Showing posts with label Josh Strife Hayes. Show all posts
Showing posts with label Josh Strife Hayes. Show all posts

Friday, January 6, 2023

Alas, Pandora's Box Has Already Been Opened

There are times when I wonder whether the old adage about necessity being the mother of invention is actually a good thing.

After all, look at some of the designs behind monetization in video games, and I wonder just whose necessity is behind those creations. Surely not the players' necessity, and certainly not the developers' necessity either. I suppose you could argue that those designs were created for the necessity of the investors so that the companies could make larger profits off of video games, but is that good for the long term health of the industry?

Note that I said industry, not the companies. I'm absolutely certain that video game companies --particularly the AAA game companies-- are more profitable because of the monetization techniques that rely heavily on psychological manipulation. That, however, doesn't mean that the industry itself is healthy. 

If nothing else, you could argue that by creating addictive responses to the monetization techniques, the video game companies have figured out how to adapt the same tricks used in the illegal drug trade* for their own profits.

It just doesn't sound the same, and
it would probably work as well as the
original "Just Say No" campaign too.
Original photo from USA Today.

Given that Grand Theft Auto V exists, I'd imagine my comparison of the AAA video game companies to drug cartels isn't something that those companies really are concerned about. Additionally, the embrace of "gambling mechanics" by the video game industry may sound bad to most of us until you realize that gambling is a fact of life among sports leagues. Just look at how many teams in the Premier League are sponsored by gambling outlets, or the embrace of the NFL and other American sports leagues by formalized gambling, and you realize that the stigma of "gambling mechanics" is likely considered a good thing by many investors.

Photograph from this article by The Guardian.
By Shutterstock; Getty.

But you know what suffers? The games themselves.

In the same way that tobacco industry executives and insiders considered cigarettes to be "nicotine delivery devices", I have to wonder whether the AAA game companies consider their products --video games-- to be "microtransaction delivery devices". Certainly the games themselves have suffered a bit in terms of quality, as if the games themselves aren't the most important part of the development process.

To that end, Josh Strife Hayes created a video that touched a nerve with me:


Hayes' Box of Abusive Monetization Strategies --or Pandora's Box of Bad Design-- pretty much encapsulates all of the practices that people dislike about video games today. And, I suppose, just like the original Pandora's Box, you can't put those items back and lock them away now that they've made their way into game design.

A game developer can choose to not utilize them. Or a video game player can choose to not purchase games that contain the Box's contents.

Me, I tend to wait for everything that was going to be released is released, and then wait for it to go on sale via Steam, before I buy a game. Some games are perpetually updated, such as Paradox Games' offerings (Europa Universalis IV and Stellaris, to name two of them), and I just wait until there's something I find interesting and yes, dependent upon whether it goes on sale (and I've the spare money, which is frequently an iffy thing) before I purchase it.

Obviously this does not work so well with MMO subscription games, such as WoW Classic, but I tend to spend a lot more of my time watching and waiting on expansions before I decide whether or not to purchase them. Considering I'm not going to be doing anything that requires me to be on the bleeding edge of a new expansion, I can afford to wait.***

But I'm not a lot of people, and neither are a lot of people the whales who are targeted by a lot of contents of Pandora's Box of Bad Design.

What can save us in the long run? Ourselves. We have to resist the Bad Design practices, and play games that don't have them, if we want to effect change. If nothing else, just play those games because they're good games.

And for pete's sake, don't preorder games from companies that use the contents of Pandora's Box. That's giving those companies a blank check. Make them earn your money by making good games.





*Back when I was still into the Robert Jordan Wheel of Time series --circa the late 90s-- there was a free paperback of the first part of The Eye of the World available to people at bookstores. "You know what this is?" a bookstore employee told me, holding a copy up. "This is your free sample of crack." 

**And to be fair, a lot of the Software as a Service or SaaS model itself falls under that header too.

***Since I'm really keeping my WoW account active for Wrath Classic (and to a lesser extent Classic Era), there's no worry about being on, say, a current raiding tier there. I don't have to pay extra for WoW Classic, which is perfectly fine with me.

Saturday, August 27, 2022

Swimming Against the Tide

It kind of goes without saying that I found this Josh Strife Hayes video interesting.


The entire point of his video, that you shouldn't make players go through a slog just to be able to play and do group content together, is a pretty sound one. And that entire slog, as found in Retail and Classic, is the reason why boosting exists.

Of course, boosting by various methods also becomes a problem --as Josh points out-- because you don't learn how to play your class, never mind your role, in group content. 

When people asked me why I wasn't boosting my Shaman Briganaa via instances, I said that I needed to learn how to play a Shaman, and leveling one the old fashioned way allowed me to learn by doing. Now, with Wrath Classic imminent, I've decided to re-learn how to be a Paladin that way as well. The Paladin changes from TBC to Wrath are significant enough that trying to figure them out like I kinda sorta did with a boosted Linna isn't ideal for me. I kept fumbling around for a while until I finally figured it out, and even then I was reluctant to take Linna into instances because I didn't know how well I'd be handling things.*

Learning how to play your class is important, and MMOs do that in spades by peppering low level content with quests designed to teach. For example, the undead troll quests in The Ghostlands are a Blood Elf player's first opportunity to encounter the "don't stand in the bad" mechanic**. The Deadmines expose a player to mobs, adds, and even adds that come from behind after a boss kill, so you never really get a chance to just hang back for a moment or three. Ragefire Chasm exposes a player to a "good luck trying to find your way" dungeon that becomes more important in places such as Maraudon.***

The problem is... well... players in MMOs such as WoW have learned their lessons too well. The horse has left the barn, and players who are interested in the journey rather than the end aren't the focus of MMOs. I may agree with Josh that MMOs should focus on putting raids and dungeons in the hands of lower level players, but the player base doesn't seem to care. Or at least enough of them don't for developers to make it worth their while.

#Blaugust2022



*Even then, when I finally started going into instances I still got called out by someone saying "You should use Seal twisting as Ret!" My response to that little editorial comment was "If you get it exactly right, you get a boost to DPS. If you don't it's a waste of mana." Which is the truth. Unlike totem twisting for an Enhance Shaman, seal twisting in a Retribution Paladin is very much a thing for the highly skilled player only, and even Icy Veins' guides mention that it is an advanced tactic and difficult to pull off. After my retort the player shut up about seal twisting, but I could tell that he didn't like that I wasn't doing 'all the things' necessary to be the best. If you play MMOs long enough you can just tell; even though body language isn't a thing in MMOs, there are subtle cues.

**I did not pass that first test. Just sayin'.

***Alas that Blizz went away from dungeons that just sprawled out and were their own thing. There was a huge adventure behind places such as Maraudon, Blackrock Depths, and Blackrock Spire. A true city, such as Blackrock Depths, that could take well over an hour (sometimes close to 3 hours) to clear. It was players first and then canonized by Blizz that those dungeons were broken up into what they've become today. 

Wednesday, August 3, 2022

Being a Content Creator in a Niche Market

If you have a passing interest in MMO blogging --or in this case, vlogging-- you might have heard of Josh Strife Hayes. 

This guy. You can almost hear his
British accent from the screenshot.
(From pcgamer.com.)

The fact that he used to teach drama at school* does not shock me at all, as he has a camera presence that I can only wish I had. And compared to my "no accent" Midwestern accent**, Josh's has an authoritative sound that can make him instantly believable and effortlessly charming.

All that aside, Josh has spent some time putting together YouTube videos examining the MMO world --and, to a lesser extent, the gaming world in general-- and his videos are truly top notch both in quality and how he presents and defends his opinions. 

Well, he's done it again with a nearly 2 hour long tour de force about MMO content creators...



Josh went out and interviewed close to a dozen MMO content creators and got their responses on a variety of topics. Josh's point is that he as well as the other content creators he interviewed really want more MMO content creators out there, but he wants people to understand what they're getting into before they make that jump.

The interviews were edited for brevity, but the edited version still clocked in at almost 2 hours.

My immediate takeaway from the interviews is that I need to watch more of these creators. Holy crap are they articulate and thoughtful. And yes, I'm including Asmongold in this, because one thing that stands out to me about Asmongold's interview is that he put a lot of thought into his responses, proving inadvertently that the "Asmongold" seen on his channel is basically a "stage version" of himself. The real Asmongold isn't like his stage self --well, not totally so, anyway-- which kind of surprised me. I mean, I should have known that he has a stage version of himself, but for some reason I thought he was so open book that what you saw was what you got out of him.

If you've got the time, you should seriously give a listen to the YouTube video. It's not only a good watch, but it also gives you a glimpse of what it's like to be an MMO content creator in today's world.

And if you happen to find this post, Josh, thanks for all the effort! I truly appreciate all the work that you put in. 

#Blaugust2022



*I'm having issues finding independent verification, but I swear I heard it on one of his YouTube videos.

**That's because the Midwestern American accent is closest to "General American English", the sort of English you get out of newscasters and whatnot that doesn't really have an accent that you can place anywhere. Or, as my friends and I would put it, "The Accent that is no Accent". Only in the Midwest would you find an American accent so non-committal that it's, well, kind of boring.

EtA: Corrected a misspelling.