GW2: Megaserver Misadventures

Yeah, you may be a little weird, but you're my warband and I like you just the way you are.

You know, I don’t think I ever gave enough credit for how successfully GW2 built a sense of community, enough to attract even an asocial player like myself…

…Until it was taken away.

One of the reasons I played A Tale in the Desert for as long as I did was how it managed to recreate the “small-town feel” that I never felt anywhere in any MMO, save for the first MUD I played.

(You know what they say about your first MMO… it sticks with you long after you leave. You get used to that community of 300 odd players online, many of whose names you recognize and see every day. Some of whom you dislike and tend to ignore, sort of like that mad relative everyone keeps their distance from, but the rest of whom become part of an extended family.)

In ATITD, this was recreated by geographic proximity. Your neighbors were literally your neighbors. You learned to live with them, or you moved away.

With that sort of implicit social pressure and threat of ostracism from game progress (there are points where life is much easier if you have a group of friends), many people defaulted to civility.

Guild Wars 2 is a huge MMO, filled with a LOT more players than would play A Tale in the Desert or any random MUD.

Yet it made tremendous strides in improving the social experience by ensuring that folks welcomed the sight of any other players – gathering nodes could be shared, events would scale up to provide more mobs and loot, of which you get your own personal rolls and don’t have to compete for either.

WvWvW was a format that took this one step further by creating the notion of a server community. WvW maps are limited in population size and naturally self-select by only including people with an interest in WvW. WvW guilds were formed. Players who loaded into these maps started seeing the same regular names around, from players to guild tags.

This expanded back into the PvE open world as many players don’t just play one format primarily and the same tags could be seen, hanging around in cities, or occasionally out and about on guild missions.

Add on to that other guilds compromising of different interest groups – such as PvE, roleplaying, even furries, and your server starts developing a certain flavor from that mix of familiar guild tags.

You may have no interest in actually joining that guild, but they are there, as part of the background scenery that builds familiarity.

Did all servers develop something as unique? Maybe not. I sympathize with those who didn’t want to be on a lower-population server but somehow had no recourse to move elsewhere, but I suspect a great many medium-to-large sized servers did.

Not all guilds are mercenary and content to cycle through servers like changing clothes. Some form the core of a server. Gaiscioch is inextricably linked with Sanctum of Rall in my eyes. AARM is TC’s mega guild. Even in WvW, we have guilds that associate themselves with a server and are highly reluctant to displace themselves. NNK and TFV don’t seem to be inclined to move anywhere from Dragonbrand, for instance.

My experience with other servers is more limited, but I’m sure residents of any server would be able to tell you the familiar guilds they -used- to come across. Or just the familiar collections of people. Mrs Ravious is mourning the loss of her Sanctum of Rall karka compatriots, fer instance.

Personally, I feel displaced.

Like I no longer belong.

And this is coming from a person with three, maybe four, communities to fall back on.

In NA time, I’m clinging onto my NA guild like a rock. Ditto SEA time with my SEA guild.

In WvW, I log onto Mumble and revel in the fact that everyone on that map is from my server and that I can see familiar guild names again.

I even have the option of logging into TTS teamspeak and just hang around with the core, doing whatever the hell they’re doing.

Problem is, I don’t really FEEL like doing anything.

If I try to run Teq or Wurm, the experience becomes an exercise in fighting the Megaserver. TTS is split across three different maps or more, and half of each teamspeak channel is filled with guests.

And these are the POLITE guests who actually care enough to come onto the Teamspeak, and with whom we don’t mind teaching (though the chance of failure goes up with the proportion of inexperienced players to experienced ones.)

Knowing the bitter voice-no-voice debate, how many more are on the map and patently not listening to directions or willing to be organized – in a fight designed for coordination and organization in order to succeed?

A couple leechers is okay. A few people being carried is fine. I like that random people can have a chance of encountering something bigger than themselves, that they haven’t seen in their prior experience before, and being inspired to join up or participate.

But the proportions are wrong. When less than half of the players on a map are trying to get something organized, and having difficulty trying to include others within the same guild on the same map, are being asked to share the same space with folks lazily jumping in without prep time, who don’t care enough to have exercised any prior effort finding an organized community or even listen, but are merely hoping to get lucky… well, that’s a recipe for fast running out of patience.

Impatient folks react in different ways. Some lash out with anger, frustration and abuse, allowing ugly elitism to show. Others demonstrate avoidance and simply can’t be bothered to show up. (I’m in the latter cohort, I can’t bring myself to make any scheduled times since megaserver.)

My load times for each zone have gone up.

Way up.

I’m already on lowest settings, there’s nothing more I can do to fix this.

If I have to wait 2-5 minutes for each zone to load, it makes me seriously reconsider wanting to load any zones in the first place.

I log in, do my dailies, log out.

Minimizing contact allows me to minimize contact with the people who have suddenly felt more freedom to be dicks on mapchat.

Internet fuckwad theory suggests that anonymity provides tacit permission for people to indulge in being a jerk, as there are much less repercussions or consequences.

Who cares about strangers whom you’re never going to see again? They are -other.- They are not -us.-

Humans can be terribly bestial apes to -others-.

Personally, I think it’s working. I feel more trolly.

I jump into hotjoins and stack the hell out of a team, relishing in tearing up those too inexperienced to work as a team or quit a losing battle. I’m getting rewarded for being a bully.

I’m spending more time out of game trawling Reddit and the official forums, being grumpy.

I’d be bitchier and more combatative if I dared to be, except I still fear outside social consequences – such as my internet reputation, or losing forum posting rights or the entire account – since Anet was clever enough to impose suspensions and bans for inappropriate behavior.

THAT is what we are lacking with the Megaserver.

Oh, and as for reset night, that part of the week I look forward to the most – the part where all our server’s WvW guilds come together and put their game face on for another week?

My guild was spread across three different Gendarran Fields maps. My party wasn’t even in the same map as each other.

In my map, I had people patently from Blackgate WvW guilds (Icoa, AoI) along with TC WvW guilds.

At one glance, I could look and announce to all and sundry which guilds would be going to which map, simply by observing who was standing by which portal, should I have felt the urge to.

My map failed to activate the WvW portals in a timely fashion. No one could click F and get in, even when others on other maps were echoing the fact that they were in over voicechat.

I spent two hours in queue, milling around in the Edge of the Mists in a faceless zerg as one of a sea of names I don’t even recall.

Thank you, Megaserver!

The game certainly is very busy now!

It’s just that I’ve never been the sort of person to want 500+ Facebook friends, when five close ones who shared similar interests would do…

P.S. Risk of Rain went on Steam sale yesterday. I bought it.

I see Sleeping Dogs is on sale today.

MBTI and MMO Gaming

A perfect storm of stuff got me thinking along these lines lately:

Some folks in the blogosphere have been commenting about the difference between feelings of “fun” and feelings of “accomplishment.”

It seems one subset of people are searching for a game that gives them that accomplishment (or hard fun or whatever you want to call it) feeling, where it’s okay to “work” or put in a hefty amount of effort overcoming an obstacle so that you can feel this sense of satisfaction or triumph at the end when you achieve the final rewards. It’s okay if through parts of this process, they have to endure occasional not-fun stuff or frustration or grind as long as they reach their desired reward in the end.

“It’s character-building,” they claim.

Still others are looking for more immediate fun (or easy fun or what-have-you) where the moment-to-moment stop-and-smell-the-roses stuff is fun and enjoyable and relaxing and either easy to coast along or seeking that one true moment of perfect meditative flow. Not-fun or frustrating stuff wrecks this right in its tracks and yanks people out into gripe city.

“Whiners who need to L2P,” say the other subset. “Or learn some commitment. Pandering to these guys is what ruined MMOs. I miss the good old days.”

Let us disregard the obvious – that game designers will aim to put both types of gameplay into their game so as to suit the greatest number of people. (The first is more suited for long-term content and the latter short-term experiences, so they are relatively complementary and not always necessarily at odds with each other.)

Let us also disregard that people may not only be one subset or the other – they might enjoy both kinds of gameplay at different times.

Is there some kind of explanation or analysis that can help to explain why certain people prefer certain kinds of gaming styles?

Immediately, the Myers-Briggs Type Indicator (MBTI) comes to mind as a helpful tool.

Of course it is over-simplification to classify all the varied people in the world into merely 16 personality types, but as these things go, the MBTI is pretty accurate and useful in being able to discern the preferences of groups of people.

Do bear in mind, no one preference is “better” than another, they’re just different. The main goal of the MBTI, as I see it, is more to allow people to understand that folks around them can have very different, but equally valid, preferences.

It’s beyond the scope of this post to cover the MBTI in detail. If you want one of those quick quizes that will approximate your MBTI, you can try out the Humanmetrics one here.

If you want to just read all the options and pick the one that best fits you, the Personality Pathways page explains what all those funky I, E, S, N, T, F, J, P letters mean.

Doing the Humanmetrics one for myself, I score this result:

Introvert(100%)  iNtuitive(50%)  iNtuitive  Thinking(62%)  Perceiving(44)%
  • You have strong preference of Introversion over Extraversion (100%)
  • You have moderate preference of Intuition over Sensing (50%)
  • You have distinctive preference of Thinking over Feeling (62%)
  • You have moderate preference of Perceiving over Judging (44%)

Typelogic explains the INTP personality in a lot more detail. I’m heartily amused by their turn of phrase, “A major concern for INTPs is the haunting sense of impending failure.” I’m sure regular readers of this blog are quite aware that I can sit around a lot obsessing about being seen as incompetent.

We’re “pensive, analytical folks,” “relatively easy-going and amenable to almost anything until their principles are violated”, but “prefer to return, however, to a reserved albeit benign ambiance, not wishing to make spectacles of themselves.”

That’s pretty much me to a T.

“So what does this have to do with gaming? “INTPs thrive on systems. Understanding, exploring, mastering, and manipulating systems can overtake the INTP’s conscious thought.”

Like I mentioned before, I play all this shit in my sidebar to grok things out. I may find one or two games that seem worthwhile to play around in for the long-term, but you bet I am dabbling with lots of other games on the side as well. I need my novelty fix or I will go crazy. I’ve learned not to expect that one single game will ever sate me entirely, so I game-hop tons, but keep one or two primary games to focus on. (It’s perhaps telling that I have to quantify and say two games, I don’t think I can ever just focus on one, period.)

INTPs are, however, not a big part of the population. Various sources peg us at about 1-3% representation, which makes us fairly un-average. We easily baffle other people who don’t share our same preferences. We’re quite easily misunderstood. The only thing we really have going for us is people stop and blink when we make one of our insightful or creative comments from time to time. 🙂

We can’t help ourselves though. We can’t help but wonder about stuff.

Like, has anyone else thought about the MBTI in relation to gaming? Or MBTI and MMOs specifically?

Google to the rescue. Sometime back in 2008, a guy made a blog post about it and made a few predictions for where you might find the various types. I think he’s a little off, and making guesses that veer toward horoscope-y, but at least he’s thought about it some.

What we really need though, is data. (Or so says the Thinking preference in me.)

In 2004, at the MUD Developers Conference, Kevin Saunders wrote a paper titled Applying Myers-Briggs Type Indicators (MBTI®) to Massively Multiplayer Online Game (MMOG) Design (I can’t seem to link the Quick View version – please google “MBTI and gaming” to get the link if you can’t FTP.)

One of the most interesting discoveries he made was that compared to the general population, we see a much stronger representation of introverts, intuitives, and/or feelers online. He goes on to surmise what kinds of game features would best appeal to this potential customer base. (This was way back in 2004 though, it’ll be interesting to see if populations have shifted any, what with WoW bringing in more mainstream game players.)

For example, introverts recover energy by spending time alone. Speaking for myself, I score extremely highly on the introversion scale, I’d be an 11 on a scale of 10 if they had one. I -need- solo time to myself. I find it very relaxing, especially if I’ve had to face people all day in real life while at work. The last thing I want to do is spend all of my game time feeling forced to socialize with others.

Add on irregular gaming hours and I become quite leery of committing myself anywhere.  Add on a preference for Perceiving, ie. unstructured activities, not being chained to a schedule, going with the flow and a Thinking preference that leaves me more interested in objective facts than what other people think and consensus-building (aka no drama, kthxbai) and I’m not your regular guild attendee. I’m quite thankful Guild Wars 2 allows multiple guilds and that a solo personal guild is quite viable if you’re patient and don’t mind spending some gold from time to time.

I’m not all people though. I suspect those with a Feeling preference would be much more inclined to seek out other people and socialize, introvert or not. And hey, Feelers are apparently the majority online, so there’s lots of potential guild members right there.

Extraverts would probably go crazy or get utterly bored of the game if they had to be by themselves for a while, so guilds and being able to party with whoever and whenever they wish is a game feature right up their alley.

I’ve no real idea how Sensing/Intuition relates to MMO gaming as yet, except maybe Sensers might need more guided step-by-step instructions and tutorials, while Intuitives may be more comfortable just feeling their way through and figuring out new concepts? That’s just a wild guess, though.

The Judging preference might be more telling. I’m guessing that Judgers really like a sense of structure to their gaming. They need to be able to make plans, to see the next goal ahead of them, and are probably the most likely to enjoy making lots of to-do lists and checking them off. They probably make good hardcore raider types. Scheduled activities, regular repetition, sense of progression, and what-have-you. Discipline is their watchword. I wonder if these are the folks that tend to seek that refined sense of accomplishment over just simple ordinary everyday fun?

If you ask me, Guild Wars 2 does a fantastic job catering to all types of preferences. There’s stuff for soloers, stuff for groups, most of it optional or do it at your own pace. You can run through the world going from heart to heart, POI to waypoint like a laundry list of things to get done to accomplish 100% world completion and get a shiny gold star, or you can wander around aimlessly to check out the hill over yonder, ignoring anything that doesn’t interest you (Bhagpuss is the epitome of this style of play, eh?)

You can play WvW or sPvP or dungeons in a hardcore fashion, with schedules, guild organization, alarm clocks, practice sessions and more, for high stakes. Or you can dabble in the same activities in a more leisurely, PUG or hotjoin manner at a lower level of intensity – just accept you’ll be steamrolled by those playing at a higher intensity level. The cost of high intensity is faster burnout, so it all balances out in the end.

Perhaps the only thing that the panacea of Guild Wars 2 hasn’t solved yet is how to help different gaming preferences find like souls.

I did some jumping with a 25% speed thief and somehow squeezed past some geometry into this little private section of Sparkfly Fen. This little illicit thrill of breaking the boundaries exploring and being in a place few ever get to gives me a helluva lot more ‘hee-hee’ laughs and satisfaction than, for example, out-playing someone and getting to do a finishing move on them.

I’m a lot less dedicated than these guys to the art or sport of walljumping, but it’s nice knowing a few like-minded souls are out there. (I learned just by watching someone a little secret climbing spot in the Lunatic Inquisition map, fer example, though it got fixed and blocked later on.)

Maybe some day, an MMO will figure out how to help players with similar preferences and playstyles find each other. Timezones, alas, do not help. (More than once, I’ve seen an NA guild or two that looks it might match me, but yeaaaah… 12 hours difference is hard to work around.)

Until then, I guess we just have to play our MMOs and enjoy them our way, while recognizing they’re populated with a whole host of people with varying preferences and priorities.

Learning the Metagame – Personal First Thoughts

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.