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nigel_ht
04-08-2004, 02:59 PM
Well there are a few of issues with this debate that are not considered in the article:

1) The ratio of "casual players" to "power gamer" and the resulting revenue stream they represent.

2) The cost of power gamers on resources (ie bandwidth) vs casual gamers.

3) The average length of subscription between the two demographics.

4) The effects of poor code and game design on the power curve over time. Or in other words it pays to exploit early and exploit often. The folks that can get to the broken content first (ie power gamers) get the easy path to victory that is then nerfed (typically over-nerfed) so that the casual players need to slog through mind-numbing "content" to achieve the same ends.

Items 1-3 should be a factor in determining which demographic to cater toward...even if the only game that seems to cater to the casual player has been...ah hem..."less than fully successful" (Horizons).

Item 4 makes a mockery (or perhaps strawman) of the "life isn't fair" concept as MMORPG game designers have, as a whole, stacked the deck against the casual player. This isn't about "skill" but ability to take advantage of broken game mechanics while they exist to get ahead of the power curve and stay there whether it is items in EQ or realm points in DAoC or <your favorite example here>.

Having played EQ with FoH members and then Test Server players and finally a live guild with far above average representation of Best of the Best winners I can agree that some players are simply better than others. On the other hand, they are better because they understand the underlying game mechanics better than the average player and uses (or exploits) them to their maximum benefit. Tactics and strategies that once known to the general populace (and thereby the devs) are typically nerfed into oblivion.

The experimentation required typically is beyond the time constraints of a casual player and even if they could, once you drop behind the power curve, typically you cannot access the exploitable content (abilities, classes, mobs, etc) until after its been nerfed.

Life isn't fair but the MMORPG playing field should be.

If not, well, exploit early and exploit often. That has far more to do with becoming Maximum Mike than native skill because the game designers insure that if you do not they will make you a Special Ed.

Given that is the unwritten contract between MMORPG designers and MMORPG players I don't bother with MMORPG titles that I can't beta and then play heavily the first few weeks.

Nigel

dlanodsj
04-09-2004, 11:29 AM
Also not discussed in the article is the development of the pareto principal in the area that is vital to a players success in an mmog's, namely, the social sphere. Nigel indicated he played with FoH , an "uber" guild in Everquest. When a game such as Everquest requires interaction and cooperation in achieving goals within the game it guarantees that beyond a basic group level that the pareto principal will apply. Certain people will always be more socially skilled and motivated into creating the kind of organizational structures necessary for success in the later stages of the game. This type of skill requirement can never be designed out of a game that is defined on interactivity between players. Further the top 20% will not only create these organizations but will have an increasing stake in not allowing newer organizations to succeed to the same level. Once ahead they will tend to stay ahead. In RL the pareto principal stands squarely opposed by real world ideals of equality and fairness that force such things as the redistribution of wealth, education, and political power. Virtual worlds have no such limitations. The lack of any redistributing mechanism to players either new to the game or less skilled guarantees that the game will eventually reach a stage of stagnation at the "end" game. The ability to access content is dependent no longer on simply investing time but also satisfying the demands of those who have already reached the top and have the ability to effectively stop your progression through either passive or active means and a motive in maintaining their own relative position to do so.

MahrinSkel
04-15-2004, 01:30 PM
What you're describing is also known as the "Matthew Effect" (To he that has much, much will be given). In all things, the rich get richer, as they have more resources to exploit opportunities. Someday I'll do a column specifically about it.

--Dave