Showing posts with label updates. Show all posts
Showing posts with label updates. Show all posts

15 December 2014

The search bar of Firefox 34

When I use my web browser, I am usually doing a search. I am rarely typing a URL from memory. Also, I try doing everything through my keyboard. Using my mouse means thousands of back-and-forths with my right hand every day, which cost me time and energy. And sometimes I have to look at the mouse to grab it, which makes me lose my focus on the things I was doing on the screen. For what I do, all-keyboard is better.

Up to Firefox 33, my typical web-search steps were: 1) alt-tab to web browser, 2) ctrl-K to focus on the search bar, 3) ctrl-down to select the appropriate search engine, 4) type query and enter. Step 3) is a power user step. Its goal is to save time by not using the mouse and skipping a web page load. For example, I want to know who Seth Green is. I could run the search through Google or DuckDuckGo, and then click the Wikipedia link (usually in the top 3 results). But if I select Wikipedia as my search engine, I directly land on the page for Seth Green. So ctrl-down saves me a page load and a mouse click. Some users even have more than 30 engines!

In their new search interface, called Find it Faster, FF34 basically replaced ctrl-down by a mouse click on tiny buttons. FiF saves me a page load, but it's at the cost of a mouse click. Below is a GIF demonstrating the new search feature.

Average users do not switch search engines - they always use the default one. So FiF is a feature targeted to power users, and yet it apparently forces them to use their mouse. Obviously, the feature has annoyed many users, including me.

There are two solutions. A first solution is rejecting the change: go to about:config, and switch browser.search.showOneOffButtons to false. Another solution is learning the change: the search steps used to be 3) ctrl-down, then 4) type query and enter. Now the steps are 3) type query, then 4) press tab to switch search engines, and enter. This new process is not as good as the old one: switching search engine after having typed, rather than before, loses the benefit from autocomplete/search suggestions anymore. Anyway, Mozilla should emphasize on their FiF release page that tab replaces ctrl-down.

Edit 3/17/2015: to disable it, go to about:config, and turn

browser.search.showOneOffButtons
to false.

07 December 2012

Dominion's ecosystem

Without going into too many details, Dominion is a medieval-themed deck-building card game designed by Donald Vaccarino. The base set was released in 2008 and received a bunch of awards. A total of 8 expansions have been following, released every 6 months. Most of the cards of the 8 expansions were already designed and bundled in sets since 2008.

In Dominion, the optimal strategy depends on which cards are already in your deck, what the other players do, what cards are available to add to your deck, and a small amount of (somewhat controllable) luck. The game has been so carefully tuned and playtested that some reviewers consider it too safe and overbalanced, overdesigned and overdeveloped. Dominion's balance is so interesting that it deserves an article in itself.

Looking at the complex interactions between cards, Dominion reminds of Magic the Gathering. For example, expert players talk about engines, a concept similar to Magic's deck types, but (I'd say) deeper. In fact, the MtG analogy is not surprising, given that Vaccarino is a veteran MtG player who pitched several design ideas to the MtG designers in the late 1990s.

After having played around 100 games, Dominion also reminds of Chess: it has traditional openings, annotated games, and a vocabulary very game-specific (e.g. greening or stalling). Dominion is a very deep game.

Expansions

Of the 8 Dominion expansions, some have been received more favorably than others. For example, Alchemy is the third expansion. It adds potions, a new currency, and not too many people enjoy playing just Alchemy games. On the other, the fourth expansion is called Prosperity, and it adds a lot of over-the-top cards: compare, for example, Market from the basic game to Grand Market in Prosperity. This expansion is certainly the most well-received.

The lesson here seems to be: make more awesome versions of what exists already, and adding extra currencies like Potions makes the game more complicated, but not necessarily more fun.

Dominion's unofficial ecosystem

A lot of unofficial projects emerged around Dominion. For example, a card set constructor helps you determine which cards to pick for your non-digital game(s) with friends. An AI simulator enables experts to polish their strategies by scripting basic AIs and running thousands of games between those AIs. The AI is provided from external files, and the returned graphs plot the average number of points earned per turn against the number of turns. As an example, this technique was used on the basic set of the first Dominion. There are also fan-made expansions, a zombie retheme, and a stand-alone program to play Dominion by yourself against AIs.

Since at least 2010, an online server called isotropic has been running Dominion games online. Its interface is very simple, and a lot of players have been enjoying the fact that it is free and of relatively good quality. Vaccarino has even been using it to playtest his expansions with select players. Along isotropic, there used to be councilroom, a website used to measure various statistics about Dominion cards from isotropic game logs. A lot of expert players seem to have enjoyed the stats reported by councilroom. And there used to be a free iPhone app that allowed people to play Dominion online with other people, but it was discontinued in April 2012.

Dominion generated dozens of projects run by motivated fans. How could a game publisher channel these fans? And how much control should be exerted?

18 July 2011

Impact of updates on retention

It does not matter if WoW has around 12 million subscribers. What matters is how many users connect monthly to the game. As shown in my paper, half of the 40% of players who stop playing the game for more than 6 months never freeze their subscription (ie they keep paying but never login). Since they pay, some would consider them active.

Who are those inactive people? It is hard to guess. Therefore, let's flip the question: what are the patterns of (in)activity for various player demographics? By player demographics, I do not mean achievers, explorers, etc. from Bartle or any psychologically-based categorization of players. I would rather focus on the extent to which people play in relation to the game updates, in WoW raiding more particularly.

Category Ratio of total player pop.
(estimate)
Behavior
Pro gamers <0.05% Intensive play on PTR right before update deliveries. After four to six weeks, all heroic-mode bosses have been downed by their guild (with eventually some world firsts). Then they stop until the next update.
Dedicated raiders <10% This category could be called hardcore, but hardcore is an umbrella term that does not mean much. Those players eventually try out new bosses on PTR. Server-firsts are their goal. They raid three to seven times a week, and spend a considerable time looking for strategies or theorycraft data. Once active guild members have received most of the top-ilevel gear, the raiding activity decreases, and people log in less often. They take a break after 3 to 6 months depending on how dedicated and skilled their guild members are.
Amateur Raiders >90% Continuous raiding. They take their time to raid (once to three times a week), and their raids look more like spontaneous pick-up groups than organized expert guilds. Every body complains about the few who really do not pay enough attention and supposedly cause the wipes. Only patient officers spend time reading strategy guides and coach their guild members. These players have content at least until the next update.

Since amateur raiders make up the bulk of the WoW player population, this slow release cycle does not apparently harm the WoW player base so much. However, it seems to me that a diverse range of players (dedicated + amateur, for instance) gives more stability to the player base. Therefore, it might be worth it trying to retain dedicated raiders longer (say, a year's worth of content for each biyearly expansion).
Below, a totally fake graph to show how all this would look like.

Limitations

These qualitative categories may not be the most accurate, but they reflect trends observable in the game, in the few informal player interviews I conducted, and in quantitative studies.

The speed of updates may affect the retention rate of particular player demographics. Blizzard is known for taking its time to release well-polished updates every other year. SOE, on the other hand, has been releasing extensions for EverQuest three times faster: every 8 months on average. What does that mean for retention?

Each player category is affected differently by the gameplay (PvP vs PvE vs PvPvE vs sandbox vs ...). In this article I focused on PvE, but maintaining a top position in the PvP ladder on one's server takes dedication. Another example: the number of EVE Online players has been increasing steadily up to 350k subscriptions, possibly because fans of this kind of gameplay have to be very dedicated. Can these players be considered loyal, though?

05 September 2010

Map updates and nostalgia

Nostalgia of the good old times spent in an old version of an MMORPG may have many origins. Back in the days, there were

  • more friendly and well-mannered players,
  • more original monsters,
  • more believable NPCs,
  • a less frivolous virtual economy,
  • less competitive guilds,
  • balanced equipment,
  • authentic choices in avatar appearances/classes/races that have now been updated,
  • ...

But in my opinion, updates are most strikingly received by players through the new maps. Characters of a new race start in new maps. New monsters and NPCs are found on new maps. New (unbalanced?) items are dropped in new maps. Many players go to the new maps at the same time, hence one can measure the new gaming atmosphere there. So ... everything is linked to the new maps! Let us look at RO, EQ and WoW map updates.

RO

Payon

A new version of the Payon city was added on kRO Sakray (the Korean test server) in September 2004 with Episode 6.9.

// --- Ep6.9 - New Payon ---
// Requires kRO Sakray 09-03
(from eA svn)

The city previously counted 5 or 6 visitable houses and was very small compared to other cities of the world. A big castle and several houses were added to the city with the update. Nothing else but a larger city was added at that time (no new monsters, NPCs, items or classes). But many players have complained about the new Payon map: God how I miss the old Payon so much...the map was so much easier to navigate through and to memorize... and others have expressed nostalgy about it: Really missed the old payon. So many old memories with firends there. /sob Some players from private servers have asked for the old Payon town to be added in addition to the existing new Payon.

Morocc

As for Morocc, a new version of the city replaced the old one in September 2007 with Episode 12.

// --- Episode 12: Satan Morroc & Schwaltzvalt Seige ---
// -- 2007-09-19sdata_k.gpf
(from eA svn)

Unlike Payon, the Morocc update brought an entire new content set: a remake of the city map, new fields, new monsters, new drops and a new dungeon with a 2-phased 20-million-HP final boss ending a quest (bosses are usually less than 10M HP and quests are rare in RO). I did not see as much complain as for Payon, maybe because there was not only an old map update, but also a lot of new high-level content added.

WoW

WoW started in late 2004 with 2 continents: Kalimdor and the Eastern Kingdoms. This pre-BC period has been called Vanilla. Then BC brought the Outland (and 2 new beginning maps) and WotLK Northrend. In the latest update, Cataclysm, Blizzard has decided to add new zones and modify existing maps.

However, some players have started a petition for Blizzard to launch Vanilla servers. Others like the Madcow studio have cleverly identified how Ragnaros - Vanilla-dungeon MC's final boss - would feel after the BC update. In the Molten Chorus, Ragnaros and Executus sing on the Yesterday tune of the Beatles Yesterday, we were everybody's favorite raid and Suddenly, everybody's level 70, we have a shorter life expectancy. Although Ragnaros will be back for Cataclysm, no wonder how clothing such a the "I Heart MC" nearby could appear.

EverQuest

The vanilla period of EQ is called EQ Classic. It lasted between 1999 (when the game started) and 2000 (when the first expansion, Kunark, was implemented). EQ Classic had 77 maps. Since then, around 330 maps have been added (around 400 total).

As for the WoW Vanilla petition, there is a Classic EQ petition.

A few teams have tried to develop a server-side version (also called emulator) of Classic EQ. Eqclassic have not finished their development yet, but Project 1999 was launched in October 2009. A poll of 799 players of Project 1999 revealed 57% started playing EQ in its Classic period and 2% played EQ for the first time on this emulator. Although there are around 500 players online, the team is aware of the legal issues raised by their emulator.

Edit (September 7th): my point is: whatever the update size, there will always be nostalgic players.

26 March 2010

Vivox in SL: timeline, business and reception

Timeline

This article follows the one about Vivox integration.

As an introduction, a timeline and some figures:

  • 2006: the Vivox-SL collaboration started (Joe Miller said in March 2007 that The program has been in development for over a year).
  • 2007: voice chat is integrated into the SL Viewer in August.
  • 2008: SLim is launched in September. It is a lightweight client that enables SL residents to interact with their Second Life friends without having to go inworld with the Second Life Viewer and the ability to leave voice mails for offline friends.
  • 2009: AvaLine (beta) is launched in May. To encourage all residents to use Avaline when the beta ended in August, LL offered free communications to AvaLine subscribers the first month and free voice-mail for the rest of 2009. And a Hula Bear.

According to Linden Lab's blog and press release, Over 15 Billion Minutes of Voice Have Been Delivered in Second Life. In the entire year 2009, the number of voice minutes used by SL residents has remained around 3 billion per quarter and more than 60% of Second Life Residents are using voice at any given time. Vivox reported in July 2008 a daily average of 600,000 minutes of peer-to-peer calls, Over 1 billion minutes of voice communications per month, Group events as large as 400 Residents. As a comparison, Skype had 6 billion minutes per month at that time (according to Gigaom). The numbers extracted from the May 2009 press release (700,000 unique users consuming more than a billion minutes a month) mean the average resident using voice-chat spends 17h per month speaking or listening (and not 357).

Out-of-game messaging and calls

AvaLine is the name of the current virtual telephony system powered by Vivox. A timeline in the May 2009 press release indicates that sending SMS from inside SL to out-of-game mobile phones should become possible in 2010. AvaLine's extension will let residents call or send SMS to real-world phones. Since March 2007 (before the launch of the voice-chat in SL), SL residents were told they would have to pay to use out-of-game telephony features: Eventually, Linden plans to charge Linden Dollars for the service to be activated on privately owned land. People who own land can pay to have VoIP activated for all users on their property. For a single user, AvaLine costs L$14,400/year, ie US$70/year. Residents pay only for monthly flat-rate AvaLine service, regardless of how many calls are received or minutes are used. And

Before AvaLine was launched, other organizations had started to think and actually implemented out-of-game calls and SMS. For instance, in September 2007, NEC opened an island in SL. They offered the possibility for residents to make calls to another person in the real world and send text oriented messages such as SMS, email and IP Messaging [...] to the real world. Other organizations such as Swisscom (through Starfruit) sponsored 100,000 SMS that residents could send from virtual phone booth to out-of-game phones. Another system called SLFONE enables residents to send 120SMS to 240 countries and 700 networks for 8500L$/year (ie US$40).

Reception and adoption by the residents

Three major announcements were made by LL to their residents about voice integration in SL. The earliest news was a FAQ justifying the introduction of voice to SL. It was published by Joe Linden and received half a thousand comments. The second news was published in May 2009. It introduced the AvaLine beta and showed a lot of unsatisfied users as well. Third, the end of AvaLine beta in August 2009 and its introduction to all residents as one of the new bells and whistles brought a lot of concern as well. The residents' comments showed they cared more about stability than new features. Many of them wondered why they would pay to use a semi-working functionnality while they are currently doing fine with other voice-chat systems.

  • When voice was first introduced the same arguments were made - LL said we all loved it, most people said they never/couldn't use it and some people said it was vital for them.
  • This new shiny toy is just something to try to distract people from the real issues.
  • We want stability before the introduction of new features.
  • Utterly pointless and I bet you were told so in all those ridiculous surveys. And your call quality is awful, skype ftw.
  • each shiny new toy gets lots of marketing attention, but fixing things that are broken in a product you've already sold isn't as sexy.

Unfortunately, one of the last word given by LL was: join me for Office Hours [...] we will discuss your ideas about what kinds of communications tools would best help you enhance your Second Life experience. A very interesting official Linden reaction to residents' complains was Partnerships, like the one with Vivox that helped bring us AvaLine, also greatly reduce the number of internal staff needed to deliver projects.
LL may have to keep bringing new content to its customers to keep some of them attracted. That is a perfectly normal marketing strategy in any MMOG. However LL is not an MMOG, and the average SL residents may differ quite much from the average MMO gamer. The obvious difference is: some of the residents work or earn money thanks to SL. So I think it might be more efficient to base a communication strategy on debugging or maintenance rather than on new features.


Finally, I am puzzled by the strange (or lack of?) community management style followed by LL. Joe Linden published "Over 15 Billion Voice Minutes Served", but he was not in charge of answering the comments although he wrote I look forward to hearing what you think. Instead, it was Jeska Linden (an actual community manager with 20 times more news posted than Joe) who stepped up to the plate. Is "what is rare is important" the point in Joe announcing new features to the community?

26 January 2010

RO bosses

Appearances and atmospheres

The Mummies series follow the same principle seen with Doom II monsters. A Mummy can first be encountered on the second and third floors of Pyramid dungeon. Then, on the fourth floor of Pyramid dungeon, Ancient Mummies appear, along with Osiris, a MVP. The higher the pyramid floor, the more difficult the Mummies, until Osiris at the fourth floor of the Pyramid. In my opinion, putting in parallel a spatial feeling of "going up the floors" and increasing the monster difficulty makes the player excited about "what's next floor?" and "will I be strong enough to kill them?".

As I described before, the atmosphere really matters to introduce the boss. In a video from Doddler fighting one of the last boss, Nidhoggur Shadow, a particular importance is given to the NPC broadcast in the area. Naght Siegel, the MVP standing at the top of Endless Tower required to empty all the floors of the tower during 2 hours and a half.

The game evolves

RO Vanilla

Golden Thief Bug is one of the first bosses of RO. It has always been in the game since its first launch in August 2002, along with Baphomet or Eddga. But after 7 years for kRO and 6 years for iRO, the players have started to kill these MVP very fast: less than 15 seconds for Eddga, 40 seconds for Baphomet and Golden Thief Bug in 50s.

And even without being totally "overpowered", some players find ways to exploit/use the system to kill MVP, such as this wizard using the warp as a protection to kill GTB, or this wizard killing Turtle General in 5 minutes with Ice Wall. I am obviously not talking about high-rate-server no-cast Creators inflicting ridiculously big damage to any monster (but "Hakuna Matata" in Portuguese is really cool!).

Episode 10 and after

However, Gravity game designers have realized their 200,000-HP 3k-attack MVP were not a challenge for high-level players anymore, and they progressively increased the difficulty of the MVP they released such as Lord Knight Seyren (1.6M HP, 10k attack) in the Episode 10.2 of March 2006, Gloom Under Night (2.3M HP, 7k attack) in the Episode 11.1 of May 2007, or Satan Morocc (20M+15M HP, 32k attack) in the Episode 12 of December 2008. At the same time, Gravity game designers also increased previous MVP such as Orc Lord which was granted the Earthquake skill, inflicting ridiculous damage. As Doddler writes:

Basically, earthquake is an extremely powerful attack that strikes all players on screen. Its based on the monsters physical attack power, though it is calculated as a magical attack. The key feature of earthquake is that the damage it deals is split across all players on screen. The more people who are within range of the boss monster when it casts the skill, the less damage the player takes.

But groups in RO are limited to 12 players, and as Doddler wrote when commenting (look for the "Orc Lord on Valkyrie" post) a video he recorded while fighting Orc Lord,

Like many earthquake MVPs, Orc Lord basically doesn't do anything that can be seen as a challenge other than earthquake. Unfortunately, earthquake is really a bad thing to deal with when you have no cranials, immunes, and limited access to assumptio. As you can see, our strategy generally involved simply falling over when it did end up using earthquake. More than that, the plan was to burn it down in a way that it would never use earthquake while in power up. We were successful in that, though just barely. Another 2 seconds and we would have been toast.

However, RO game designers also tried to innovate and create group strategies to beat MVP. MVP are no longer solo-able but require highly-organized players to group together. This new MVP design provided a challenging non-PvP activity for guilds. As Doddler writes,

The MVP's that I think gravity has done a 'good' job in making fun requiring interesting strategies to beat are:

Beelzebub - For reasons mentioned above [even though it is hard to coordinate the group, his attacks can be countered and his hellflys should be tanked as well, see Doddler's post for a full description]

Fallen Bishop - Same as beelzebub really but scaled down to be easier. Pneuma blocks hells judgement, sanctuary blocks evil land, magnetic earth stops dark/holy grand cross. Tank holds the whole crowd with evil armor... Holy cross will hurt but its managable (crusaders have 50% resist to holy so they're the best tanks). You can counter critical wounds with sacrifice if you need to but its not required here. If you can kill the banshees with an AoE (like focus arrow strike), its even easier. Could probably be done in a killer/priest/bard/scholar/tank combo.

Ktullanux - Textbook boss control. Split mob/boss on different tanks, counter stormgust knockback by using the terrain, block physical hits with safety wall. Ever use magic rod to counter his waterball? Its pretty cool.

Gloom Under Night - Very powerful physically but his abnormally slow attack speed and reaction time highlight defensive skills.

Atroce - Throws around some hefty attack power at high speeds. Pulse strike keeps you watching where you're standing but can be blocked, and you have to watch out for his magnum break counter to being attacked by multiple melee attackers. His two hand quick is scary, but it can be dispelled.

Kiel-D-01 - High powered melee attack, a powerful fire attack and a deadly dark blessing make Kiel tough, but his mob can be reduced drastically, and constant safety wall will keep the tank safe from his relatively slow attacks. Don't forget green potions.

Memory of Thanatos - Weaker than most people give him credit for. His main strength is in his mob, which can be mostly removed without problem. Exile really means you need two people that can take his hits, but otherwise its a simple exercise in monster control. If you can dispel his two hand quicken, its easier to just tank him on a magnetic earth than to use safety walls, as the magic is more destructive than his melee.

This might seem a blunt copy/pasting of Doddler's post, but I could not formulate it better and with more details.

Complaints

As Doddler explains in a RO's MVP System and it's Flaws post in April 2008, weaker MVP's can be killed in a very small group, some are even easy enough to take solo, with the high tier bosses taking a sizable party with many player roles and coordination, and the higher tier MVPs are harder to deal with, usually requiring anywhere from 5-10 people to properly fight. This system of weak, medium and strong MVP seems to provide an appropriate challenge to lower-, medium- and higher-skilled players. However, bosses are free for all, that is to say bosses are what would be referred to as world bosses in other MMORPG's, bosses that appear within the game world where any other players in the game world can attack, influence and interfere with bosses as you fight them. Except for Endless Tower and Orc Recollection, there is no instance.

As a result, some players often stay "camping" on a map, they wait for the monster's re-appearance to kill it first and get the drops. While Heimdallr, a community manager on iRO's forums, wrote he was sure that instancing will become more common in RO as time continues, MVPs are still wandering freely outside instances and are still being camped. A very common strategy consists of sending the same Monk character, capable of inflicting much of damage in one shot, in suicide missions. A player writes Champ solo Atroce really, /memo, fist, inn regen, buff, warp back rince and repeat. I actually mention this problem in my paper about RO private servers. As one of the main activities for high-level players is hunting MVP (along with WoE), camping Champions are spoilsports. A potential solution could be to let many MVPs use the Full Heal skill: this skill can only be used in an idle state (ie not in combat) and regenerates the all the HP of a monster. This happens naturally for all monsters in other MMOGs such as WoW.

Doddler also complained about MVPs. He listed 4 major points to fix:

  • A too big contrast between frequently dropped mudflated useless items, and valuable rare (less than 1% drop chance) drops
  • Players should play by the boss set of rules, not the opposite (RO game designers tried to address this with the post Episode 10 MVPs, see previous section)
  • Ankle Snare, a Hunter skill used to trap monsters, works on MVP
  • Earthquake, especially when MVP are in Power Up mode (attack and def multiplied by 3, cf Episode 10.3 monsters), deals ridiculously big damage to players

Even though I have played RO, I am not a RO expert as much as Doddler. However, I think that Earthquake requires really good gears and can be tanked by a party. Bosses in WoW sometimes require weeks to understand, see for instance Yogg-Saron's world first by Ensidia. Not all monsters can use Earthquake, and maybe those who can use Earthquake require the group to follow specific strategies yet undiscovered? Nevertheless, I perfectly understand how frustrating it can be to keep facing failure when trying to kill a boss because not everyone in the group has godly equipments such as Asprika (reduces 30% of elemental attacks, ie 30% of the damage received from Earthquake!). But these god equipments require items (only collectible in very coveted guild castles) to unlock painful long quests to accomplish, such as The Seals or Fallacious Okolnir.