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date: Fri, 19 Aug 2005 19:04:47 -0700,    group: microsoft.public.games.zone.asherons_call        back       


OT : Turbine and DnD   
Ken Troop says :  http://www.ddo.com/index.php?page_id=90

Jason Booth says : http://jbooth.blogspot.com/2005/08/rolling-one.html

I"m with Booth on this one.

JJC
date: Fri, 19 Aug 2005 19:04:47 -0700   author:   John J. Case Johnjcase@casepropertiesdotnet

Re: Turbine and DnD   
"John J. Case" <Johnjcase@casepropertiesdotnet> wrote in message 
news:do3dg150f96f5t8v9tcmf0qqgp0i2piptg@4ax.com...
> Ken Troop says :  http://www.ddo.com/index.php?page_id=90
>
> Jason Booth says : http://jbooth.blogspot.com/2005/08/rolling-one.html
>
> I"m with Booth on this one.

I'm not sure what you mean by "I'm with Booth".  Neither article says 
anything in conflict with each other.

Game design is ALL about psychology.  You cannot divorce game mechanics from 
how people perceive things.  All Booth is doing is commenting on the quirk 
of human nature, while Troop is explaining how that quirk of human nature 
has guided the design of D&D Online.

But neither has the ability to do anything about the quirk of human nature; 
they are locked into respecting it, because to not respect human nature is 
to fail as a game designer.

And for what it's worth, I want my games to respect my human nature. 
Everything Troop said is accurate: pen and paper games take longer real time 
to play, and so 20 levels of advancement is quite appropriate, and in fact 
could be unreachable for some players (I'm in a PnP game now with a 
character that has only advanced three levels in 18 months...we often go 
weeks before we find an opportunity to get together and play).  Conversely, 
if advancement in a computer game were so slow as to match the real time 
delay between advancement that a PnP game took, I would toss the game in a 
trash bin, because I'm likely playing that game at *least* an hour or so per 
day, and I don't feel like waiting 30 hours or more just to advance a single 
level.

Now, one can question HOW the move from PnP to computer game is done.  There 
are a variety of solutions, and probably more than one viable solution.  But 
that's the fun of being a game designer; you get to make those decisions, 
and see whether they turn out to be right or wrong (the market will tell you 
that :) ).

Pete
date: Fri, 19 Aug 2005 21:46:46 -0700   author:   Peter Duniho

Re: Turbine and DnD   
On Fri, 19 Aug 2005 21:46:46 -0700, "Peter Duniho"
 wrote:


>I'm not sure what you mean by "I'm with Booth".  Neither article says 
>anything in conflict with each other.

The fact that Booth labeled his blog article "rolling a one" should
tell you something about how he feels about the decision.

Turbine and the current DDO group has taken the angle that if the
lengthen the grind they make the experience better because it's
lengthened.  Booth was trying to point out that it's a meaningless
change "Simply changing the numbers does not change the amount of
content in the game."  Booth was on the team before he quit and went
to work to make a game that, as far as I can tell, uses music as it's
focal point.  I did find his comments on the AC skill point system
entertaining.

How well recieved DDO is going to be isn't based on how many sub
levels they put between every full one.

JJC
date: Sat, 20 Aug 2005 00:37:00 -0700   author:   John J. Case Johnjcase@casepropertiesdotnet

Re: Turbine and DnD   
"John J. Case" <Johnjcase@casepropertiesdotnet> wrote in message 
news:8sldg1lliidmcamacj67orl0d4lnakackg@4ax.com...
> The fact that Booth labeled his blog article "rolling a one" should
> tell you something about how he feels about the decision.

Possibly.  But I didn't see anything in his article that contradicts the 
other.

> Turbine and the current DDO group has taken the angle that if the
> lengthen the grind they make the experience better because it's
> lengthened.

Define "lengthen the grind".  What Troop's article said (paraphrased) is 
that they need to ensure that there is ample content to maintain player 
interest.  If there are only 20 level increments, then to keep a player for 
a year or more, the levels have to be VERY far apart.  But players don't 
like that.

If by "lengthen the grind", you mean that they intend to ensure that it 
takes a long time to get to the 20th level, then you are correct.  However, 
as far as this being required to "make the experience better", to some 
extent, they are correct.  The two alternatives are to either allow players 
to get to the 20th level far too early, or for the players to have far too 
long between leveling.  Neither alternative will result in a game that is 
successful in the marketplace.

> Booth was trying to point out that it's a meaningless
> change "Simply changing the numbers does not change the amount of
> content in the game."

The example Booth gave is actually a bit different.  But as far as 
"meaningless" goes, the only lack of meaning in the example he gave is with 
respect to the underlying numerical aspects.  There was a very significant 
*psychological* change in his example, and since game design is all about 
catering to psychological needs and desires, that's far from meaningless.

In the example of how the levels are defined (which is what Troop's article 
was about), the underlying numerical aspects are actually changed as well. 
That is, to lengthen the time it takes to get to the 20th level, they will 
necessarily be reducing the amount of xp an average character can generate 
over a given amount of time (or else they will increase the amount of xp 
required for each level).  Presumably, they will still adhere to the D&D 
level paradigm, will introducing this new concept of "enhancements" to 
address the issue of not making players go too long without rewards.

In both Booth's article and Troop's, they are in agreement that these are 
necessary changes, a consequence of how human beings work.  It's not clear 
at all to me from the article whether Booth thinks the change to D&D 
leveling in DDO is bad or good, but all he accomplishes in his article is to 
support their decision.

> Booth was on the team before he quit and went
> to work to make a game that, as far as I can tell, uses music as it's
> focal point.  I did find his comments on the AC skill point system
> entertaining.

I did too.  But they also illustrate exactly the point that Troop is making 
as well.

> How well recieved DDO is going to be isn't based on how many sub
> levels they put between every full one.

Not entirely, no.  A lot of other things need to be "right" in the game as 
well.  But it's false to say that "how many sub levels they put between 
every full one" has nothing to do with how well received DDO is going be. 
If they get that wrong, the game will be poorly received regardless of how 
good the rest of it is.

Pete
date: Sat, 20 Aug 2005 10:58:10 -0700   author:   Peter Duniho

Re: Turbine and DnD   
On Sat, 20 Aug 2005 10:58:10 -0700, "Peter Duniho"
 wrote:


>Possibly.  But I didn't see anything in his article that contradicts the 
>other.

Nothing possible about it.  Rolling a one has a certain connotation.

>Define "lengthen the grind".  What Troop's article said (paraphrased) is 
>that they need to ensure that there is ample content to maintain player 
>interest.  If there are only 20 level increments, then to keep a player for 
>a year or more, the levels have to be VERY far apart.  But players don't 
>like that.
>
>If by "lengthen the grind", you mean that they intend to ensure that it 
>takes a long time to get to the 20th level, then you are correct.  However, 
>as far as this being required to "make the experience better", to some 
>extent, they are correct.  The two alternatives are to either allow players 
>to get to the 20th level far too early, or for the players to have far too 
>long between leveling.  Neither alternative will result in a game that is 
>successful in the marketplace.

They aren't doing anything to make it go faster from 1 to 2, just
adding more milestones.  You get 1, 1.1, 1,2, 1.3 and 1.4 which is a
little vague because from 1 to 10 you get 46 to 50 milestones
(depending on if you stop at 10 or 10.4) so either 1.1 is equal to 1
or they miscounted and I don't care enough to check.

>In both Booth's article and Troop's, they are in agreement that these are 
>necessary changes, a consequence of how human beings work.  It's not clear 
>at all to me from the article whether Booth thinks the change to D&D 
>leveling in DDO is bad or good, but all he accomplishes in his article is to 
>support their decision.

I disagree with that assessment.  It's very clear by the title that he
isn't happy with the direction they took, which might be part of the
reasons he left, and his closing paragraph points that way as well.

>I did too.  But they also illustrate exactly the point that Troop is making 
>as well.

While they agree that players want some kind of feedback for playing
how each of them would give that to the players is radically
different.  Turbine's answer is more leveling points.  While Booth
didn't exactly say his solution to be I'm certain that it's not going
to involve more levels.

http://jbooth.blogspot.com/2005/05/new-home.html

For the record, I disagree with some of the conclusions he came to in
there but to say that he was trying to support what direction Turbine
took on this issue.

JJC
date: Sat, 20 Aug 2005 18:23:07 -0700   author:   John J. Case Johnjcase@casepropertiesdotnet

Re: Turbine and DnD   
"John J. Case" <Johnjcase@casepropertiesdotnet> wrote in message 
news:vkkfg11jmu8vbb32jj7vd5jne2hndlgkni@4ax.com...
> On Sat, 20 Aug 2005 10:58:10 -0700, "Peter Duniho"
>  wrote:
>>Possibly.  But I didn't see anything in his article that contradicts the
>>other.
>
> Nothing possible about it.  Rolling a one has a certain connotation.

"Rolling a one" has a very specific connotation.  But since it's being used 
as a metaphor, the exact meaning *in this context* is far from clear.  Even 
so, let's assume Booth is unhappy.

> [...]
> They aren't doing anything to make it go faster from 1 to 2

But they ARE providing positive reinforcement on a more frequent schedule. 
That's the whole point, and it's why they need to do it, given the length it 
would take to go from 1 to 2 otherwise.

> [...]
>>In both Booth's article and Troop's, they are in agreement that these are
>>necessary changes, a consequence of how human beings work.  It's not clear
>>at all to me from the article whether Booth thinks the change to D&D
>>leveling in DDO is bad or good, but all he accomplishes in his article is 
>>to
>>support their decision.
>
> I disagree with that assessment.

Which assessment?  Surely you don't mean to comment on what's clear to me or 
not.  That leaves the question of what he's accomplished in his article. 
And what he's accomplished in his article is to *defend* the decision made 
by the DDO group, by illustrating very clearly how powerful a part 
psychology plays in game design.

> It's very clear by the title that he
> isn't happy with the direction they took, which might be part of the
> reasons he left, and his closing paragraph points that way as well.

Whether he is happy with the direction or not is irrelevant to the question 
of whether reward frequency is important.  He provides a very specific and 
insightful example of why it's so important to frame the leveling experience 
correctly, even if it means fooling the player into thinking they are 
accomplishing more than they really are.

It may well be that Booth fails to understand that he's providing this 
defense of the DDO decision, but he *is* providing the defense.

> [...]
> While they agree that players want some kind of feedback for playing
> how each of them would give that to the players is radically
> different.  Turbine's answer is more leveling points.  While Booth
> didn't exactly say his solution to be I'm certain that it's not going
> to involve more levels.

Well, therein lies the rub.  The fact is, you need a particular frequency of 
reward in order to keep the player happy.  People may well disagree on how 
best to implement that, but the truth is there are probably an infinite 
number of different solutions, all of which are reasonable.  One of the 
mistakes people make, especially when they are too close to the situation, 
is to think that their ideas are the only ones that work.

IMHO, while Booth may feel there is a conflict between his point of view and 
Troops, I just don't see that there is.  Especially in absence of any 
specific suggestion as to how he'd do it differently.  Certainly Booth is in 
agreement that *something* had to be done.

> http://jbooth.blogspot.com/2005/05/new-home.html
>
> For the record, I disagree with some of the conclusions he came to in
> there but to say that he was trying to support what direction Turbine
> took on this issue.

That last sentence seems imcomplete.  :)

Pete
date: Sat, 20 Aug 2005 21:35:48 -0700   author:   Peter Duniho

Re: Turbine and DnD   
Peter Duniho wrote:

>"John J. Case" <Johnjcase@casepropertiesdotnet> wrote in message 
>news:vkkfg11jmu8vbb32jj7vd5jne2hndlgkni@4ax.com...
>
>>On Sat, 20 Aug 2005 10:58:10 -0700, "Peter Duniho"
>> wrote:
>>
>>>Possibly.  But I didn't see anything in his article that contradicts the
>>>other.
>>>
>>Nothing possible about it.  Rolling a one has a certain connotation.
>>
>
>"Rolling a one" has a very specific connotation.  But since it's being used 
>as a metaphor, the exact meaning *in this context* is far from clear.  Even 
>so, let's assume Booth is unhappy.
>


The very first sentence is:
"It's amazing how easy it is for some people to muck up something which 
is entirely about illusion. "

So yes, he doesnt like what Turbine did.

But like Peter said, He then goes on to say how fooling the player makes 
the player happy even though it really doesnt impact the game system.

I think Jason wanted to keep the "time honored system" intact since any 
change would ultimately be an illusion. So why not keep the old way. 
Perhaps his frustration is really targeted at those silly players who 
are so easily fooled by big numbers. He goes on to challenge the reader 
to make a choice.

Turbine has simply understood the player's psychological need and are 
trying to satisfy it, with no real change to the game, but intermediate 
accomplishments.

Having short term goal/rewards is a good thing. They probably only 
changed the level numbers for the sake of simplicity. "I'm level 1.3" 
sounds funny.


>
>
>It may well be that Booth fails to understand that he's providing this 
>defense of the DDO decision, but he *is* providing the defense.
>

He sure is :)
Perhaps he had a bad writing day.



Dave
date: Sun, 21 Aug 2005 14:46:01 -0400   author:   David Burke

Re: Turbine and DnD   
Me too.

Personally, I want Epic levels from the start.  I'm tired of trolling the same old fields of 1-20 everytime I play something D&D based.  Official Epic content/levels in computer games seems lacking.

Chris

"John J. Case" <Johnjcase@casepropertiesdotnet> wrote in message news:do3dg150f96f5t8v9tcmf0qqgp0i2piptg@4ax.com...
> Ken Troop says :  http://www.ddo.com/index.php?page_id=90
> 
> Jason Booth says : http://jbooth.blogspot.com/2005/08/rolling-one.html
> 
> I"m with Booth on this one.
> 
> JJC
date: Sun, 21 Aug 2005 13:35:37 -0700   author:   Chris F. Willoughby

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