themselves for the maximum rate of gold earning.

The champions loot update, while pleasantly rewarding the task of defeating champions across the board, has yielded the unintended ember farm – a dynamic event which produces 20-30+ champions via scaling – whose successful cycling in 5-10 minute intervals is contingent on failing the timed event. This has suddenly produced conflict between those who want the event to succeed and those who want the event to fail, with resultant nastiness across map chat (from non-well-behaved parties of either side) can be more eye searing than the slideshow framerates.

The temptation was too great. Mea culpa. Mea maxima culpa.

The temptation was too great. Mea culpa. Mea maxima culpa.

With some irony, I note that the Queen’s Gauntlet is not very accessible (in terms of skills/builds needed) and the ember farm more so (though there’s still calls for grouping and staff guardian preferences,) but both are yielding the same presumably undesired consequence.

An unpleasant community is not an approachable one.

Not being approachable turns people off from wanting to join in and participate in the first place.

And even if they do, thanks to dangling low hanging very desirable fruit, they’re not really enjoying the experience beyond self-centeredly staring at the shinies in their own pocket.

That focus on self tends to lead to exclusive and elitist atitudes – disregarding other people’s preferences or discarding them after using them for selfish purposes.

Which fucks up the community even further in an ever vicious cycle.

I think ArenaNet had the right idea early on in their iterative design process where they tried to make sure that all nearby players’ interests were in alignment with each other. Dynamic events were crafted so that whatever actions players took were working towards completion, and not griefable. Dynamic events are supposed to be completed for the best rewards.

Given a chance, players can and will attack each other. It takes design to create a friendly, cooperative experience where additional players are only welcomed, not looked upon with suspicion.

It’s my hope that future Living Story updates will give a lot more thought back towards their original manifesto. Enough with the individual or dissimilar goals trying to interact in the same space – save those for private instances. Craft us shared goals, provide opportunities for players to help each other, eliminate ways players can grief each other.

And give us back our social cooperative world.

GW2: Fixing the Fractures

At the moment, it's ugly as sin, but there's always hope for tomorrow...

I still can’t stop thinking about fractals.

But rather, it’s nagging me at a deeper theoretical level.

Design is so important to a game. It’s so easy to nudge players into behaving one way or another, and inadvertently, I fear Guild Wars 2 has let players slip back into some of their older, negative gaming habits with how effectively current day fractals are -fracturing- the community.

Everyone knows the gathering node example by now. If two players are set up in competition for that one resource, very quickly, people start cursing that other bastard for ‘stealing’ ‘their’ node.

If it’s a shared node, then there’s less of a rush and time pressure, and opens out the option for the two players to cooperate on their way to the node, and harvest it together, both benefitting.

Of course, in practice even in Guild Wars 2, we see a certain subset of players having created their own personal version of rush and time pressure (get as many nodes as possible in a short period of time) and acting selfishly as a result. These would be the ones that ignore the mobs on the way, either using you to fight for them or assuming everyone is equally in a hurry and will run past, grab their nodes and go.

Depending on your expectations of their behavior, you might either get upset by their actions, or just aim a muttered curse in your thoughts in their direction, or shrug and ignore them because you like killing the mobs anyway. Or you may quickly change and adapt and follow their example, snatch the node and head off yourself. Or maybe you and they were on the same page from the beginning and both snatched and went without a moment’s thought that other players might play differently.

Complete unity is impossible. A well-populated MMO naturally contains different groupings of players with differing priorities. It’s quite natural that they will gravitate to those that share their own interests. What is important in the game’s design though is to try not to shove them at each other and force them to accept one group or the other’s playstyle because that’s just asking for a headlong confrontation complete with screaming, yelling and kicking in-game and across all manner of internet channels and bad blood across both divides. (Unless that result is what is desirable for the game for whatever reason.)

Ideally, you might want the different players to still come in contact with each other from time to time and find reason to work together or tolerate each other if the sum contribution is still valuable. GW2 was striving towards this in its world events, where pretty much any body is welcome, an extra hand, to do damage or rez or support, even if some levels are better than others, some builds are better than others and so on.

WvW also still relies on a sizeable militia body as well as organised groups, (if only because no one server can field sufficient organized group numbers 24/7 and maintain that for long),  even if differing values and strategies and opinions and the flood of adrenaline and competition can occasionally lead to some dramatic implosions or fractures in a community.  This generally results in fairly controlled, mostly mature behavior even through numerous disagreements from a majority of players, if only because overall unity is still the only way to get somewhere. But you can see some of the hidden, negative behaviors shine through when the situation breaks down – griefers, forum trolling, exploiters, back seat commanders, commanders turning on each other, individuals fleeing to save themselves, the works.

Failing which, another alternative is to separate out and leave the different players with differing priorities hobnobbing in their separate circles, achieving success in their own way and having little reason to quarrel with each other.

In retrospect, it seems Guild Wars 1 used this route quite considerably. PvPers did their own thing – make a PvP character, get all the skills already unlocked for your meta building contentment and eventually the devs did separate out PvE and PvP skills from affecting each other (there may have been some screaming in the meantime, I’m not sure, I wasn’t paying attention back then.)

For PvE, they included heroes and henchmen, and a very shallow level and stat cap. You know what this did? It immediately allowed all the soloists to segregate themselves and -still- feel like they were making successful progress in their own staggered time. You might race through all the missions in a week or two, I might take a month or more to get there. Doesn’t matter, we all got there in the end, and me being slower does not have to affect you because I would never join your group, my heroes would do just fine.

Of course, the drawback was that this left out the sociable groupers to quite an extent, who complained that it felt too lonely, the lobby instancing made it less ‘world-like’ and couldn’t find groups easily. However, the partial solution for them matched their nature – they could find a good guild, whom they might socialize with, group and play with and progress that way with others. No one’s solved the guild matching problem just yet, though.

World of Warcraft is perhaps another interesting study. There’s the obvious achievement focused hardcore raiders, whom are all found at the max level plateau, happily chugging through their vertical progression ladder of tiered raids and item levels. And, though I’m lumping them very generally here, there are more casual-oriented players who spend most of their time in the leveling game, socializing and what not. What is their unique focus? Chris Whiteside mentioned it in the GW2 AMA and I thought it very intriguing. Collection. They collect stables of alts of various races and classes, god-knows-how many cute pets, mounts, achievements, costumes, etc.

The real fanatics, of course, do both.

All kidding aside, to me, it seems they generally do operate in their own little spheres, content to ignore each others’ playstyles. However, it is contingent on the WoW casuals having cheerfully accepted that they will never ever reach the level of perceived ‘progress’ as the raiders. Any discontentment along that front and you can get quite the war.

And it does seem these days that Blizzard has had to stagger things out along a casual to hardcore spectrum or continuum in order to try and make everyone happy, rather than carry on with the bait and switch leveling/raid divide. The drawback in their system? People getting tired or jaded and burning out from running an endless treadmill of vertical progression.

Guild Wars 2 has an exceptionally tricky puzzle in their hands now. Both the Clock Tower and the fractals have demonstrated just how violent the uproar can become when one inadvertently forms and highlights divides in the playerbase (even along arbitrary lines, hello, character SIZE as a discriminating factor? Wow), and how reflexively negative behavior aimed at others can result.

Which is completely counter to the overall goal of having players cooperating and working with each other in relative unity, even if they do have to segregate out now and then into their little ghettos to hang with others of their kind.

We’ll have to leave it in the devs’ hands to see what they will do next.

If it were up to me though?

The first thing that comes to mind is to try and diminish the immediate divides. Fractal levels are way too fractured, and players are only receiving progression benefit from players of their specific level tier (or higher, if they would deign to come down to join the hoi polloi, which rarely occurs.)

The pool of players that can offer each other benefits has to expand a lot more rapidly, including making it easier for cross-server groups or guildmates of currently different fractal levels to play with each other, and indeed, for players to find and draw from the totality of the pool (aka LFG spam is not the most ideal of group finding methods.)

They’ve already said they will be including opportunities to obtain Ascended gear through other activities. Which should help to keep the separate groups happy doing their own thing.

What now concerns me is that the divides have already happened. This will leave scars in the psyche of the playerbase. We might already have gotten meaner, more elitist, less trusting, more selfish.

We’ve already seen most of the world abandoned, except for Cursed Shore and Frostgorge Sound, little comfort zone areas of the farmers – despite tweaks that have made other zones decently viable to run level 80s about in. The profusion of things to do at any one time also separates people – harvest nodes, chase world completion, WvW, PvP, jumping puzzle, umpteen dungeons including an infinite one now, farm DEs for loot, farm DEs for karma, farm mobs for crafting items, I’m sure there’s more I’ve missed in my casual run-on sentence list.

What I’d really like to see ArenaNet focus on in the next few months, or even in the long-term (because realistically, companies can’t react that fast) is to try and reiterate a sense of unity in the playerbase. Make us value cooperation and coming together again, if only for a little while.

I know it sounds very cheesy-Treahearne heal-the-scars-of-the-land at the moment. And lord knows I don’t want another one-off lagfest of epic proportions.

But I’d like to be able to run with a group of 10-20 out in the world again, taking down world bosses, running through mini-dungeons, falling and being helped through jumping puzzles, loling and laughing in a friendly manner with each other, cracking jokes and bonding with each other.

Hell, even a costume brawl. Or revive an interest in Keg Brawl. New mini-game activities of a nonserious non-end-of-the-world omg-the-dragons-are-here nature.

Get a guild, you say? I got one, thanks. And we -do- do this sort of thing in WvW, which has helped quite a bit with my recent morale problems.

But why dump the sole load and responsibility on individual guild leaders and officers and players? Design for the feature and give us players a hand here. Throw us already premade into random groups of 10 or 20 into not-too-difficult fun instances. Help us laugh and have fun with each other, not resort to blamethrowing and shit slinging for whatever twisted behaviorial reason. The dragons are always fun to take down together, but it’s notable that players have had to resort to an out-of-game dragon timer in order to congregate en masse. Guilds might benefit from more tools and features to get their members working together and hanging out together in one place. Hell, if you can solve the age-old problem of player matching with suitable guilds, that would be a design miracle and be ripped off by all future MMOs just like the uber-customizable character creator.

Here’s hoping to good things coming for Wintersday. Toys. Toys equate to casual fun, right? How could they possibly screw this one up?

Learning the Metagame – Personal First Thoughts

Metagaming: Bringing tactical combat gear (and an Apache helicopter) to a knife fight

Warning: This may turn out to be a very long post on learning the metagame in games.

I’m mulling on two things specifically:

1. How much of this learning should be clued or signaled in-game or given in-game training tools (as opposed to out-of-game tips/guides/walkthroughs from other players)

2. Preferences for learning on a group or individual basis, possibly influenced by extrovert or introvert tendencies

But first, a very long introduction.

As Dusty Monk says, he of the original idea starter,

Every MMO of any complexity has a rich metagame to learn and enjoy beyond the up front “jam on your ability keys until mob is dead” mechanic.  What I think distinguishes a good game design from a poor one is to what extent the game forces you to have to play the metagame, and how soon it forces you to learn it – if at all.

All games have a metagame – optimal strategies for playing the game in a manner that allows you to win, progress or get a high score. That’s generally the point of games, learning the rules and boundaries of the design in order to do better at playing the game and achieving whatever ‘win conditions’ are set by the developers’ design. Make the metagame complex enough, or with enough varied, alternative options and strategies, and you get the often praised ‘depth’ to a particular game. Too simple to master, and players just do it, ‘win’ and get rapidly bored.

Players of MMOs, or virtual worlds and sandboxes in particular, are pretty adept at redefining what the  ‘win conditions’ and ‘playing better’ means to them, which I believe is a good thing. It shows that MMOs are big enough to play host to a variety of people, not all of which have to share the same goal or metagame. Some may enjoy playing the traditional raid progression endgame, which then involve necessary optimisation strategies for one’s character and one’s schedule to play in a group. Some may be content just hitting max level and stopping. Or accumulating one of each race and class of alt. Or the world’s largest collection of pets and mounts. Or costumes. Or screenshots. Or PvPing. Or whatever.

Each may have their own set of optimisation strategies. I don’t need large wardrobe slots, all bank account slots unlocked, or multiple mules. Ye olde hat collector, or auction house trader (with the exception of the wardrobe, that is) might.

I myself have advised people to really examine what they want out of a game, and to either treat the game in a different way or move on when it can no longer fulfill their needs/wants, rather than get sucked down the road of other peoples’ expectations. It’s so easy to, as a commenter over at Spinksville, Boxerdogs, mentions:

The metagame in WoW snuck up on me as it does so many, by my wanting to be a good “contributor” to the raid. But learning a metagame like that is quite taxing. I kinda got suckered into learning one, and I don’t regret it at all, but I have found with SWTOR and Guild Wars 1 that I just couldn’t muster the enthusiasm to learn a new, complex game.

Now let’s talk about the MMO combat metagame that most folks are thinking of when they say “metagame,” wherein gear selection, optimal builds and skill rotations are often important, a good UI or add-ons can be helpful, may assume basic knowledge of jargon like “aggro,” “kite,” “AoE,” etc,  involves a fair amount of theorycrafting and out-of-game reading/discussion/copy-and-pasting of stuff other people have either mathematically calculated or video recorded to demonstrate easy-to-apply tactics,  may require some muscle memory and practice and maybe quick-ish reaction times (not to mention WASD and mouselook, is that as controversial as whether to use keyboard shortcuts or very quick mouse clicks?), and where combat parsing is often used in the search for the holy grail of efficiency…

That’s… a lot of stuff to learn. Some of it can apply from game to game, and we MMO gamers have actually absorbed a lot of it without realising. (Watch a complete newbie try to navigate an MMO some time.) But the game specific stuff can already be quite tedious a task to take on, as Spinks posits while trying to decide if she wants to join the SWTOR raid endgame:

…there comes a point where if you want to be competitive or complete cutting edge content, you have to stop playing in an exploratory, playful way, and start playing in a more defined and optimised way. Or in other words, there comes a point where you have to decide if you want to look stuff up and learn the metagame, or just move on…

…[there's also] metagame fatigue where you spent so much time theorycrafting or practicing your minmax spec in one game that you need a break from that intensity of gameplay, or don’t want to switch to a game with another involved metagame.

Sometimes learning too much about the metagame sucks all the fun out of the game and leads to burn out. My personal theory is that this tends to happen if the game isn’t balanced in a way that leads to multiple, viable, interesting, alternate options, or deeper counter to a counter mechanics that allow players to feel a sense of control and personal agency over what they are doing and/or to vary things up, be it for novelty’s sake or to catch an unsuspecting opponent by surprise.

Starcraft’s metagame is notoriously elaborate, along with, I believe, DOTA-like games, though I haven’t much experience with their ilk. I tend to dislike games in a World of Warcraft vein, where there are one or a few good optimal copy-this-cookie-cutter spec and everything else is numerically suboptimal. True choice is limited if you’re playing a metagame which discards all the other options as invalid for the purpose.

Sometimes players are too fast to do this too, though.

There may be better ways and better strats, that don’t get found until someone breaks convention and does something different.

Me, I don’t mind optimising to a limited extent, on my own, under my control, at my own pace. But I do mind having to live up to an external ideal or standard enforced by other people or by restrictive game design that forces you to be ‘this high’ in order to start doing whatever.

I rather enjoyed what Guild Wars asked of its individual players, once I got my head around the entire “Magic: The Gathering” concept and other uniquely Guild Wars schticks.

I once bogged down in Thunderhead Keep and for the life of me, couldn’t figure out how to move on from there. It took 2+ years of learning in another MMO (City of Heroes) before the entire concept of aggro and aggro radius became internalised to a point that when I returned to Guild Wars, it was a cakewalk to look at my radar minimap and pull and otherwise pick apart groups that liked to patrol close to each other. This is a key mechanic in GW, btw, your party appears designed to take on one group of mobs well, and if you blindly charge ahead into a chokepoint where 2 or 3 groups patrol into each other, you’re in for a mad fight and probably a walk back as your party shows up at the last rez shrine you crossed.

At the point I was having major issues in Thunderhead Keep, I had no such understanding and would walk straight into such traps, limping out only by virtue of two monk henchmen and blind 60% death penalty persistence if need be. (My ranger’s build also sucked, and I don’t think I used his skills well enough to do him much justice either. I’m not really a long range caster sort by nature.)

With that hurdle down, it was easier to start learning from PvXwiki about what ‘good’ builds were, and after copying a few to learn from, to start grasping the concepts behind skills synergizing with each other, and choosing skills appropriate for the occasion as dictated by the mobs you would be fighting. Most of the time, it was still easier to use the chapter-approved uber builds for both myself and my heroes, but I grew confident enough to swap some skills in and out as needed (as first suggested by wiki recommendations) and later, that fit what I wanted to achieve for the mission or dungeon (eg. extinguish for a monk if burning was going to be flying around willy nilly, remove hex for hexes, etc.)

In fact, I enjoyed it thoroughly. I’m still fond of going back to the game, I just have less urgency to do so after happily finishing HoM 30/50 and getting distracted by “ooh shiny” games of the month. Guild Wars is a classic that can keep for whenever I feel like it. Thank you, no sub fee.

So with a self-chosen, self-directed goal, it seems I am quite content to do some searching at my own pace, do a bit of experimentation and trial and error with different builds and strategies, and even die alone repeatedly and keep going back for upwards of 15+ absurd repetitions. (See my flailing around in the Moon Bog in the Secret World, enjoying myself thoroughly when I figured out a solution that works for me.)

But you know, I don’t like to do this sort of learning in a group.

Perhaps it’s just me being too sensitive for my own good, or tending to compare others to myself, but as I mentioned before, I both demand a lot of perfection/optimisation out of myself (out of both a desire to pull my own weight, contribute and do well, and fear of embarassment or disappointing others) and it also bugs me when I see others slacking off (out of ignorance or willfulness, the first is forgivable, the second less so) and forcing others to shoulder an extra load. This is also primarily a -performance- issue.

What about learning? I don’t want to have to start the learning process in an ordinary group, which is normally focused on performance and executing well. There’s too much pressure to learn fast and learn quickly… or else.

And worse, to have to learn at their pace, not my own. I’m a poor auditory learner. I hate Ventrilo and having someone talk ceaselessly while I’m trying to focus on doing something. I end up distracted, paying attention to their voice, rather than what’s on my screen. Groups who type also tend to teach badly, because most type in a hurry, in abbreviated form, and are mostly interested in go-go-go and speed. So you’re forced to learn by doing and pray that it’s not too hard and that you don’t accidentally wipe the group from ignorance.

I’m primarily visual and I enjoy reading books and walls-of-text by myself in order to learn something. Wikis and guides are okay, and scanning through forums and blogs. Videos are meh, mostly because of the audio component which means I can’t really fast forward through stuff and have to give up 20 minutes or whatever length of time the video takes to play. Failing which, I’d rather try doing and learning by trial and error. By myself, thank you.

Not where someone will get irritated at me for failing 15 times for being a “slow learner,” or as I like to call it, being thorough, experimental (because I don’t believe in just one true way of execution and must try various ideas) and just plain goddamn stubborn. When I learn something, I don’t like to learn enough to “just get by” or to follow someone else’s method blindly, I like to learn it to the point where I understand the concept and underlying principles and possibly how to apply those ideas/solutions to a different scenario.

Groups by and large just don’t have the patience for that sort of thing. They just want the shiny at the end as quickly as possible. Can’t really blame them, that’s just how it is. Once you’ve done all the learning you care to, then all that’s left is execution, preferably as fast and as well as possible.

It would be indeed nice if more games offered training modes to make the learning curve smoother. Most games are guilty of not getting around to it. Guild Wars has a hero tutorial which is pathetically basic. Why not teach pulling with heroes, aggro radius, corner blocking and such things while you’re at it? (Though albeit in the very first intro missions, they comment on waiting for mobs to patrol away from one another. It goes by so fast, most newbies miss the concept, methinks.)

If dps races and recount and other such combat parsing is going to be an integral part of your game, then by golly, have the combat dummies you provide measure the necessary stats too. If it doesn’t, then don’t have the combat dummies there, and don’t tune your mobs for that sort of thing with enrage timers.

I haven’t gotten around to sampling DDO much, mostly because the build planning appears to involve too much homework in order to minmax your character for the specific function you want (which in my case, would be a worthwhile soloing baseline) but I’m intrigued by the concept of casual mode to both learn the dungeon and see the story, just no/less loot for you.

I also wonder how much of this solo learning preference has to do with my propensity for extreme introversion. On Myers-Briggs type of tests, I tend to break the scale for Introversion and score full marks or close to it for “I”. Hanging around people really tires me out, especially since I have to pretend extroversion to a passable extent to get by in the workplace, and the last thing I want to do when I relax, in a closed room, by myself on the computer, is to hang around with EVEN MORE PEOPLE.

Susan Cain suggests that there’s a fallacy of groupwork being effective, especially where introverts are concerned, in a decent enough book that I just finished reading – Quiet: The Power of Introverts, though she has a tendency to generalize quite a bit.

A quick Google on group vs individual learning styles and introversion suggests I have a lot of meaty reading to do to find out more about this train of thought. I’ll share later if I find anything interesting.

Also, depending on who you ask, introverts make up a good quarter, or third, or even half of the population. We just hide well. And I suspect, a disproportionate number of us are represented in computer games. So why not cater for our learning styles in them? It’ll encourage us to stick around more.

P.S. There’s also a neat cycle of irony going on here in this metagame discussion.

One of the metagames I’m putting off learning is in Orcs Must Die (whom Dusty is apparently a developer of), a generally enjoyable game, but I’m hitting a wall in the later levels on normal war mage difficulty because my trap placements are likely not optimal and I can’t earn enough skulls to upgrade traps any further and I can’t unlock any more levels because it’s getting too hard.

(If I’m forced to backtrack and play through all the levels on novice difficulty with two skulls only, I’ll shoot somebody, no Diablo 3 difficulty level grind for me, thanks.)

On my to-do list is to watch this very promising video that is supposed to teach me about trap combos and maximizing score (assuming it is possible with the basic traps I have unlocked), but egads, it’s so long, I don’t know when I’ll have time for that.