Following game designer David Sirlin's extremely widely-disseminated Soapbox on World Of Warcraft's message, posted on Gamasutra last week, a large number of game professional and other respondents took time to write Letters To The Editor commenting on Sirlin's piece, which suggested that the gameplay lessons taught by the MMO are not healthy in terms of setting a real-life example.
We reprint the responses below, showing the wide-ranging set of opinions on Sirlin's bold editorial. Particularly interesting responses or parts of responses have been highlighted in bold.
I feel much the same way about MMOs; after soloing for a little while on EQ, I quit, finding the whole thing not very interesting.
I found the online experience for Battlefield: Vietnam
quite different and refreshing: since there's no character advancement,
your skills are the defining part of the experience. It's easy to jump
in and play solo, or with friends. Unfortunately, I have heard that Battlefield 2 has more persistence (unlockable equipment and/or abilities I think), which seems to me to be going in the wrong direction.
The "Guild > Solo" concept, in my opinion, is required as a partial
counter to the "Time > Skill" concept. If a single person could solo
24 hours a day and even come close to being as effective as a group,
everyone would do that. Forming a group requires some degree of
coordination and skill, and will generally serve as a brake to those
with nothing but time on their hands to play the game.
I
find it very intriguing that the entire MMO market (with a few small
exceptions) has ossified around a single very well-defined paradigm of
play, to the point where a game which does not offer that play is doomed to niche status.
-Geoff Speare
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World Of Warcraft |
Bravo,
Amen, and yeah, brother! Gaming systems have always had an implicit
moral framework and it's a damn important thing to see what those
implicit frameworks are. In fact, I no longer game and this issue is a
big part of why. Jeez! I only found out about this article from the
Slashdot link.
Mr.
Sirlin sounds like he's making some very good points. Not only that,
these assumptions are all too common in the world out there; we're
surrounded these days with the kindergarden-level mindset that it's not
what you accomplish or how good your work is, it's whether or not you tried hard.
"Oops.
I erased all your files and threw away the drive but, look, I spent
hours and hours writing my apology letter. Doesn't that make up for it?"
"Oh,
I spilled red dye on your beige sofa but look at how tired I am from
rubbing at the stain with hand soap. Why are you still angry?"
"Well,
I know I promised I'd have your research done by today and I know that
I spent the money already and I know that you gave me a month to do it
but look, I stayed up all night writing; what does it matter that it's
on a totally different subject?"
Labor is not equal to accomplishment. Why didn't we move past that when the communist governments fell?
Let
me just conclude that I think that Mr. Sirlin makes excellent and
perceptive points and that I'll be back soon to see how his terms of
service come out.
-Rustin Wright
This
is probably the first time in my life that I've written a feedback
letter, because this is one of the rare times I've read something so
incredibly bias and ignorant it boggles the mind.
- Skill > Time? Because we all know hard work and investing time in a passion could never lead to anywhere even if you have little talent or potential. /sarcasm
- Mentioning that WoW does not reward solo play at high levels when only paragraphs before he says "The
only way to become good is to play against others who are good. It
takes a village to make a champion. You can't turn your back on the
whole world because you NEED the community to improve."
Now, if WoW gives great rewards to solo players, then a large number of people will break away from raiding and do it themselves. Where is the incentive to organize my time and be sociable when I can become the greatest player in the world by soloing everything?
-Nicolas
David
Sirlin is upset that as an introvert he is marginalized by the game's
emphasis on group play. Should it really be a surprise that a massively multiplayer
game emphasizes group play over solo? Besides this intrinsic argument,
I think it's a fantastic lesson to teach kids anyway. I'm sorry that
Mr. Sirlin is an introvert, but it's honestly to his detriment. There
is no Being that is not a Being-in-the-World, a Being-with-others. WoW does
not marginalize individuality, it does not purport that the aims of the
group are superior to the aims of the individual, only that more can be
accomplished as a group. It's not really a novel concept that a team of
balanced players working together can accomplish a hell of a lot more
than a single maverick shaman running around Azeroth.
Also,
the time > skill thing is just the game trying to emulate the
reality that skill improves with time. It's a principal mechanic of all
RPGs. If it wasn't momumentally harder on the servers, I'm sure
we'd all like a real-time battle system, in which time-spent would only
play a role as far as loot accumulated and actual knowledge and
developed skill. However, even then the people who have been around
forever would kick your ass.
Really, I don't think that WoW is teaching anything that isn't just a fact of life.
The ToS is seriously retarded though, I agree with the author there.
-Nelson Trautman
I loudly second David Sirlin's objection that group play is privileged over solo play in World of Warcraft.
I'm less sure about some of his other concerns, but he hit the nail on
the head when he wrote, "As an introvert, I'm pretty outraged that this
game is marginalizing my entire personality type... playing by yourself
in MMO is perfectly valid thing to do."
I play
computer games to escape -- to leave the real world and enter one where
terrorists do not commit mass murder, leaders don't lie to justify
their warmongering, and people don't try to take 25 items through the
8-items-or-less line at the supermarket. I want to enter a fabulous
world of fantasy that amazes and delights me. But I'm not, by
temperament, a joiner of clubs. I don't want to have to get into some
"guild" or "clan" or whatever an MMOG cares to call its particular
brand of einsatzgruppen, just to be able to get along. I've
observed small-group politics close-up for some time now, and they're
never pretty; the only thing uglier is large-group politics. Leave me
out.
Some
might say, "So what's the big deal? Play single-player games." But as
we all know, single-player games can't offer the richness and depth of
online games, because their content is fixed. I want to be able to do exactly as Sirlin describes -- to be "alone together." To experience the wondrous variety that World of Warcraft
and the other online games have to offer, without being forced to take
sides in artificial conflicts that I care nothing about, or be part of
what I see as a rather nasty form of tribalism. There's enough
tribalism in the real world; I certainly don't want to encounter it in
the very medium I'm using to escape from it in the first place!
I
want an MMOG for loners -- for explorers and adventurers who want to
meet new people in strange lands... and then move on, with no penalty
for not being a member of the right social clique.
-Ernest Adams
I will state here at the outset that I have not, to date, played World of Warcraft.
Most of the article content however, could be applicable to almost any
MMORPG, of which I have played many. A moral case can indeed be made
against the current breed of MMORPGs, but certainly not with the points
brought up in the article. The points put forward strike me as
fundamentally wrong on so many levels.
1 & 2) Investing a lot of time in something is worth more than actual skill.
This is not necessarily, and not often false. 99% perspiration, 1%
inspiration so the old cliche goes. Indeed, all skill is a result of
time spent on honing that skill. All resources, be it in the real world
or otherwise, are also amassed through the investment of time and
effort.
In other words, the game is teaching its players what the real world is
really like, and equips them with at least one of the skills to succeed
in it... perseverance. Yes, natural talent can give you an edge, but
hard work needs to be put in nevertheless. This too, applies to Street Fighter.
3 & 4) Group > Solo
This too is true in real life.
A group of people, unless completely disorganized, will always be able
to accomplish a great deal more than a lone individual regardless of
how talented that individual may be. This is the basis upon which
we have evolved. Without teamwork and cooperation, we would not have
our towering skyscrapers, or modern medicine, or visited the moon, or
any number of great things that mankind has accomplished.
True, there is a need for individual expression. And they are there,
though often invisible to the powergamer. Roleplaying, the
accomplishment of small quests, building a small virtual crafting
business... They are all rewarding and challenging in their own ways.
However, a lone person should not expect to build the Great Wall of
China without help. That's for single player games, which can make you
feel as "special" as you want.
Meritocracy is well and good. In an MMORPG however, that also includes
the development of excellent social skills and graces. Not all skills
are twitch.
5) Guilds
"It's a very weird social environment with the same dangers as nationalism and flag-waving."
I believe the point is to, in fact, promote all this flag-waving. I
mean this quite literally. That's why there are guild emblems. In all
seriousness though, a monogamous guild system does provide an
interesting set of social dynamics. There is a great deal more loyalty
and involvement. Like minds congregate. Leadership skills are learned.
Politics, if it comes to them, is a whole new game in itself, albeit
with high emotional stakes.
Most countries, or indeed even project groups would kill to have the
cohesiveness that some of these guilds enjoy. A polygamous guild system
would be different. Not necessarily better or worse, but simply
different.
6) The Terms of Service
This is one point which I at least partially agree with the author. To
use out-of-gameworld rules and punishment to control in-game behavior
both breaks immersion, and creates a sense of uncertainty and
insecurity for the player. (Will I be banned if I do this thing that's
in the "grey" area?) It ultimately serves to expose the shortcomings of
the game system.
However, in the absence of an adequate game system, external rules may
indeed at times be more beneficial than no rules at all. If the rules
improve the gaming experience and immersiveness for a majority of the
players, they would serve as a good temporary measure. A "society" that
has descended into total anarchy is typically not something the typical
MMORPG player would want to get involved in. For a Counterstrike or Starcraft player though, it would be a whole different story.
To
sum up, the author has a set of personal ideals, probably calculated by
playing many traditional single player games. However, an MMORPG is a
much more complex creature. The attraction is most often in the
social interaction. Game mechanics, no matter how polished, become
stale in due time. It's the people that make it an interesting and
fulfilling experience.
-Eugene Goh
I really appreciated the editorial on World of Warcraft.
It echoed many of my own thoughts. While I do play the game and enjoy
it, I do so with my brain turned off, not expecting it to be anything
more than what it is -- the best out of many mediocre options.
I,
too, am the type of player who enjoys being alone in a crowd. I'm in a
guild only out of necessity. (We have, by the way, found an okay
work-around for the single-guild us-vs-them problem -- We allied with
other guilds and keep an inter-guild channel.)
A couple of thoughts...
Not to defend Warcraft,
but this editorial seemed to take the point of view that all games (or
perhaps the best games) should be winnable by merit or skill,
forgetting that there are other, equally valid games winnable by other
methods. Some are winnable by luck. Blizzard chose for WoW
to be winnable by "investment of time". Maybe they chose that for
financial reasons or simply to appease the lowest common denominator of
player. It's not a decision I agree with, but it's still a valid choice.
I would prefer winning by merit, myself. Rank 14 would be a lot more
impressive to me if I knew it was earned by skill alone. Right now, I
see it as a label that just says "sad".
My
second point... in my opinion, this editorial missed some of the worst
things that the game teaches. Apart from the notion that "I've put in
time and therefore I'm entitled", there are a few other lessons that
are just as bad.
1. Mental laziness. There's no critical thinking in this game. You "win" pretty much just by showing up.
2.
The only solution to any problem is to kill your opposition. There are
no choices to be made, no opportunities for any other types of
solutions (such as is possible in games like Neverwinter Nights).
3.
On PvP servers, it fosters and encourages bullying and the worst sort
of predatory group behavior. Many players perceive that way to "win" on
a PvP server is by railroading your opponent with overwhelming numbers
or levels.
4.
The game is actually unplayable on a PvP server if one high-level
player decides to set up camp in your area in order to kill you, your
friends, quest givers, vendors, innkeepers, and everything else. It's
like trying to play a game of Monopoly if one player is dealt all the
property cards and hotels at the beginning of the game. This is
actually not considered game-breaking behavior or "griefing" and is
considered by the GMs to be a valid way of playing the game.
Someday, someone will make an MMORPG that addresses these issues, that
doesn't treat the players as though they're over-privileged brats who
feel entitled to everything, who are idiots that need to have
everything spoonfed to them. There are a few promising games on the
horizon. I'm watching and waiting.
-Draisha on Lightninghoof
After
reading the Soapbox article by David Sirlin I have to say that I was
dumbfounded and even a bit outraged. I've been playing WoW for
over a year. I have a great appreciation for the game and think that
the programmers and game designers have done a wonderful job. Some of
the things I would like to respond to are below:
"Grand Theft Auto appears to be about shooting cops and hookers, but it's actually a game of exploration and freedom."
Ummm...hello...have you played the game? It's about exploration of your hookers and freedom to kill with your gun. Most
games are basically an escapism of some sort. I'd rather have my child
using a fantasy realm then the gritty streets of the city.
"1. Investing a lot of time in something is worth more than actual skill."
Doesn't
investing time increase your skill? If you are a level 2 can you beat a
level 5? Probably not. Even as a level 60, the more time I put in the
more efficiently I learn to use my skills and char.
"Once
you get up to rank 10, you are now competing against people who play
the game 10 hours per day and up. There is no limit to how much a
person can play, so players are driven to play every waking moment
(forget having a job or social life) for fear that if they don't, some
OTHER player will do so and be ahead in rank."
Who says
you have to PvP? Where is that written? If your drive and desire make
you want to achieve #1 status then you will put in the time and energy
required. I PvP from time to time, but I do PvE instances far more.
Even a 5-man instance can get you Tier 0 epic gear.
"3. Group > Solo. You can forget self-reliance, because you won't get far in World of Warcraft without a big guild...
Some personality types want to do things with 39 other people, but my personality type certainly doesn't...
Unfortunately, the game offers no difficult solo content leading to good loot."
Normally
you don't need to start grouping until around level 25+, then the
instances are few (Wailing Caverns, the Stockades, and Deadmines). As
you get to 35+ the need to group becomes a bit more defined. If you
want "phat loot", you can PvP instead of instancing... oh wait...
his previous point was that "honor" and PvP are bad. Isn't this an
MMORPG? A Massively Multiplayer Online Role-Playing Game is most
definately NOT the same a Street Fighter tourney.
"Many
of the players are brainwashed by this poor assumption, often saying
"It's an MMO, of course you have to group with 40 other people do
accomplish anything...
40 mundane people with a lot of time would put Albert Einstein to shame any day of the week in this game."
Oh...he figured out a way to try to avoid the basic principles of what
and for whom an MMORPG is designed. And "40 mundane people"?
Evidentally he's never hit any of the higher level instance because "40
mundane people" could not clear MC, ZG, Onyxia, Kazzak, Azuregos, etc. It
takes 40 people who know their class, who can play their char and who
have worked to achieve the good gear to get that far. It also requires
massive teamwork and good leadership.
"I'm
fairly prominent with Street Fighter players, and have a lot of
influence in how national tournaments are run. I'm known by about 0.01%
of Magic: the Gathering players, but I do put my toe into their pond a
fair amount. Meanwhile, in Warcraft, I live in a world of "guild-only
events." You're either with a guild, or you're nobody to them. I can't
imagine being in only one IRC (chat) channel at a time, or choosing
only one gaming community, yet I can only join one guild at a time.
It's a very weird social environment with the same dangers as
nationalism and flag-waving."
What
I get from that first part was..."I am used to being a big fish in an
little pond and hate being a little fish in a big pond." I wasn't in
the guild I originally ran MC with. I wasn't in guilds that were
entirely exclusive. And a guild fit is like a glove... either it fits
you or it doesn't. If it doesn't try on the next glove, eventually you
will find one that fits your social style, your gaming style, and your
personal preferences. And as an American military veteran, I find
nothing wrong with pride... be it my own nationalism and flag waving...
or the pride I feel in my guildmates when we accomplish wonderful
things together.
"6) The Terms of Service."
Ummmm...rules are a bad idea? Then he goes on and on about Kazzak. Has he ever seen Kazzak? Does he realize how easy it is to die at Kazzak? Especially for "40 mundane people". Let me remember the rules for Street Fighter...
I don't believe there had to be any. Magic has rules on how to play,
and again it's not designed to be a "group effort" but they dang sure
don't want you to palm cards to try to win... it's you with your cards
doing the best you can against someone who may have spent $2,000 to get the "Power 9". When you have a game that has to play with as many people that WoW does, work with as many areas that WoW does, and have as many different instances running at the same time WoW does it needs clear cut rules.
"This
problem is so troubling, that I feel a personal need to take action.
The only thing I can think to do, though, is to design an MMO that
teaches the right things. Look for that on store shelves in 2012 or so."
I
think that an MMO designed with no good rewards, with no cooperation,
with no social interaction, with everything achieveable in 10 minutes,
with no rules would sell as well as Gigli did.
I
am not the "average" gamer. I am a woman. I am a mother... in fact, a
grandmother. I have a full time job and support my entire household. WoW has created an environment that I enjoy... that I think others enjoy as well since it is the best selling MMORPG. So WoW programmers, game designers, artists, tester and GMs...Thank you!
-Jeri Casper
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World Of Warcraft |
I disagree with several of the author's points.
"1. Investing a lot of time in something is worth more than the actual skill."
To
say spending time to achieve something in an MMO has no connection to
the real world is ludicrous. Whatever happened to teaching kids to work
hard for something? OK, so skill > time, but how do you develop
skill? By doing something a lot, and that takes time. Do you think
the user interface artist you have at work woke up one morning and just
became great at it? No, I'm quite sure boatloads of time were invested
to get there.
Even
if you're not honing a skill to perfection, some things in life just
consume time to get them. Your teenager wants a car? Well, get a job at
McDonald's and start saving... it's going to take lots of time to get
it. When they finally earn enough money, that car will be well
deserved. We're a society so grounded in instant gratification that's
its really quite sad. Would you rather teach your children to work hard
for something they want, or heck, just put it on your Visa so you can
have it right now and you can pay it off later?
Hearing someone complain about how they have to spend time to achieve something in WoW is extremely comical. Obviously you've never played games like Everquest. The time investment to achieve the top ranks of a tradeskill or class in WoW is measured in months, if not weeks or days. In EverQuest, many of them are measured in years. I played EverQuest for five years and I can count on one hand the number of people I knew personally that had maxed out the tailoring tradeskill. In WoW, you can do it in an evening if you've got the money. 95% of WoW
is so bloody easy, that when people get to that last 5% that requires
some actual effort, they start to scream. If all of the game was as
easy as the first 50 levels, most of us would have consumed all of the
content and long since cancelled our accounts. What would be left to do?
"6) The Terms of Service"
Again, I completely disagree about what this teaches our youth. To
agree with you would essentially be telling them that "If you can get
away with it, it must be ok!" Any
member of civilized society has to deal with things called laws that
are often arbitrary, yet it's still illegal to break them. That
nice four-lane divided highway cutting through the middle of my town
has a speed limit of 45 mph, why? It could (and should, in my opinion)
be 55 mph. It's a completely arbitrary rule that I have to comply with.
Just because I CAN drive well over 45 mph does not make it okay.
Your
example of player-created casinos is a perfect correlation back to real
life. Gambling is illegal in lots of places and situations in real
life, but it's quite easy to do. It's another arbitrary rule that we
have to deal with. How on earth you can say a rule against it in WoW "goes against everything I've learned" is beyond me. You've
got to remember an MMO is a society of its own, complete with it's own
economy, social structures and rules. It's not a closed environment
like Street Fighter, where nothing you do can affect anyone outside of your current match.
The
coding behind these games is immense. To fall back on the excuse that
'well, if the developers didn't intend for me to do this, then they
shouldn't let me do it' or 'it's a bug, and it's not my problem if they
haven't fixed it yet' is a just lazy way of appeasing your conscience.
No code is perfect, look at the rate at which hackers find holes in our
operating systems, Internet browsers and so on. It’s simply naïve to
expect every possible scenario and situation to be addressed by a piece
of software as complex as WoW. You know if you're doing
something you shouldn't be doing. Use the opportunity to teach your
kids a few lessons about listening to their own conscience. I'd find
that a far more valuable lesson.
-Dave F.
There
is so much ridiculous and wrong with this essay, I don’t know where to
start. So, instead of trying to address it all, I’ll focus on one
specific part that fairly represents the whole.
“4.
Group > Solo. I'm not done with this yet. As an introvert, I'm
pretty outraged that this game is marginalizing my entire personality
type.”
Let’s try this same logic on for size with some other games:
“As a law-abiding gamer who is sickened by the idea of even simulating killing hookers, I’m pretty outraged that GTA is marginalizing my entire personality type.”
“As an extreme introvert, I’m pretty outraged that every online-only
game forces me to see other people running around (and allows them to
see me), thereby marginalizing my entire personality type.”
“As an avid lover of platformers, I’m pretty outraged that Splinter Cell has so little jumping around on floating rocks and landing on turtles, thereby marginalizing my entire personality type.”
“As a chess fan with poor hand-eye coordination and immensely deep
thought processes, I’m pretty outraged by every first-person shooter,
fighting game, and platformer for marginalizing my entire personality
type.”
Have I made my point? The logic used in the rest of this essay is about on par.
-Philomorph
I
felt the need to write a rebuttal after reading David Sirlin’s Feature
article “Soapbox: World of Warcraft Teaches the Wrong Things.”
He
mentions in his first point that "Investing a lot of time in something
is worth more than actual skill." That "This is an absurd lesson that
has no connection to anything I do in the real world." Well I disagree.
I could have five times the talent of any of the game designers or
directors that he has on his staff but if I haven't put in the hours at
other gaming companies, if I haven't "grinded" my way through this
fully functional game sample or fought my way up the corporate ladder,
I'm not going to get the job.
Perhaps
time invested shouldn't count in a fair game. But if you take two
people who are relatively the same in all aspects (fair) and one spends
an hour learning martial arts while the other takes 10 years, and the
two are then put into a 'fair fight' - who will most likely win? Hours
equal learning skills. Just knowing that slamming your hand against a
brick will break it - you need to practice, practice, practice until
you get that skill honed.
Onto the next point. Mr. Sirlin seems to be all about the "fair game" and how WoW
doesn't teach this behavior - having level 60s that tower with unfair
advantages over lower level characters. Again, something that isn't
applicable in his 'real world'. Once again, I ask what real world that
is. Even in the gaming industry, there are multiple examples where
larger corporations (longer grind, greater level) often put pressure on
smaller indy development companies or, even better, buy them outright,
taking their products, designs and customer base and then firing the
staff. In an ideal world - sure, fairness would be great - but this
isn't the real world.
Now let's go onto Solo vs. Group. Soloists
should be given as much rewards as anyone who works on larger projects
in groups. Really? A Tale In the Desert
is an MMO that many developers of MMOs have praised. It is unique,
creative, immersive and quite the challenge MMO. And yet, because it is
only produced by a small handful of people it isn't getting nearly the
'rewards' it should. Granted, it is a small group and not just one
person, but for the purpose of comparison of their "company" to that of
other MMOs out there - they can be considered solo. Same with EVE Online and perhaps a plethora of others.
In addition, how far would David Sirlin be right now if he was doing
all of his work "solo"? Does he know how to program as well as his
engineers? How about create artwork as his artists? Let's include
marketing, shipping, copyright law and accounting in this. Would he be
at the level of success he is if he never 'grouped' with anyone?
And the 'guilds' that are/is the computer gaming industry is just as
powerful and painful as an MMO guild. There is no "Us vs Them" in the
real world? That is the
basis of almost all business in America - including the gaming
industry. To make the next best MMO, one that will put all others to
shame. That isn't an "Us vs Them" scenario?
Someone could try to
look at it as simply a challenge for “Us” to do the best we can do, but
I know of no company that will invest time and money into any project
that won't exceed and beat the current industry leaders. I know of many
MMOs have folded because they didn't have the expectations that people
wanted, they didn't have the player base they hoped for and had to
close shop. And these expectations are based on what "Them" are doing.
As for just the guild/thug mentality - it happens all the time.
Granted, perhaps my own opinion about myself might be biased, but I
have directed two MMOs, helped to produce over a dozen PC stand-alone
games and have done much related work in the creation of fantasy worlds
and entertainment. But will anyone even dignify me with an interview?
Nope. Why? Well there could be any number of reasons given but in more
than a couple instances, I know that such things as age (over 30? he's
washed up - a lovely article about it in a past issue of Game Developer
magazine), lack of experience (again, time=rewards) and a number of
other factors play into the guild of the gaming company keeping down
the 'noob'. Sure, this can be seen as little more than making excuses
as to a lack of my employment attempts. But isn’t that what people do
when they lose a fight that was unfair?
Finally, Mr. Sirlin states
using the Terms of Service as enforcement against certain player
actions is against everything he's learned. Unfortunately, it isn't
against what I have learned.
I have learned that when a player discovers a loophole, either he, or
someone he informs about it, will exploit it to a level where they then
gain the 'unfair' advantage that David seems all about. Everything
has rules and people who do not abide by them should suffer
consequences for said actions. We live in a country besieged by laws
that protect those who don't have the common sense to keep themselves
safe. If you cannot walk into an unlocked house and steal everything
there, why should you be allowed to 'steal' in a game because a bug has
kept the game's door unlocked?
Oh, and even if a court finds that
there is nothing illegal about selling game items and money for real
world money, as a company an MMO can decide to refuse service to anyone
for whatever reason they want to – which is a legally guaranteed right
for a business such as those that produce MMOs.
Yes, Blizzard and most other MMOs treat their customers “like babies”. But if the customer base didn't act
like babies - taking unfair advantage of the system's limitations or
bugs or of lesser skilled players, then they wouldn't have to.
In
the end, I find Mr. Sirlin views to be ones through rose-colored
glasses. The real world isn't about fair fights, helping the lone
person along and touting him for his abilities regardless of the work
he put into getting them. It is about the powerful getting ahead and
others learning how to be just as powerful. A perfect example is that
this response to David Sirlin's Soapbox feature will, at best, just be
published as a "Letter to the Editor" because I am not a level 60 Game
Developer in this industry's guild.
-Mark Mensch
David Sirlin's rant against the life lessons imposed on World of Warcraft
players by Blizzard is thoughtful, passionate, and entertaining. But
his attempt to separate innate skill from that acquired over time is
specious because in most real-world contexts (a standard he cites in
support of his argument), the two are in the overwhelming number of
instances either hard or impossible to separate. Yes, there are
prodigies in music, mathematics, programming, chess, and no doubt other
forms of gaming, but they are virtually unknown in most other human
endeavors, such as painting, writing, parenting, dancing, playing
baseball--indeed, most physical skills.
Take painting, which I
would argue is typical in this regard. Even the most famous
painters--the Rembrandts, Monets, and Van Goghs--all had to go through
a learning stage--typically of many years duration--during which they
acquired increasing command of their medium and the set of physical
skills required to manipulate it. To take a famous case, Van Gogh was
not born "Van Gogh". He made himself into Van Gogh by years of
painting. Much of his early work looks nothing like that of the Van
Gogh we know and love. Most of his earliest works are worthless as
paintings except that they were executed by the Van Gogh who only later
became skilled enough to become world-famous.
Similarly, painters of indifferent ability (or "talent," if you prefer)
can acquire professional-level skills almost solely through
persistance, by simply painting through all the disappointments and
frustrations, by feeling so passionate about what they are doing that
they keep at it regardless. The vast majority of working professional
painters would agree with this assertion. Will they ever become Van
Goghs? Probably not, but we and they will never know unless they stick
with it.
I
completely agree with Sirlin that an individual who possesses
prodigious skill should not be penalized for not having to take so long
in achieving mastery. But a game, say World of Warcraft, that
rewards passion and persistance is perhaps truer to real life, and
therefore provides more useful lessons, than he would like to admit.
-Steve Whitney
David Sirlin's Soapbox piece was an entertaining read, but he missed what could be the most important (for him) of WoW's teachings:
There is more to life (and games) than winning.
I could make the easy joke and point to Street Fighter
as the culprit for damaging this young man's brain to the point where
he can't learn, can't /see/ such a simple lesson. But I won't. Because
I believe that it's not the games that bring these teaching qualities
to the table: the player does that himself. Games simply act as a
mirror, where you see only what you are looking for (so if you're Jack
Thompson, you see filth and depravity). As a gamer, you will be
interested in how well a game supports your particular interests, and
be mostly oblivious to any other qualities the game may possess.
In that sense, the Soapbox is little more than "I love NBA, therefore
Baseball games are boring." Still, an entertaining read. His point
about how the rank system promotes, even requires, players to engage in
unhealthy and addictive behavior patterns is quite real, as several
former top-rank players have described elsewhere. On the other hand, I
don't think he really understood much of what Raph Koster wrote in his
book, as I found his application of Raph's definitions fairly off the
mark.
-Javier Arevalo
I find the article "Soapbox: World of Warcraft Teaches the Wrong Things" really interesting because it tackles one of the key aspect of games in general.
Koster's book is really brilliant even if the word "game" would have
probably been more suited. Game teaches indeed, and the author of the
article managed to develop that statement succesfully.
Howewer, I beg to differ when it comes to the subject of World of Warcraft.
The game has many, many flaws but it managed to teach a few good
lessons. Although it's a different kind of lesson than the one we've
learned while playing offline video games.
Reading the article i have the feeling that WoW
only teaches bad lessons. I was particularly bugged by the statement
"Group > Solo" as if it were a crime. This is missing a big point of
the main gameplay of WoW and most of the online persistent
games. The whole point of online games is to play in a team, that's
what makes the genre shine. That's what make most players disregard the
countless flaws those games still have today.
The main goal of Wow
is to get you to play in group. The biggest effort design wise, as
gameplay is concerned, is put on group play. Obviously when you pick an
online game you do because it will give you the opportunity to
experience complex group gameplay.
You
cannot expect Blizzard to put most of his effort on solo gaming while
heavily marketing an online game. On the other hand you can expect them
to say they "cater to solo players", to give the impression that no one
will be left out.
Now each game sets its own challenge, the
biggest challenges in WoW are designed with group play in mind thus it
is only natural that the group receives the better rewards.
As game designers, Blizzard must make choices, choices limited by
resources, technical and economical. They made the choice to cater
first to the players that want to play as teams. They probably pushed
it too far by making teams of 40 players a requirement for certain
parts of the game. But the online games are still in their infancy
design wise. Therefore they are filled with bad decision choices. WoW is not exception. Online games make up for it by being able to evolve though WoW
isn't a finished product, it's a work in progress. Designers are still
working on it, scratching their heads and having to make delicate
choices as they go along.
While i played WoW from level 1 to level
60 the good was good enough for me to forgive the bad. At 60 the bad
became overwhelming and I left. What lesson did I learn?
I
think I learned that on a game of this scale you're not facing a single
teacher but the whole school. In a typical school you'll meet
inspirational teachers and vicious bullies. But, when graduation day
comes you should be able to tell if the things you learned were worth
getting beating up.
My point is, you're focusing on "details" of WoW.
The honor system for example is merely a window of a huge skyscraper.
It is there if you want to participate in it, it is in no way required.
And more importantly it will not handicap you as you experience the
best parts of the game. A diploma is just a sheet of paper, it's all
the thing you went through to get it that matters.
-Alex Corbor
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World Of Warcraft |
I read David Sirlin’s article, Soapbox: World of Warcraft
Teaches the Wrong Things, and felt the need to voice my disagreement
with respect to his comments regarding the Terms of Service for World of Warcraft.
First, a bit of my background. I have been playing World of Warcraft since it launched in November 2005, and have been avidly playing MMOs since December 1999, when I started with Asheron’s Call.
Prior to the past eight months or so, I worked long hours as a lawyer
at a big law firm, so my experience playing MMOs was either solo play
(“being alone together,” as Mr. Sirlin put it) or playing with a group
of four or five friends – no “big guild” stuff. Recently, however, I
have joined a big guild in World of Warcraft and for the past
three weeks or so, have been raiding Molten Core with a 40-person team.
My experience with MMOs has been as a player, not as a designer or
programmer.
Now, my bias as a player. For the most part, I have
been that MMO “introvert” described by Sirlin in his article. Until
recently, I simply never had the time to pour into raid content. I
would look at the players with the great weapons and armor and know
that I would never be laying my greedy hands on anything like that.
Essentially, I was denied a large part of the content of games such as World of Warcraft
because of a demanding job. So I basically agree with Mr. Sirlin’s
condemnation of rewarding time over skill, and grouping over solo play.
That being said, I do not agree with his bashing of World of Warcraft’s
Terms of Service. Mr. Sirlin believes that player behavior should never
be limited by the ToS, but rather, the developers must program to
prohibit unwanted behavior. To me, this is Street Fighter
thinking applied to an MMO, and it doesn’t work. There is too much
freedom of behavior in MMOs to close all loopholes through coding. Or
rather, there is no way to economically close those loopholes. Sure,
Blizzard could spend ungodly hours and programming resources to prevent
myriad forms of unwanted behavior, but most of this unwanted behavior
happens infrequently, so the “bang for the buck” in using coding as a
solution would be small.
A good example of this is World of Warcraft’s
profanity filter. I’ve heard a lot of people defend their right to
curse like a truck driver in open chat due to the fact that other
players can enable the profanity filter. Does anyone really think the
profanity filter is effective? I know I can circumvent it pretty easily
by making minor spelling changes to “bad” words. Build a better
mousetrap, and they’ll build a better mouse. So what’s a better
solution – dedicating resources to constantly refining the profanity
filter, or letting people complain to Blizzard game masters in the
infrequent situation where someone gets out of hand? And incidentally,
“freedom of speech” (another common justification for rampant
profanity) is a red herring in this environment – the First Amendment
imposes limitations on the government, not private parties like
Blizzard.
Further
complicating the issue programming away the loopholes is that the
freedom of MMO behavior creates gigantic “gray areas” where behavior
might or might not be acceptable. For example, World of Warcraft
has quests where a player must kill X number of mob Y. What if a level
60 player (“Leetman”) ran around in the quest area and slaughtered
every one of mob Y, preventing a level 10 player (“Noobzor”) from
completing the quest? Is Leetman doing something wrong? What if Leetman
is grouped up with a friend who is level 10 and actually doing the
quest? What if Leetman is farming mob Y for a component needed in
crafting? What if Leetman is simply doing it to annoy Noobzor? Now, how
do you program to prevent Leetman from harassing Noobzor while allowing
Leetman to engage in legitimate activity?
Mr. Sirlin erroneously seems to think that because World of Warcraft is a computer game, solutions to the game’s problems should be through coding. I disagree because many problems in World of Warcraft aren’t game problems, they are people problems. And people problems aren’t easily solved through coding.
I analogize MMOs to restaurants. They are both businesses that are
privately-owned but open to the public, where customers gather together
in a common environment and pay for service. You know those signs that
all restaurants have? The ones that say they can refuse service to
anyone? That’s their Terms of Service. Like restaurants, MMOs make
money when they have lots of customers. If there are a few people
disrupting other customers, those few people will be thrown out to
ensure the other customers remain customers.
One
of the differences between restaurants and MMOs is that restaurants
have been around a long time, resulting in generally accepted rules of
behavior. MMOs have only been around for a few years, and consequently
do not have generally accepted standards of behavior, especially
considering that the MMO environment offers freedom of activity far
greater than that in a restaurant. MMO Terms of Service therefore
attempt to toe a fine line between reserving the right to “refuse
service to anyone” and giving their customers fair notice as to what
will get them kicked out.
In closing, I simply think that Mr. Sirlin’s view towards World of Warcraft’s
Terms of Service is myopic. He wants the freedom to do anything in-game
that the program code allows. Not only do I think it would be virtually
impossible to program away all potential “loophole” behavior, but even
if it were possible, it strikes me as a colossal waste of time to do
so. The Terms of Service is Blizzard’s time saver. And as our goblin
friends are fond of telling us, “Time is money, friend.”
- Daryl Hall
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