Best Story Problems Ever

Lucas Gillespie believes that at-risk students do poorly in school because they’re not motivated by traditional teaching topics. Enter WoWinSchool, a wiki for educators to share World of Warcraft-themed lesson plans for after-school programs.

A sample writing and literacy lesson: “In fantasy literature, the bard plays a key role as a traveling musician and storyteller. What song or poem would the bards of Azeroth sing about your character’s adventures?”

The math lessons are the best part. “Healing Analysis: Which types of heals produce a greater number of recovered hit points during an encounter? quick burst heals, slower more powerful heals, or heal-over-time spells?” And then they send the kids to EJ. God bless ‘em.

Via GameSetWatch.

Who Still Types Item IDs in 2009?

WoW Insider implies that this guy got this developer item through the mail, by accident, because a GM mistyped an item ID. That’s what one of the player’s guildmates says.

Are Blizzard GMs still typing item IDs by hand? It seems even more unlikely when they’re restoring characters — they’re approving a database backup, right?

Nefarious!

Yesterday, I snarked on food diary websites who could make money with their data.

In terms of determining the “average American diet,” like NPD food diary findings strive to do, diet websites like The Daily Plate won’t be useful. People who use those sites are Internet-savvy dieters. They almost certainly aren’t representative.

However, it’d be fascinating to compare the average eating habits of said Internet-savvy dieters over time — did Michael Pollan and friends really encourage a significant number of people to start eating “food, not too much, mostly plants,” the way that NYT article suggested? They could undermine the NPD there. Muahaha.

Companies like Weight Watchers could benefit tremendously from analyzing their database. The Weight Watchers program depends on social reinforcement, where group leaders are pushing company policy on “the right foods to eat” and (to a lesser extent) consumption of Weight Watchers products. If a significant percentage of Weight Watchers members use the website to track their diets — and track reliably — the company can see how effective those money-making policies are, and can see whether or not it makes a difference, since users regularly track their weight. (Of course, they need to take a shame factor into account — you know, since stuff you eat while you’re standing doesn’t count, and that weight can’t be right, because I drank a glass of water before I went to bed, etc. etc.)

Is Weight Watchers taking advantage of their database? They charge an extra fee for access, so I doubt it. Additionally, they say that group members who use those tools lose more weight; the small print says “weight loss data based on 12 week study comparing people who were instructed to attend Weight Watchers meetings and use eTools to people who were instructed to attend Weight Watchers meetings alone.” If local Weight Watchers groups send data home — I don’t know if they do — they could have gotten that data for free.

To bring it back to games, Magic the Gathering presents a similar case. Wizards of the Coast pushes a huge amount of content out to a public that plays in game stores. Tournament play is regulated to some extent, but (to the best of my knowledge), deck composition is not tracked. Lots of people talk about the leetest decks on the boards, but there’s no real way to tell how popular they are aside from community manager-style gut feel.

Magic the Gathering Online should allow WotC incredible insight into the way that people play their game, access to data that they’ve never had before. However, the old version of MTGO saved decks on the client. You could save “net decks” to the server, but if I remember correctly, it defaulted to local storage. Data on the client does you no good.

I’d write a witty conclusion, but comparing Weight Watchers to Magic the Gathering is probably enough levity for tonight.

Several Weeks’ Worth of Links

This is creepy.

This is funny.

While it’s old news by now, this article on the lack of social play in Warhammer is very good. Conan had similar issues, as I wrote about earlier this year. While encouraging social play isn’t as crucial in a PvP game with prebuilt sides, it’s still sad to see any MMO deny its fundamental nature.

Speaking of PvP: in the midst of a discussion on PvP itemization in World of Warcraft, some talk on tracking player performance in battlegrounds. I don’t know what Blizzard’s planning, but I hope they haven’t forgotten that a bunch of people have been trying to solve this problem in other contexts.

Getting back to Warhammer, gamerDNA’s been printing some interesting articles based on Xfire data and surveys. If you’re not familiar with them, they’re a data mining company pretending to be a social networking company, so we can expect lots of intesting stuff from them in the future. Subscribe to the RSS feed if you haven’t already.

In an oddly similar direction, this NYT article suggests that people are eating better food these days because the NPD says so! Somebody call the Daily Plate and Sparkpeople and Fitday and hell, Weight Watchers Online, and let them know about their exciting new business model.

Jeff Freeman

I’d known who Jeff was for a long time, but for all the local developer events I went to, I’d never met him. So when I was told, on the first day back at work after a vacation, that Jeff would be joining the team, I joked that I was surprised to hear that he actually existed.

Turns out that he did, and he was great. He had amazing insight. Ask him a question about something, and he’d have an interesting answer. In the middle of a design meeting where he hadn’t talked much, he’d suddenly pipe up with something totally off the wall and totally right. He was adding wonderful little touches to everything.

Jeff would mail out the weirdest links. He loved random internet shit. He had an oddly insightful picture or Youtube video to respond to any email thread. I wish I had some of my old work email — there was some good stuff in there. I remember he mailed out this link shortly before we left the company. He thought this book was freaking hilarious — he was chuckling about it for weeks. This album cover game drove an email thread for a few days too; that’s where all those examples came from.

I wish I would have said goodbye the last time I saw him. I think he was smoking in front of the building as I drove away. I figured we’d all hear about what he was going to do next. I wish this wouldn’t have been it.

Back In the Saddle

I have joined the DC Universe Online team at SOE Austin. Here’s a recent preview of the game.

As always, I continue to speak for myself and not for Sony Online Entertainment. I signed a form saying so!

In other news, Blizzard has announced that come Wrath of the Lich King, many UI settings and macros will be saved server side. I’ve been meaning to do a blog post on stuff that should be saved server side … you know, stuff that makes players think you’re kind and considerate and care about the plight of players who play on multiple machines, but really just gives you lots of interesting things to data mine. Hard drive space is cheap, it earns goodwill, and you can build charts.

Costing Abilities and Motivating Players to Advance

Blizzard’s been taking advantage of the Wrath of the Lich King beta to make major changes to their core RPG. This is a nice situation for them — they get to iterate, they get tons of player feedback, people are actively playing (unlike most games’ test servers), and they don’t destabilize their live service.

One of the latest changes is a change to the way that mana costs are calculated. They’re switching from the normal fixed costs for particular spells (Generic Fire Nuke (Rank 1) costs 17 mana and by god, it always costs 17 mana) to scaling percentage costs (Generic Fire Nuke (any rank) costs 10% of base, unmodified mana no matter what).

A few players are excited, but the majority are unhappy about this because it does away with “downranking” — casting a lower-level version of the same spell because it costs less mana and is more efficient for your purpose. Healers do this quite a bit. If I know that my target only needs 1k HP healed, why should I spend a ton of mana to cast my max-rank heal that heals for 3k, when I could cast a lower-ranked version that heals for 1k and costs much less mana? Smart healers usually play with a couple of different ranks of several of their spells on their cast bars. Hey, it’s strategy!

Usability-wise, in World of Warcraft, where your spellbook displays all the old ranks, it’s not hard to sit there and do the mana-per-HP healed calculation yourself, or you can use a mod like DrDamage to do it for you. (People downranked in Shadowbane too, but they had to rely on oral tradition to get the slash command to access those “obsolete” spell ranks.)

Loss of the strategy of downranking aside, it’s a good change for the designers, in terms of using their time efficiently.

When I’m costing a spell the traditional way, I’ll use a spreadsheet that says something like “okay, this is a level 10 spell, and at level 10, you should have about this much mana and this much mana regen, and I want you to be able to cast this spell this many times before you run out of mana.” I’ll have to do that for every rank of the spell, taking into account how much mana and regen I think the character should have at that level. And later on, I may have to revisit those numbers once I mine the character data to confirm those expected mana values — if that data is available to me.

Generally speaking, I want that number-of-times-cast value to remain consistent as the character gains spell ranks, because it fits the player’s expectations — a lowbie spellcaster knows that she can kill a certain number of mobs with Generic Fire Nuke before she has to rest, and every time she gets a new rank of Generic Fire Nuke, that should remain the same as before. In other words, her downtime shouldn’t fluctuate dramatically as she advances, because downtime is a defining class characteristic.

The percentage cost model makes my life a lot easier. I don’t have to figure how much mana I think you should have at that level, and I don’t have to check the character data to confirm. I just say that I want you to be able to cast Generic Fire Nuke about 10 times before you run out of mana, so I say it costs 10% of your mana. DONE. (Okay, it’s not quite that simple because I need to account for mana regen, but I’m still DONE in a lot less time.)

Now, this breaks down a bit if new spell ranks aren’t granted quickly enough. Lowbie Spellcaster will find that she has to rest more often, killing the same number of mobs, because Generic Fire Nuke does less damage relative to the content she’s doing, so she has to cast it more times, but she can’t cast it more times because it still costs the same percentage of her mana. Theoretically, with traditional fixed costs, if her mana pool was scaling at the same rate as her other stats, she’d be able to cast it more often before resting to make up for doing less relative damage. (However, this means that her mana pool needed to scale properly … but math is hard and it doesn’t always work out that way.) And she still feels slightly less powerful with every level that passes without a new rank, because she has to cast more often.

The thing is, stairstepping is required to make advancement feel meaningful. I wouldn’t do percentage damage to make up for that problem. Damage is usually figured as a percentage of the intended target level’s HP, same as the traditional way of doing mana costs. The Generic Fire Nuke I intend for Lowbie Spellcaster to use at level 10, versus level 10 opponents, is probably supposed to do N% of the average level 10 mob’s health. If Lowbie Spellcaster use that rank of Generic Fire Nuke against level 12 opponents, it’ll do less relative damage. But this is the way it should be. It motivates Lowbie Spellcaster to get off her ass and level to earn the next rank, same as Lowbie Fighter should be motivated to level to use a new sword. When they get their respective rewards, they feel like they’ve accomplished something.

Going back to WoW’s situation: the loss of downranking, to be fair, might increase workload because the designers may want to build and maintain abilities that perform the same purpose (like small, low-cost heals for that poor shaman in the thread I linked). But in the long run, percentage mana costing makes their lives easier. If I were balancing an RPG right now, I’d be inclined to make the same decision.