<?xml version="1.0" encoding="UTF-8"?>
<?xml-stylesheet href="http://feeds.feedburner.com/~d/styles/atom10full.xsl" type="text/xsl" media="screen"?><?xml-stylesheet href="http://feeds.feedburner.com/~d/styles/itemcontent.css" type="text/css" media="screen"?><feed xmlns="http://www.w3.org/2005/Atom" xmlns:thr="http://purl.org/syndication/thread/1.0" xml:lang="en" xml:base="http://www.lietcam.com/blog/wp-atom.php">
	<title type="text">We Can Fix That with Data</title>
	<subtitle type="text">MMO design with an emphasis on live service ... and math</subtitle>

	<updated>2008-10-14T04:51:53Z</updated>
	<generator uri="http://wordpress.org/" version="2.5">WordPress</generator>

	<link rel="alternate" type="text/html" href="http://www.lietcam.com/blog" />
	<id>http://www.lietcam.com/blog/feed/atom/</id>
	

			<link rel="self" href="http://feeds.feedburner.com/WeCanFixThatWithData" type="application/atom+xml" /><entry>
		<author>
			<name>Sara Jensen Schubert</name>
						<uri>http://www.lietcam.com</uri>
					</author>
		<title type="html"><![CDATA[Nefarious!]]></title>
		<link rel="alternate" type="text/html" href="http://www.lietcam.com/blog/2008/10/13/nefarious/" />
		<id>http://www.lietcam.com/blog/?p=173</id>
		<updated>2008-10-14T04:51:53Z</updated>
		<published>2008-10-14T04:51:53Z</published>
		<category scheme="http://www.lietcam.com/blog" term="Data Mining" />		<summary type="html"><![CDATA[Yesterday, I snarked on food diary websites who could make money with their data.
In terms of determining the &#8220;average American diet,&#8221; like NPD food diary findings strive to do, diet websites like The Daily Plate won&#8217;t be useful.  People who use those sites are Internet-savvy dieters.  They almost certainly aren&#8217;t representative.
However, it&#8217;d be [...]]]></summary>
		<content type="html" xml:base="http://www.lietcam.com/blog/2008/10/13/nefarious/"><![CDATA[<p><a href="http://www.lietcam.com/blog/2008/10/12/several-weeks-worth-of-links/">Yesterday, I snarked on food diary websites</a> who could make money with their data.</p>
<p>In terms of determining the &#8220;average American diet,&#8221; like <a href="http://www.psychologytoday.com/articles/pto-19990101-000036.html">NPD food diary findings strive to do</a>, diet websites like The Daily Plate won&#8217;t be useful.  People who use those sites are Internet-savvy dieters.  They almost certainly aren&#8217;t representative.</p>
<p>However, it&#8217;d be fascinating to compare the average eating habits of said Internet-savvy dieters over time &#8212; did <a href="http://www.michaelpollan.com/indefense.php">Michael Pollan and friends</a> really encourage a significant number of people to start eating &#8220;food, not too much, mostly plants,&#8221; the way <a href="http://www.nytimes.com/2008/09/17/dining/17diet.html?_r=2&#038;ref=dining&#038;oref=slogin&#038;oref=login">that NYT article</a> suggested?  They could undermine the NPD there. Muahaha.</p>
<p>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 &#8220;the right foods to eat&#8221; 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 &#8212; and track reliably &#8212; the company can see how effective those money-making policies are, <i>and</i> 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 &#8212; you know, since stuff you eat while you&#8217;re standing doesn&#8217;t count, and that weight can&#8217;t be right, because I drank a glass of water before I went to bed, etc. etc.)</p>
<p>Is Weight Watchers taking advantage of their database?  <a href="http://www.weightwatchers.com/plan/www/etools_01.aspx">They charge an extra fee for access</a>, so I doubt it.  Additionally, they say that group members who use those tools lose more weight; the small print says &#8220;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.&#8221;  If local Weight Watchers groups send data home &#8212; I don&#8217;t know if they do &#8212; they could have gotten that data for free.</p>
<p>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.  <a href="http://en.wikipedia.org/wiki/Duelists%27_Convocation_International">Tournament play is regulated to some extent</a>, but (to the best of my knowledge), deck composition is not tracked.  <a href="http://forums.starcitygames.com/viewforum.php?f=7">Lots of people talk about the leetest decks on the boards</a>, but there&#8217;s no real way to tell how popular they are aside from community manager-style gut feel.</p>
<p>Magic the Gathering Online should allow WotC incredible insight into the way that people play their game, access to data that they&#8217;ve never had before.  However, the old version of MTGO saved decks on the client.  You could save &#8220;net decks&#8221; to the server, but if I remember correctly, it defaulted to local storage.  Data on the client does you no good.</p>
<p>I&#8217;d write a witty conclusion, but comparing Weight Watchers to Magic the Gathering is probably enough levity for tonight.</p>
]]></content>
		<link rel="replies" type="text/html" href="http://www.lietcam.com/blog/2008/10/13/nefarious/#comments" thr:count="3" />
		<link rel="replies" type="appication/atom+xml" href="http://www.lietcam.com/blog/2008/10/13/nefarious/feed/atom/" thr:count="3" />
		<thr:total>3</thr:total>
	</entry>
		<entry>
		<author>
			<name>Sara Jensen Schubert</name>
						<uri>http://www.lietcam.com</uri>
					</author>
		<title type="html"><![CDATA[Several Weeks&#8217; Worth of Links]]></title>
		<link rel="alternate" type="text/html" href="http://www.lietcam.com/blog/2008/10/12/several-weeks-worth-of-links/" />
		<id>http://www.lietcam.com/blog/?p=172</id>
		<updated>2008-10-13T01:35:42Z</updated>
		<published>2008-10-13T01:35:42Z</published>
		<category scheme="http://www.lietcam.com/blog" term="Data Mining" /><category scheme="http://www.lietcam.com/blog" term="Design" /><category scheme="http://www.lietcam.com/blog" term="Metrics" />		<summary type="html"><![CDATA[This is creepy.
This is funny.
While it&#8217;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&#8217;t as crucial in a PvP game with prebuilt sides, it&#8217;s still sad to see [...]]]></summary>
		<content type="html" xml:base="http://www.lietcam.com/blog/2008/10/12/several-weeks-worth-of-links/"><![CDATA[<p><a href="http://www.wowinsider.com/2008/10/08/who-s-who-at-blizzcon-wow-insiders-guide-to-the-staff-of-blizz/">This is creepy.</a></p>
<p><a href="http://fidgit.com/archives/2008/10/madden-nfl-09-cares-about-wome.php">This is funny.</a></p>
<p>While it&#8217;s old news by now, <a href="http://www.gamesetwatch.com/2008/10/the_game_anthropologist_warhammer.php">this article on the lack of social play in Warhammer</a> is very good.  <a href="http://www.lietcam.com/blog/2008/05/29/social-features-in-pvp-games/">Conan had similar issues, as I wrote about earlier this year.</a>  While encouraging social play isn&#8217;t as crucial in a PvP game with prebuilt sides, it&#8217;s still sad to see any MMO deny its fundamental nature.</p>
<p>Speaking of PvP:  <a href="http://www.mmo-champion.com/index.php?topic=19142.0">in the midst of a discussion on PvP itemization in World of Warcraft</a>, <a href="http://forums.worldofwarcraft.com/thread.html?topicId=10532282026&#038;sid=1&#038;pageNo=9#172">some talk on tracking player performance in battlegrounds</a>.  I don&#8217;t know what Blizzard&#8217;s planning, but I hope they haven&#8217;t forgotten that a bunch of people have been trying to solve this problem <a href="http://en.wikipedia.org/wiki/Sabermetrics">in</a> <a href="http://en.wikipedia.org/wiki/Football_Outsiders">other</a> <a href="http://en.wikipedia.org/wiki/APBRmetrics">contexts</a>.</p>
<p>Getting back to Warhammer, gamerDNA&#8217;s been printing some <a href="http://company.gamerdna.com/blog/2008/10/03/the-ripple-effects-of-war%E2%80%99s-launch/">interesting</a> <a href="http://company.gamerdna.com/blog/2008/10/10/does-your-bartle-typegender-influence-your-class-choice-in-war/">articles</a> <a href="http://company.gamerdna.com/blog/2008/10/03/the-ripple-effects-of-war%E2%80%99s-launch/#comment-4850">based on Xfire data</a> and surveys.  If you&#8217;re not familiar with them, they&#8217;re <a href="http://www.gamerdna.com/alliance/about.php">a data mining company pretending to be a social networking company</a>, so we can expect lots of intesting stuff from them in the future.  Subscribe to the RSS feed if you haven&#8217;t already.</p>
<p>In an oddly similar direction, <a href="http://www.nytimes.com/2008/09/17/dining/17diet.html?_r=1&#038;ref=dining&#038;oref=slogin">this NYT article suggests that people are eating better food these days because the NPD says so</a>!  Somebody call <a href="http://www.thedailyplate.com">the Daily Plate</a> and <a href="http://www.sparkpeople.com">Sparkpeople</a> and <a href="http://www.fitday.com">Fitday</a> and hell, <a href="http://www.weightwatchers.com">Weight Watchers Online</a>, and let them know about their exciting new business model.</p>
]]></content>
		<link rel="replies" type="text/html" href="http://www.lietcam.com/blog/2008/10/12/several-weeks-worth-of-links/#comments" thr:count="2" />
		<link rel="replies" type="appication/atom+xml" href="http://www.lietcam.com/blog/2008/10/12/several-weeks-worth-of-links/feed/atom/" thr:count="2" />
		<thr:total>2</thr:total>
	</entry>
		<entry>
		<author>
			<name>Sara Jensen Schubert</name>
						<uri>http://www.lietcam.com</uri>
					</author>
		<title type="html"><![CDATA[Jeff Freeman]]></title>
		<link rel="alternate" type="text/html" href="http://www.lietcam.com/blog/2008/10/04/jeff-freeman/" />
		<id>http://www.lietcam.com/blog/?p=171</id>
		<updated>2008-10-04T19:48:50Z</updated>
		<published>2008-10-04T19:48:50Z</published>
		<category scheme="http://www.lietcam.com/blog" term="Uncategorized" />		<summary type="html"><![CDATA[I&#8217;d known who Jeff was for a long time, but for all the local developer events I went to, I&#8217;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 [...]]]></summary>
		<content type="html" xml:base="http://www.lietcam.com/blog/2008/10/04/jeff-freeman/"><![CDATA[<p>I&#8217;d known who Jeff was for a long time, but for all the local developer events I went to, I&#8217;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.</p>
<p>Turns out that he did, and he was great.  He had amazing insight.  Ask him a question about something, and he&#8217;d have an interesting answer.  In the middle of a design meeting where he hadn&#8217;t talked much, he&#8217;d suddenly pipe up with something totally off the wall and totally right.  He was adding wonderful little touches to everything.</p>
<p>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 &#8212; there was some good stuff in there.  I remember he mailed out <a href="http://www.invadenewzealand.com/">this link</a> shortly before we left the company.   He thought <a href="http://mythicalblog.com/index.php/gaming/how-to">this book</a> was freaking hilarious &#8212; he was chuckling about it for weeks.  <a href="http://mythicalblog.com/index.php/blogging/debut-album">This album cover game</a> drove an email thread for a few days too; that&#8217;s where all those examples came from.</p>
<p>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&#8217;d all hear about what he was going to do next.  I wish this wouldn&#8217;t have been it.</p>
]]></content>
		<link rel="replies" type="text/html" href="http://www.lietcam.com/blog/2008/10/04/jeff-freeman/#comments" thr:count="1" />
		<link rel="replies" type="appication/atom+xml" href="http://www.lietcam.com/blog/2008/10/04/jeff-freeman/feed/atom/" thr:count="1" />
		<thr:total>1</thr:total>
	</entry>
		<entry>
		<author>
			<name>Sara Jensen Schubert</name>
						<uri>http://www.lietcam.com</uri>
					</author>
		<title type="html"><![CDATA[Back In the Saddle]]></title>
		<link rel="alternate" type="text/html" href="http://www.lietcam.com/blog/2008/09/05/back-in-the-saddle/" />
		<id>http://www.lietcam.com/blog/?p=169</id>
		<updated>2008-09-06T05:47:52Z</updated>
		<published>2008-09-06T05:40:50Z</published>
		<category scheme="http://www.lietcam.com/blog" term="DCUO" /><category scheme="http://www.lietcam.com/blog" term="Data Mining" />		<summary type="html"><![CDATA[I have joined the DC Universe Online team at SOE Austin.  Here&#8217;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 [...]]]></summary>
		<content type="html" xml:base="http://www.lietcam.com/blog/2008/09/05/back-in-the-saddle/"><![CDATA[<p>I have joined the DC Universe Online team at SOE Austin.  <a href="http://ps3.ign.com/articles/907/907161p1.html">Here&#8217;s a recent preview of the game.</a></p>
<p>As always, I continue to speak for myself and not for Sony Online Entertainment.  I signed a form saying so!</p>
<p>In other news, Blizzard has announced that come Wrath of the Lich King, <a href="http://www.massively.com/2008/09/01/wow-to-store-ui-settings-server-side-post-lich-king/">many UI settings and macros will be saved server side</a>.  I&#8217;ve been meaning to do a blog post on stuff that should be saved server side &#8230; you know, stuff that makes players think you&#8217;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 <i>charts</i>.</p>
]]></content>
		<link rel="replies" type="text/html" href="http://www.lietcam.com/blog/2008/09/05/back-in-the-saddle/#comments" thr:count="5" />
		<link rel="replies" type="appication/atom+xml" href="http://www.lietcam.com/blog/2008/09/05/back-in-the-saddle/feed/atom/" thr:count="5" />
		<thr:total>5</thr:total>
	</entry>
		<entry>
		<author>
			<name>Sara Jensen Schubert</name>
						<uri>http://www.lietcam.com</uri>
					</author>
		<title type="html"><![CDATA[Costing Abilities and Motivating Players to Advance]]></title>
		<link rel="alternate" type="text/html" href="http://www.lietcam.com/blog/2008/08/20/costing-abilities-and-motivating-players-to-advance/" />
		<id>http://www.lietcam.com/blog/?p=166</id>
		<updated>2008-08-20T19:03:08Z</updated>
		<published>2008-08-20T19:03:08Z</published>
		<category scheme="http://www.lietcam.com/blog" term="Data Mining" /><category scheme="http://www.lietcam.com/blog" term="Design" /><category scheme="http://www.lietcam.com/blog" term="Game Balance" />		<summary type="html"><![CDATA[Blizzard&#8217;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 &#8212; they get to iterate, they get tons of player feedback, people are actively playing (unlike most games&#8217; test servers), and they don&#8217;t destabilize their live service.
One [...]]]></summary>
		<content type="html" xml:base="http://www.lietcam.com/blog/2008/08/20/costing-abilities-and-motivating-players-to-advance/"><![CDATA[<p>Blizzard&#8217;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 &#8212; they get to iterate, they get tons of player feedback, people are actively playing (unlike most games&#8217; test servers), and they don&#8217;t destabilize their live service.</p>
<p>One of the latest changes is a change to the way that mana costs are calculated.  They&#8217;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).</p>
<p><a href="http://blessingofkings.blogspot.com/2008/08/downranking-is-dead.html">A few players are excited</a>, but <a href="http://forums.worldofwarcraft.com/thread.html?topicId=8991469384&#038;sid=2000">the majority</a> are <a href="http://forums.worldofwarcraft.com/thread.html?topicId=9023686142&#038;sid=2000">unhappy</a> about this because it does away with <a href="http://www.wowwiki.com/Downranking">&#8220;downranking&#8221;</a> &#8212; 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&#8217;s strategy!</p>
<p>Usability-wise, in World of Warcraft, where your spellbook displays all the old ranks, it&#8217;s not hard to sit there and do the mana-per-HP healed calculation yourself, or you can use a mod like <a href="http://wow.curse.com/downloads/details/6491/">DrDamage</a> to do it for you.  (People downranked in Shadowbane too, but they had to rely on <i>oral tradition</i> to get the slash command to access those &#8220;obsolete&#8221; spell ranks.)</p>
<p>Loss of the strategy of downranking aside, it&#8217;s a good change for the designers, in terms of using their time efficiently.</p>
<p>When I&#8217;m costing a spell the traditional way, I&#8217;ll use a spreadsheet that says something like &#8220;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.&#8221;  I&#8217;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 &#8212; if that data is available to me.</p>
<p>Generally speaking, I want that number-of-times-cast value to remain consistent as the character gains spell ranks, because it fits the player&#8217;s expectations &#8212; 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&#8217;t fluctuate dramatically as she advances, because downtime is a defining class characteristic.</p>
<p>The percentage cost model makes my life a lot easier.  I don&#8217;t have to figure how much mana I think you should have at that level, and I don&#8217;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&#8217;s not quite that simple because I need to account for mana regen, but I&#8217;m still DONE in a lot less time.)</p>
<p>Now, this breaks down a bit if new spell ranks aren&#8217;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&#8217;s doing, so she has to cast it more times, but she <i>can&#8217;t</i> cast it more times because it still costs the same percentage of her mana.  <i>Theoretically</i>, with traditional fixed costs, if her mana pool was scaling at the same rate as her other stats, she&#8217;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 &#8230; but <i>math is hard</i> and it doesn&#8217;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. </p>
<p>The thing is, stairstepping is required to make advancement feel meaningful.  I wouldn&#8217;t do percentage damage to make up for that problem.  Damage is usually figured as a percentage of the intended target level&#8217;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&#8217;s health.  If Lowbie Spellcaster use that rank of Generic Fire Nuke against level 12 opponents, it&#8217;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&#8217;ve accomplished something.</p>
<p>Going back to WoW&#8217;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&#8217;d be inclined to make the same decision.</p>
]]></content>
		<link rel="replies" type="text/html" href="http://www.lietcam.com/blog/2008/08/20/costing-abilities-and-motivating-players-to-advance/#comments" thr:count="9" />
		<link rel="replies" type="appication/atom+xml" href="http://www.lietcam.com/blog/2008/08/20/costing-abilities-and-motivating-players-to-advance/feed/atom/" thr:count="9" />
		<thr:total>9</thr:total>
	</entry>
		<entry>
		<author>
			<name>Sara Jensen Schubert</name>
						<uri>http://www.lietcam.com</uri>
					</author>
		<title type="html"><![CDATA[A Brief Vacation]]></title>
		<link rel="alternate" type="text/html" href="http://www.lietcam.com/blog/2008/08/19/a-brief-vacation/" />
		<id>http://www.lietcam.com/blog/?p=165</id>
		<updated>2008-08-19T17:15:27Z</updated>
		<published>2008-08-19T17:15:27Z</published>
		<category scheme="http://www.lietcam.com/blog" term="Uncategorized" />		<summary type="html"><![CDATA[Unemployment&#8217;s not so bad yet.  There are advantages to operating on a different schedule than the rest of the world &#8212; finally completing old hobby projects that&#8217;d fallen by the wayside, having the gym to yourself, grocery shopping on weekday afternoons.  The other nice thing is that I can leave town without worrying [...]]]></summary>
		<content type="html" xml:base="http://www.lietcam.com/blog/2008/08/19/a-brief-vacation/"><![CDATA[<p>Unemployment&#8217;s not so bad yet.  There are advantages to operating on a different schedule than the rest of the world &#8212; finally completing old hobby projects that&#8217;d fallen by the wayside, having the gym to yourself, grocery shopping on weekday afternoons.  The other nice thing is that I can leave town without worrying about what I&#8217;m missing at work.</p>
<p>My spouse and I just got back from a fine extended weekend in Houston and Galveston, a trip that was planned and paid before before this whole business.</p>
<p><a href="http://picasaweb.google.com/lietgardis/HoustonGalvestonAugust08/photo?authkey=CgB74RClRoY#5236036194710542242"><img src="http://lh3.ggpht.com/lietgardis/SKojLWjPV6I/AAAAAAAAAFM/X3ESIp1hZbo/s288/IMG_2975.jpg" /></a></p>
<p>On Friday, we went to see <a href="http://sports.espn.go.com/mlb/recap?gameId=280815118">the Diamondbacks destroy the Astros</a>.  I <a href="http://en.wikipedia.org/wiki/Baseball_scorekeeping">kept score</a> with one of those worksheets they sell in the ballpark store.  It didn&#8217;t come with instructions, so we had to go by the husband&#8217;s faint memories.  &#8220;So you&#8217;re sure I&#8217;m not supposed to write that down?&#8221;  &#8220;Which position number is that guy again?&#8221;  On the bright side, we were blessed with excellent color commentary by the drunk Southerners behind us.</p>
<p>After the game, there was a Guitar Hero 3 competition.  (Sadly, the drunk rednecks left.)</p>
<p><a href="http://picasaweb.google.com/lietgardis/HoustonGalvestonAugust08/photo?authkey=CgB74RClRoY#5236036060278414482"><img src="http://lh4.ggpht.com/lietgardis/SKojDhwH3JI/AAAAAAAAAFE/R9kvgRZn7Ak/s288/IMG_2962.jpg" /></a></p>
<p>On Saturday, we went to see Nine Inch Nails at the local basketball stadium.  I normally prefer general admission &#8212; it doesn&#8217;t really feel like you&#8217;re at a <i>show</i> if you&#8217;re not getting pushed around and sweated on and kicked in the head up front &#8212; but we had pretty good seats, and it meant we got to see <a href="http://www.youtube.com/watch?v=HwV5cWLFM9U">the whole light show</a>, which was awesome.</p>
<p>The next day, we moved on to Galveston.  About the most exciting thing we did was wait in line for a very long time to take a ferry on the advice of a stupid book.</p>
<p><a href="http://picasaweb.google.com/lietgardis/HoustonGalvestonAugust08/photo?authkey=CgB74RClRoY#5236036450764667090"><img src="http://lh3.ggpht.com/lietgardis/SKojaQbTONI/AAAAAAAAAFU/8svPyEuuxAg/s288/IMG_3018.jpg" /></a></p>
<p>But there were dolphins on the way back.  The weather and water look different in this picture because it was LIKE THREE HOURS LATER.</p>
<p><a href="http://picasaweb.google.com/lietgardis/HoustonGalvestonAugust08/photo?authkey=CgB74RClRoY#5236036556731267762"><img src="http://lh5.ggpht.com/lietgardis/SKojgbLtOrI/AAAAAAAAAFc/0bxTv7b_QcM/s288/IMG_3062.jpg" /></a></p>
<p>And then we went to the &#8220;beach.&#8221;</p>
<p><a href="http://picasaweb.google.com/lietgardis/HoustonGalvestonAugust08/photo?authkey=CgB74RClRoY#5236036625443814466"><img src="http://lh3.ggpht.com/lietgardis/SKojkbKDfEI/AAAAAAAAAFk/wmj5CjBRpCs/s288/IMG_3092.jpg" /></a></p>
<p>Another day of driving, and we&#8217;re home now.  Time to get back to work, so to speak.</p>
]]></content>
		<link rel="replies" type="text/html" href="http://www.lietcam.com/blog/2008/08/19/a-brief-vacation/#comments" thr:count="0" />
		<link rel="replies" type="appication/atom+xml" href="http://www.lietcam.com/blog/2008/08/19/a-brief-vacation/feed/atom/" thr:count="0" />
		<thr:total>0</thr:total>
	</entry>
		<entry>
		<author>
			<name>Sara Jensen Schubert</name>
						<uri>http://www.lietcam.com</uri>
					</author>
		<title type="html"><![CDATA[WoW&#8217;s Evolving UI]]></title>
		<link rel="alternate" type="text/html" href="http://www.lietcam.com/blog/2008/07/30/wows-evolving-ui/" />
		<id>http://www.lietcam.com/blog/?p=164</id>
		<updated>2008-07-30T21:51:49Z</updated>
		<published>2008-07-30T21:47:48Z</published>
		<category scheme="http://www.lietcam.com/blog" term="Design" /><category scheme="http://www.lietcam.com/blog" term="Usability" />		<summary type="html"><![CDATA[WoW&#8217;s original UI had a very distinct goal:  do not display anything that every player would not absolutely need to know.  If it&#8217;s class specific, it&#8217;s out.  If it could be confusing in any possible way, it&#8217;s out.  Let the players handle it.  Said players have done a very fine [...]]]></summary>
		<content type="html" xml:base="http://www.lietcam.com/blog/2008/07/30/wows-evolving-ui/"><![CDATA[<p>WoW&#8217;s original UI had a very distinct goal:  <i>do not display anything that every player would not absolutely need to know.</i>  If it&#8217;s class specific, it&#8217;s out.  If it could be confusing in any possible way, it&#8217;s out.  Let the players handle it.  Said players have done a very fine job with this task over the years while the default UI remained largely unchanged.</p>
<p>At some point earlier this year, I&#8217;m guessing that new management forced a change in direction, or maybe everybody collectively realized that the game was mature enough that they didn&#8217;t have to worry so much &#8212; maybe it&#8217;s okay to have possibly confusing class-specific stuff, maybe it&#8217;s okay to show information that you don&#8217;t <i>absolutely need to know</i>.  <a href="http://www.wowinsider.com/2007/10/13/amazing-updates-to-the-ui-in-2-3/">And that&#8217;s when we got the new local map tracking options and shaman totem timers and the ability to mail multiple items at a time and other stuff like that.</a>  And oh my god, a number on your backpack to show how many empty inventory slots you have!  And <a href="http://www.spooncraft.com/breaking-news/new-in-game-clock-system-coming-in-patch-243/">an on-screen clock (and SWG&#8217;s alarm system)</a>!</p>
<p>There&#8217;s more to come in the expansion.  <a href="http://playervsdeveloper.blogspot.com/2008/07/is-wowwrath-beta-ui-getting-bloated.html">Here&#8217;s a nice comparison between the original UI and the Wrath UI.</a>  The most recent changes are largely convenience features for established players, with stuff like <a href="http://www.spooncraft.com/breaking-news/wotlk/petmount-tabs-and-mob-health-added-in-wotlk-beta/">pretty much anything that ever took up space in inventory</a> <a href="http://www.wowinsider.com/2008/07/27/token-system-discovered/">getting its own UI instead</a>.  <a href="http://forums.worldofwarcraft.com/thread.html?topicId=8202535862&#038;sid=1&#038;pageNo=1">The mount and vanity pet change</a>, in particular, is convenient but highly unintuitive.</p>
<p>Imaginative types might take all this to mean that the team is now <i>officially</i> prioritizing retention over recruitment.</p>
]]></content>
		<link rel="replies" type="text/html" href="http://www.lietcam.com/blog/2008/07/30/wows-evolving-ui/#comments" thr:count="2" />
		<link rel="replies" type="appication/atom+xml" href="http://www.lietcam.com/blog/2008/07/30/wows-evolving-ui/feed/atom/" thr:count="2" />
		<thr:total>2</thr:total>
	</entry>
		<entry>
		<author>
			<name>Sara Jensen Schubert</name>
						<uri>http://www.lietcam.com</uri>
					</author>
		<title type="html"><![CDATA[EJ Posters Read Legal Briefs So I Don&#8217;t Have To]]></title>
		<link rel="alternate" type="text/html" href="http://www.lietcam.com/blog/2008/07/15/ej-posters-read-legal-briefs-so-i-dont-have-to/" />
		<id>http://www.lietcam.com/blog/?p=163</id>
		<updated>2008-07-15T23:20:18Z</updated>
		<published>2008-07-15T23:20:18Z</published>
		<category scheme="http://www.lietcam.com/blog" term="Uncategorized" />		<summary type="html"><![CDATA[Blizzard&#8217;s statement in the Blizzard/Glider lawsuit says that players take an average of 480 hours to reach level 70, and they play for an average of two hours a day.  (Links to statements, concise quote.)  Part of Blizzard&#8217;s argument was that botting robbed them of subscription fees because of increased leveling speed.  [...]]]></summary>
		<content type="html" xml:base="http://www.lietcam.com/blog/2008/07/15/ej-posters-read-legal-briefs-so-i-dont-have-to/"><![CDATA[<p>Blizzard&#8217;s statement in the Blizzard/Glider lawsuit says that <b>players take an average of 480 hours to reach level 70, and they play for an average of two hours a day</b>.  (<a href="http://elitistjerks.com/f15/t28385-blizzard_wins_lawsuit_against_wowglider/#post811999">Links to statements</a>, <a href="http://elitistjerks.com/f15/t28385-blizzard_wins_lawsuit_against_wowglider/#post812739">concise quote</a>.)  Part of Blizzard&#8217;s argument was that botting robbed them of subscription fees because of increased leveling speed.  That&#8217;s pretty funny.</p>
<p>Playtime is a metric that companies don&#8217;t often post.  I&#8217;m so sick of &#8220;20 hours a week&#8221; &#8212; <a href="http://www.nickyee.com/eqt/demographics.html#6">Nick Yee&#8217;s eight-year-old Everquest 1 figure</a>, determined by self-selected survey.  Is it true?  Was it ever true?  Who knows?</p>
]]></content>
		<link rel="replies" type="text/html" href="http://www.lietcam.com/blog/2008/07/15/ej-posters-read-legal-briefs-so-i-dont-have-to/#comments" thr:count="8" />
		<link rel="replies" type="appication/atom+xml" href="http://www.lietcam.com/blog/2008/07/15/ej-posters-read-legal-briefs-so-i-dont-have-to/feed/atom/" thr:count="8" />
		<thr:total>8</thr:total>
	</entry>
		<entry>
		<author>
			<name>Sara Jensen Schubert</name>
						<uri>http://www.lietcam.com</uri>
					</author>
		<title type="html"><![CDATA[Links for Friday &#8230; Well, It Feels Like Friday]]></title>
		<link rel="alternate" type="text/html" href="http://www.lietcam.com/blog/2008/07/03/links-for-friday-2/" />
		<id>http://www.lietcam.com/blog/?p=161</id>
		<updated>2008-07-03T16:17:27Z</updated>
		<published>2008-07-03T15:43:28Z</published>
		<category scheme="http://www.lietcam.com/blog" term="Design" /><category scheme="http://www.lietcam.com/blog" term="Tools" /><category scheme="http://www.lietcam.com/blog" term="Usability" />		<summary type="html"><![CDATA[
The excellent new Official Team Fortress 2 Blog discusses their class design process.
Greg Spence reveals SOE San Diego&#8217;s &#8220;on-site brand new usability lab&#8221; and its role in testing EQ2&#8217;s new voice chat feature.  (I am pretty sure that exactly nobody uses WoW&#8217;s recent voice chat feature, but as we all know, voice chat is [...]]]></summary>
		<content type="html" xml:base="http://www.lietcam.com/blog/2008/07/03/links-for-friday-2/"><![CDATA[<ul>
<li>The excellent new <a href="http://www.teamfortress.com/">Official Team Fortress 2 Blog</a> discusses <a href="http://www.teamfortress.com/post.php?id=1670">their class design process</a>.</li>
<li><a href="http://blog.gregsplace.com/2008/06/integrated-voice-chat-coming-soon-to.html">Greg Spence reveals SOE San Diego&#8217;s &#8220;on-site brand new usability lab&#8221; and its role in testing EQ2&#8217;s new voice chat feature.</a>  (I am pretty sure that exactly nobody uses <a href="http://www.worldofwarcraft.com/info/basics/voicechat.html">WoW&#8217;s recent voice chat feature</a>, but as we all know, voice chat is THE FUTURE.  Yeah!  <a href="http://www.beckett.com/estore/news/?eskin=subMOG&#038;a=9562&#038;s=1">That guy from Vivox is the SIXTH most influential person in the industry!</a> &#8230;  Also, we can&#8217;t have other games having features we don&#8217;t.)  (Actually, I&#8217;m actually kind of disappointed that I never hear kiddies using WoW&#8217;s voice chat in battlegrounds.)</li>
<li><a href="http://gamedev.sessions.edu/design-interviews/tracy-seamster-game-designer-the-agency/">A little bit about EQ2 and the Agency&#8217;s content tools</a>:<br />
<blockquote><p>I use Microsoft Access (and Excel, heh!) for some of my writing now for The Agency. With EQII, we had proprietary tools. I first started out writing everything in TextPad or Word, then laboriously copying and pasting everything into the quest editing tools. Eventually, though, I wrote everything directly into the editor itself.</p></blockquote>
<p>I will forgo the opportunity to snark on those proprietary tools that must not have had spellcheck and stuff.  <img src='http://www.lietcam.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </li>
<li><a href="http://legendsofnorrath.station.sony.com/livinglegacy_contest.vm">The Legends of Norrath Photo Contest!</a>  This is so cool.  I badly want to see the entries.  Good thing that the contest requires that photos be posted publicly.</li>
</ul>
]]></content>
		<link rel="replies" type="text/html" href="http://www.lietcam.com/blog/2008/07/03/links-for-friday-2/#comments" thr:count="3" />
		<link rel="replies" type="appication/atom+xml" href="http://www.lietcam.com/blog/2008/07/03/links-for-friday-2/feed/atom/" thr:count="3" />
		<thr:total>3</thr:total>
	</entry>
		<entry>
		<author>
			<name>Sara Jensen Schubert</name>
						<uri>http://www.lietcam.com</uri>
					</author>
		<title type="html"><![CDATA[They Can&#8217;t Fix That With Data]]></title>
		<link rel="alternate" type="text/html" href="http://www.lietcam.com/blog/2008/07/01/they-cant-fix-that-with-data/" />
		<id>http://www.lietcam.com/blog/?p=159</id>
		<updated>2008-07-01T17:10:11Z</updated>
		<published>2008-07-01T17:10:11Z</published>
		<category scheme="http://www.lietcam.com/blog" term="Data Management" />		<summary type="html"><![CDATA[It seems that differing animation cycles in the game have resulted in an unforseen side effect: female avatars do less damage then male ones [previously at WCFTWD]. At the time, the Funcom developers said they&#8217;d let us know as soon as they could about a fix. Today they let us know, but the news is [...]]]></summary>
		<content type="html" xml:base="http://www.lietcam.com/blog/2008/07/01/they-cant-fix-that-with-data/"><![CDATA[<blockquote><p>It seems that differing animation cycles in the game have resulted in an unforseen side effect: female avatars do less damage then male ones [<a href="http://www.lietcam.com/blog/2008/06/11/goddamn-animators/">previously at WCFTWD</a>]. At the time, the Funcom developers said they&#8217;d let us know as soon as they could about a fix. Today they let us know, but the news is mixed. The good news is that &#8217;straight damage&#8217; (what they call white damage) has been fixed. Simple autoattack routines use few animations and they&#8217;ve all been fixed and pushed to the live servers.</p>
<p>The problem comes in with the much-vaunted realtime combat system, which requires heavy use of combos and unique animations. There are almost a thousand of those animations, and every single one will apparently have to be tweaked by animators and then retuned by a designer. </p></blockquote>
<p><a href="http://www.massively.com/2008/07/01/female-avatar-dps-bug-will-take-weeks-to-correct/">Wow.</a></p>
<p>Truth:  live teams can&#8217;t depend on anything but design time, because artists get moved to other projects and coders are busy fixing shit.  Even if you&#8217;re so sure that your project will be better!, just play it safe.  Design data should always be the final arbiter of anything that may change during live.</p>
<p>I don&#8217;t care that your animation was painstakingly handcrafted to look great at a four second cast time &#8212; I will change that cast time someday, and I do NOT want to ask for art time to do it.</p>
<p>One of the commenters asks why female characters&#8217; DPS couldn&#8217;t be fixed with damage multipliers.  That would be a nice quick fix, but I would guess they can&#8217;t do it &#8212; the ability system would need to be able to check gender, which would require code and data format changes.  One would assume that they don&#8217;t have a lot of code time to spare!  And then it&#8217;d be a huge amount of crap for designers to maintain in the future.</p>
]]></content>
		<link rel="replies" type="text/html" href="http://www.lietcam.com/blog/2008/07/01/they-cant-fix-that-with-data/#comments" thr:count="16" />
		<link rel="replies" type="appication/atom+xml" href="http://www.lietcam.com/blog/2008/07/01/they-cant-fix-that-with-data/feed/atom/" thr:count="16" />
		<thr:total>16</thr:total>
	</entry>
	</feed>
