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	<title>Comments on: Striking A Balance</title>
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	<link>http://blog.weflyspitfires.com/2010/06/22/striking-a-balance/</link>
	<description>A blog about MMORPGs like World of Warcraft (WoW) and Everquest 2 (EQ2)</description>
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		<title>By: Susan</title>
		<link>http://blog.weflyspitfires.com/2010/06/22/striking-a-balance/comment-page-1/#comment-21659</link>
		<dc:creator>Susan</dc:creator>
		<pubDate>Sun, 27 Jun 2010 13:28:57 +0000</pubDate>
		<guid isPermaLink="false">http://blog.weflyspitfires.com/?p=6271#comment-21659</guid>
		<description>I miss alot of the old game design thats been set aside. These days it seems no matter what game it is, its filled with meaningless quests. In the beginning of the mmorpg there weren&#039;t enough quests and in response to that all the games added thousands of meaningless filler quests. It feels so wash rinse repeat that its rediculous. What happened to the really cool difficult quests that gave great rewards. And to add insult to injury they have made killing monsters less experience. There is no reason now to kill anything thats not in your meaningless quest book. Its destroyed the reason to adventure and made the games very linear. Where is the sense of exploration? On release there is usually not enough content and a billion quests. The games have gotten side tracked and almost exclusively worry about graphics versus content. I like good graphics like anyone else but set a standard, stick to it and work on contents.</description>
		<content:encoded><![CDATA[<p>I miss alot of the old game design thats been set aside. These days it seems no matter what game it is, its filled with meaningless quests. In the beginning of the mmorpg there weren&#8217;t enough quests and in response to that all the games added thousands of meaningless filler quests. It feels so wash rinse repeat that its rediculous. What happened to the really cool difficult quests that gave great rewards. And to add insult to injury they have made killing monsters less experience. There is no reason now to kill anything thats not in your meaningless quest book. Its destroyed the reason to adventure and made the games very linear. Where is the sense of exploration? On release there is usually not enough content and a billion quests. The games have gotten side tracked and almost exclusively worry about graphics versus content. I like good graphics like anyone else but set a standard, stick to it and work on contents.</p>
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		<title>By: Gordon</title>
		<link>http://blog.weflyspitfires.com/2010/06/22/striking-a-balance/comment-page-1/#comment-21425</link>
		<dc:creator>Gordon</dc:creator>
		<pubDate>Wed, 23 Jun 2010 21:45:11 +0000</pubDate>
		<guid isPermaLink="false">http://blog.weflyspitfires.com/?p=6271#comment-21425</guid>
		<description>WoW has definitely tapped into a large market although I&#039;d argue that it&#039;s more due to their casual appeal than anything else. It&#039;s been able to get players who would never had looked twice at a MMO before and that&#039;s a remarkable feat. I don&#039;t think Blizzard would&#039;ve succeeded though had WoW been any more difficult than it was at release.</description>
		<content:encoded><![CDATA[<p>WoW has definitely tapped into a large market although I&#8217;d argue that it&#8217;s more due to their casual appeal than anything else. It&#8217;s been able to get players who would never had looked twice at a MMO before and that&#8217;s a remarkable feat. I don&#8217;t think Blizzard would&#8217;ve succeeded though had WoW been any more difficult than it was at release.</p>
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		<title>By: Gordon</title>
		<link>http://blog.weflyspitfires.com/2010/06/22/striking-a-balance/comment-page-1/#comment-21424</link>
		<dc:creator>Gordon</dc:creator>
		<pubDate>Wed, 23 Jun 2010 21:43:53 +0000</pubDate>
		<guid isPermaLink="false">http://blog.weflyspitfires.com/?p=6271#comment-21424</guid>
		<description>Totally agree and it&#039;s why I think a harsh death penality is important. It&#039;s like disciplining a child - you need to punish them for being bad as well as rewarding them for being good. Reward them too much and you spoil the child.</description>
		<content:encoded><![CDATA[<p>Totally agree and it&#8217;s why I think a harsh death penality is important. It&#8217;s like disciplining a child &#8211; you need to punish them for being bad as well as rewarding them for being good. Reward them too much and you spoil the child.</p>
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		<title>By: Gordon</title>
		<link>http://blog.weflyspitfires.com/2010/06/22/striking-a-balance/comment-page-1/#comment-21423</link>
		<dc:creator>Gordon</dc:creator>
		<pubDate>Wed, 23 Jun 2010 21:42:38 +0000</pubDate>
		<guid isPermaLink="false">http://blog.weflyspitfires.com/?p=6271#comment-21423</guid>
		<description>I suppose it all goes hand-in-hand that death should sting but shouldn&#039;t be arbitary. I felt that way in Everquest because death wasn&#039;t very common and was a big issue when it did occur. People fought hard to survive and created a real sense of camaraderie and team bonding. The real issue with WoW is that because no one has anything to loose, they have no reason to try.</description>
		<content:encoded><![CDATA[<p>I suppose it all goes hand-in-hand that death should sting but shouldn&#8217;t be arbitary. I felt that way in Everquest because death wasn&#8217;t very common and was a big issue when it did occur. People fought hard to survive and created a real sense of camaraderie and team bonding. The real issue with WoW is that because no one has anything to loose, they have no reason to try.</p>
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		<title>By: Gordon</title>
		<link>http://blog.weflyspitfires.com/2010/06/22/striking-a-balance/comment-page-1/#comment-21422</link>
		<dc:creator>Gordon</dc:creator>
		<pubDate>Wed, 23 Jun 2010 21:39:53 +0000</pubDate>
		<guid isPermaLink="false">http://blog.weflyspitfires.com/?p=6271#comment-21422</guid>
		<description>Hehe, exactly! No one can ever agree on anything! So why should developers even try to target one audience of the other? They should just make games that can be the best they can be without worrying about satisifying a large subscription base.</description>
		<content:encoded><![CDATA[<p>Hehe, exactly! No one can ever agree on anything! So why should developers even try to target one audience of the other? They should just make games that can be the best they can be without worrying about satisifying a large subscription base.</p>
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		<title>By: Gordon</title>
		<link>http://blog.weflyspitfires.com/2010/06/22/striking-a-balance/comment-page-1/#comment-21421</link>
		<dc:creator>Gordon</dc:creator>
		<pubDate>Wed, 23 Jun 2010 21:38:16 +0000</pubDate>
		<guid isPermaLink="false">http://blog.weflyspitfires.com/?p=6271#comment-21421</guid>
		<description>Great analogy :) Sometimes you want to drink the hard stuff! Variety is always important :)</description>
		<content:encoded><![CDATA[<p>Great analogy <img src='http://blog.weflyspitfires.com/wp-content/plugins/tango-smilies/tango/face-smile.png' alt=':)' class='wp-smiley' />  Sometimes you want to drink the hard stuff! Variety is always important <img src='http://blog.weflyspitfires.com/wp-content/plugins/tango-smilies/tango/face-smile.png' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Bronte</title>
		<link>http://blog.weflyspitfires.com/2010/06/22/striking-a-balance/comment-page-1/#comment-21418</link>
		<dc:creator>Bronte</dc:creator>
		<pubDate>Wed, 23 Jun 2010 19:12:17 +0000</pubDate>
		<guid isPermaLink="false">http://blog.weflyspitfires.com/?p=6271#comment-21418</guid>
		<description>&quot;I’ve played WoW with people who hated PvP, and people who hated everything except PvP. I’ve played with people who loved to group, and people who refused to group. I’ve played with terrible players who were enjoying themselves immensely in the easy levelling game, and with hardcore players who were well challenged by the endgame raiding. People who play ultra casual, and people who pursue the most tedious and punishing reputation grinds, etc.&quot;

This is precisely why WoW shines. Regardless of what type of player you are, you are bound to find a large base which is willing and able to do precisely what you want to do.

That being said, and going back to Gordon&#039;s point about death, one of the things that does irritate me immensely is the senseless penalty (or lack thereof) for dying in the game. You die, you eventually end up paying 3-4 gold in repairs per death. Given that a daily quest, which you can complete in about a minute, will give you 12-18 gold, repair bills are made utterly trivial.

I remember a time, especially in vanilla WoW when dying was a bad thing, not only because of the fail factor, but also because you sank so much of your pitiful small reserves of gold into repair bills, especially on learning new boss fights that death was a dreaded concept.

In a contemporary WoW which showers you with gold at every turn, dying is effectively pressing the reset button inadvertently with no tangible cost associated.</description>
		<content:encoded><![CDATA[<p>&#8220;I’ve played WoW with people who hated PvP, and people who hated everything except PvP. I’ve played with people who loved to group, and people who refused to group. I’ve played with terrible players who were enjoying themselves immensely in the easy levelling game, and with hardcore players who were well challenged by the endgame raiding. People who play ultra casual, and people who pursue the most tedious and punishing reputation grinds, etc.&#8221;</p>
<p>This is precisely why WoW shines. Regardless of what type of player you are, you are bound to find a large base which is willing and able to do precisely what you want to do.</p>
<p>That being said, and going back to Gordon&#8217;s point about death, one of the things that does irritate me immensely is the senseless penalty (or lack thereof) for dying in the game. You die, you eventually end up paying 3-4 gold in repairs per death. Given that a daily quest, which you can complete in about a minute, will give you 12-18 gold, repair bills are made utterly trivial.</p>
<p>I remember a time, especially in vanilla WoW when dying was a bad thing, not only because of the fail factor, but also because you sank so much of your pitiful small reserves of gold into repair bills, especially on learning new boss fights that death was a dreaded concept.</p>
<p>In a contemporary WoW which showers you with gold at every turn, dying is effectively pressing the reset button inadvertently with no tangible cost associated.</p>
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		<title>By: Garumoo</title>
		<link>http://blog.weflyspitfires.com/2010/06/22/striking-a-balance/comment-page-1/#comment-21403</link>
		<dc:creator>Garumoo</dc:creator>
		<pubDate>Wed, 23 Jun 2010 07:19:54 +0000</pubDate>
		<guid isPermaLink="false">http://blog.weflyspitfires.com/?p=6271#comment-21403</guid>
		<description>I don&#039;t mind playing with total flubnuts in LFD ... but that&#039;s because I&#039;m either playing my hunter or my rogue. Both have excellent &quot;get out of jail&quot; cards I can play when the flub hits the nuts ... even so, conditions sometimes work against me and I still die.

Which I think highlights the problem with putting harsh death penalties into a game like wow: death, when it comes, is swift and brutal. Getting two-shot by trash just doesn&#039;t give me any time to avoid the death penalty.

Consider though if you were to take your lvl 80 into Stockades or Rage Fire Chasm ... and it was tweaked such that mobs would aggro at a greater range, and there would be lvl 80 loot if you completed within a short time without a death. Stack the table like that, and it&#039;s hard to say a harsh death penalty there would be unfair.

Contrast with: flip a coin, if heads you die, you lose a piece of gear, 50% of a level, and kicked out of the game for 15 mins. Totally unfair and totally Not Fun.

So ... can we please have a conversation about how a game can be designed such that death isn&#039;t so swift, arbitrary, and brutal? Painful, yes; instagib, no.</description>
		<content:encoded><![CDATA[<p>I don&#8217;t mind playing with total flubnuts in LFD &#8230; but that&#8217;s because I&#8217;m either playing my hunter or my rogue. Both have excellent &#8220;get out of jail&#8221; cards I can play when the flub hits the nuts &#8230; even so, conditions sometimes work against me and I still die.</p>
<p>Which I think highlights the problem with putting harsh death penalties into a game like wow: death, when it comes, is swift and brutal. Getting two-shot by trash just doesn&#8217;t give me any time to avoid the death penalty.</p>
<p>Consider though if you were to take your lvl 80 into Stockades or Rage Fire Chasm &#8230; and it was tweaked such that mobs would aggro at a greater range, and there would be lvl 80 loot if you completed within a short time without a death. Stack the table like that, and it&#8217;s hard to say a harsh death penalty there would be unfair.</p>
<p>Contrast with: flip a coin, if heads you die, you lose a piece of gear, 50% of a level, and kicked out of the game for 15 mins. Totally unfair and totally Not Fun.</p>
<p>So &#8230; can we please have a conversation about how a game can be designed such that death isn&#8217;t so swift, arbitrary, and brutal? Painful, yes; instagib, no.</p>
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		<title>By: Carson</title>
		<link>http://blog.weflyspitfires.com/2010/06/22/striking-a-balance/comment-page-1/#comment-21391</link>
		<dc:creator>Carson</dc:creator>
		<pubDate>Tue, 22 Jun 2010 23:02:37 +0000</pubDate>
		<guid isPermaLink="false">http://blog.weflyspitfires.com/?p=6271#comment-21391</guid>
		<description>I&#039;ve always attributed WoW&#039;s unprecedented success to the fact that it tries harder than any other game to appeal to a wide ranger of player types, and mostly succeeds.

I&#039;ve played WoW with people who hated PvP, and people who hated everything except PvP. I&#039;ve played with people who loved to group, and people who refused to group. I&#039;ve played with terrible players who were enjoying themselves immensely in the easy levelling game, and with hardcore players who were well challenged by the endgame raiding. People who play ultra casual, and people who pursue the most tedious and punishing reputation grinds, etc.

There is plenty there that is &quot;super-easy-breezy, I-heart-carebears casual,&quot; but don&#039;t forget this is the game which gave us the original &quot;shiftworkers playing 24-7 or GTFO&quot; honour grind; the unkillable C&#039;Thun; the original Four Horsemen that the best guilds in the world banged their heads against for many weeks; the &quot;Insane in the Membrane&quot; feat of strength; and more recently Yogg+0 and hardmode Lich King.</description>
		<content:encoded><![CDATA[<p>I&#8217;ve always attributed WoW&#8217;s unprecedented success to the fact that it tries harder than any other game to appeal to a wide ranger of player types, and mostly succeeds.</p>
<p>I&#8217;ve played WoW with people who hated PvP, and people who hated everything except PvP. I&#8217;ve played with people who loved to group, and people who refused to group. I&#8217;ve played with terrible players who were enjoying themselves immensely in the easy levelling game, and with hardcore players who were well challenged by the endgame raiding. People who play ultra casual, and people who pursue the most tedious and punishing reputation grinds, etc.</p>
<p>There is plenty there that is &#8220;super-easy-breezy, I-heart-carebears casual,&#8221; but don&#8217;t forget this is the game which gave us the original &#8220;shiftworkers playing 24-7 or GTFO&#8221; honour grind; the unkillable C&#8217;Thun; the original Four Horsemen that the best guilds in the world banged their heads against for many weeks; the &#8220;Insane in the Membrane&#8221; feat of strength; and more recently Yogg+0 and hardmode Lich King.</p>
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		<title>By: MMOGamerChick</title>
		<link>http://blog.weflyspitfires.com/2010/06/22/striking-a-balance/comment-page-1/#comment-21389</link>
		<dc:creator>MMOGamerChick</dc:creator>
		<pubDate>Tue, 22 Jun 2010 22:24:22 +0000</pubDate>
		<guid isPermaLink="false">http://blog.weflyspitfires.com/?p=6271#comment-21389</guid>
		<description>I don’t think MMOs need to be labeled as either &quot;hardcore&quot; or &quot;casual&quot; either...to me, these labels are also very archaic when applied to players. I know we just use them make sense of the world, but in truth, the terms mean very little. It&#039;s so subjective and everyone has their own ideas of what&#039;s hardcore and what&#039;s casual. Whatever&#039;s out there, balanced or otherwise, someone will always find a way to interpret it in another way than someone else. One of the most hilarious things I saw once on a forum was two huge threads debating about the same feature in the same game. One was titled something along the lines of &quot;This game is too solo-friendly&quot; while the other was &quot;Why should do we solo&#039;ers always get shafted?&quot; You just can&#039;t please everyone :P</description>
		<content:encoded><![CDATA[<p>I don’t think MMOs need to be labeled as either &#8220;hardcore&#8221; or &#8220;casual&#8221; either&#8230;to me, these labels are also very archaic when applied to players. I know we just use them make sense of the world, but in truth, the terms mean very little. It&#8217;s so subjective and everyone has their own ideas of what&#8217;s hardcore and what&#8217;s casual. Whatever&#8217;s out there, balanced or otherwise, someone will always find a way to interpret it in another way than someone else. One of the most hilarious things I saw once on a forum was two huge threads debating about the same feature in the same game. One was titled something along the lines of &#8220;This game is too solo-friendly&#8221; while the other was &#8220;Why should do we solo&#8217;ers always get shafted?&#8221; You just can&#8217;t please everyone <img src='http://blog.weflyspitfires.com/wp-content/plugins/tango-smilies/tango/face-raspberry.png' alt=':P' class='wp-smiley' /> </p>
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