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	<title>THE LAST WEBLOG &#187; world of warcraft</title>
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	<link>http://thelastweblog.com</link>
	<description>A few things Mark Wallace</description>
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		<title>Mass Queens and the Clarity of Game Mechanics</title>
		<link>http://thelastweblog.com/20110324/mass-queens-and-the-clarity-of-game-mechanics/</link>
		<comments>http://thelastweblog.com/20110324/mass-queens-and-the-clarity-of-game-mechanics/#comments</comments>
		<pubDate>Thu, 24 Mar 2011 20:18:12 +0000</pubDate>
		<dc:creator>Mark Wallace</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[game design]]></category>
		<category><![CDATA[game mechanics]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[starcraft]]></category>
		<category><![CDATA[world of warcraft]]></category>

		<guid isPermaLink="false">http://thelastweblog.com/?p=154</guid>
		<description><![CDATA[One question I&#8217;ve been pondering as I go about designing a strategy game is that of clarity in game mechanics, and in combat systems in particular. Committed players of strategy games (and many other genres, for that matter) have long &#8230; <a href="http://thelastweblog.com/20110324/mass-queens-and-the-clarity-of-game-mechanics/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.thewarcraft.net/icc-dps-analysis-by-spec.html"><img src="http://thelastweblog.com/wp-content/uploads/2011/03/dps.jpg" alt="" title="dps" width="512" height="300" class="alignleft size-medium wp-image-155" /></a><br />
One question I&#8217;ve been pondering as I go about <a href="http://thelastweblog.com/20110323/dimensions-of-the-map-itself/">designing a strategy game</a> is that of clarity in game mechanics, and in combat systems in particular. Committed players of strategy games (and many <a href="http://www.thewarcraft.net/icc-dps-analysis-by-spec.html">other genres</a>, for that matter) have long taken joy in pulling apart the math behind the combat resolution systems that drive the games they play, in part to seek an advantage or upper hand and in part out of simple fascination. This description of the <a href="http://sc2hacks.net/?p=7949">mass queen experiment</a> from the StarCraft2 Hacks blog is a great example. It runs through a bunch of math, based on things like minerals, gas, queens, hatcheries, food, game time, energy, &#8220;transfuses,&#8221; injections and more, and comes to the colorful but perhaps surprising conclusion that &#8220;Queens are better cost effective healers than Medivacs.&#8221; Food for thought.</p>
<p>What&#8217;s interesting to me is the question of where a combat system might lie on the spectrum from transparency to obfuscation (through complexity or by other means), how that stacks up against the combat results you as a designer want to produce, and whether a game is any the better or worse for your equations and calculations being deeply buried, or riding on the surface of play.<span id="more-154"></span></p>
<p><a href="http://www.wesnoth.org/">The Battle for Wesnoth</a>, for instance, which is a really impressive (and free!) turn-based strategy game, is exceedingly clear about the math behind its combat mechanic. At any given moment, you know exactly what your chances are of winning any given encounter between two units, and you can discern, with hardly any poking around, why your chances are what they are (because Undead are highly resistant (60%) to most Physical attacks, for instance).</p>
<p>Others, like the Total War combat system analyzed in <a href="http://forums.totalwar.org/vb/showthread.php?75233-How-the-Combat-System-Works">this 2006 forum post</a>, take pages to explicate and are difficult to understand even with extensive documentation provided by the developers.</p>
<p>The system I&#8217;ve been working on lies somewhere between the two, though certainly closer to the transparent/Wesnoth end of the spectrum. If it survives in anything like its current form, it will be relatively easy to understand with perhaps a bit of calculation on the player&#8217;s part, though in many cases not so simple that you can do the math in your head. Note that the choices I&#8217;m making definitely do not grow out of a desire to make the system more or less transparent; they are driven by the kind of gameplay I want to produce, and the immediate and tangible questions it raises. E.g., how do you resolve combat between two stacks of units with various advantages and vulnerabilities, without requiring the player to make any additional decisions after sending his or her units into the fray? There are more answers to questions like this than at first meet the eye.</p>
<p>The questions I have about questions like those are these: What does it mean for a game to have a transparent mechanic, versus one that&#8217;s more obscure? Do players (those who are paying attention, at any rate) feel better knowing how they&#8217;ll fare before they go into battle? Does having a mechanic that&#8217;s too obscure to figure out (if there is such a thing) mean players will be less engaged? Does it take away some of the challenge if you know beforehand whether you&#8217;ll win or lose? Do transparent mechanics provide clearer paths through the content? Or do they lead players to reduce the number of alternatives they explore, since much of the exploration has already been done for them?</p>
<p>Or&#8230; do these questions apply to such a small portion of the player population that they&#8217;re not even worth considering? I&#8217;d argue that even if it <em>is</em> only a few who are so engaged as to do the math, this is still worth thinking about, for a host of reasons I won&#8217;t get into here. In any case, it&#8217;s interesting stuff to ponder. What do you think of it all?</p>
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		<title>Nude Skin Patch for&#8230; the World?</title>
		<link>http://thelastweblog.com/20091105/nude-skin-patch-for-the-world/</link>
		<comments>http://thelastweblog.com/20091105/nude-skin-patch-for-the-world/#comments</comments>
		<pubDate>Thu, 05 Nov 2009 17:02:11 +0000</pubDate>
		<dc:creator>Mark Wallace</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[iPhone]]></category>
		<category><![CDATA[The Sims]]></category>
		<category><![CDATA[world of warcraft]]></category>

		<guid isPermaLink="false">http://thelastweblog.com/?p=82</guid>
		<description><![CDATA[Mashable reports on an augmented reality iPhone app that lets you see the world as if no one in it were wearing any clothes. Catch the video from the &#8220;clever marketer&#8221; who created the app. Of course, it isn&#8217;t real. &#8230; <a href="http://thelastweblog.com/20091105/nude-skin-patch-for-the-world/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Mashable <a href="http://mashable.com/2009/11/04/nude-it-iphone/">reports</a> on an augmented reality <a href="http://whoisthebaldguy.com/index/app.html">iPhone app</a> that lets you see the world as if no one in it were wearing any clothes. Catch <a href="http://www.youtube.com/watch?v=G_AzDO_uwz8&#038;feature=player_profilepage">the video</a> from the &#8220;<a href="http://whoisthebaldguyblog.blogspot.com/2009/10/bald-note-nude-it-website.html">clever marketer</a>&#8221; who created the app.</p>
<p>Of course, it isn&#8217;t real. But what&#8217;s interesting about it to me is that it&#8217;s the real-world version of a gamers&#8217; mod that&#8217;s existed for years. Both <a href="http://www.worldofwarcraft.com">World of Warcraft</a> and <a href="thesims.ea.com/">The Sims</a> (as well as other games) have seen their versions of the &#8220;<a href="http://foo.secondlifeherald.com/slh/2005/07/major_media_dis.html">nude</a> skin <a href="http://foo.secondlifeherald.com/slh/2005/11/nude_skin_patch.html">patch</a>,&#8221; alternately delighting players and disgusting critics, both in the press and on the internets. It&#8217;s a very durable kind of pre-teen humor, but it&#8217;s also an example of how technology is making the world more and more like a video game. Nude skin iPhone apps aside, that&#8217;s not necessarily a bad thing.</p>
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		<item>
		<title>Four Second Skin T-Shirts to Give Away</title>
		<link>http://thelastweblog.com/20091102/four-second-skin-t-shirts-to-give-away/</link>
		<comments>http://thelastweblog.com/20091102/four-second-skin-t-shirts-to-give-away/#comments</comments>
		<pubDate>Mon, 02 Nov 2009 21:00:57 +0000</pubDate>
		<dc:creator>Mark Wallace</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[mmo]]></category>
		<category><![CDATA[world of warcraft]]></category>

		<guid isPermaLink="false">http://thelastweblog.com/?p=79</guid>
		<description><![CDATA[Just realized I have four t-shirts to give away for the film Second Skin (in which I appear very briefly, giving an interview to the filmmakers), a documentary about online game addiction. The film is actually very good. It&#8217;s a &#8230; <a href="http://thelastweblog.com/20091102/four-second-skin-t-shirts-to-give-away/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Just realized I have four t-shirts to give away for the film <a href="http://www.secondskinfilm.com">Second Skin</a> (in which I appear very briefly, giving an interview to the filmmakers), a documentary about online game addiction. The film is actually very good. It&#8217;s a little slim on explaining in a positive light what&#8217;s so engaging about games like <a href="http://www.worldofwarcraft.com">World of Warcraft</a>, but it does a great job painting portraits of the film&#8217;s subjects, a handful of gamers who have truly got it bad.</p>
<p>If you want a shirt, email your address to me at themetaverse at gmail dot com and I&#8217;ll get one off to you. The design is essentially the same as the cover of <a href="http://secondskinfilm.com/store">the DVD</a>, but in green instead of red.</p>
]]></content:encoded>
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		<title>Online Game Addiction: DVD Giveaway</title>
		<link>http://thelastweblog.com/20090909/online-game-addiction-dvd-giveaway/</link>
		<comments>http://thelastweblog.com/20090909/online-game-addiction-dvd-giveaway/#comments</comments>
		<pubDate>Wed, 09 Sep 2009 18:30:18 +0000</pubDate>
		<dc:creator>Mark Wallace</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[mmo]]></category>
		<category><![CDATA[virtual worlds]]></category>
		<category><![CDATA[world of warcraft]]></category>

		<guid isPermaLink="false">http://thelastweblog.com/?p=30</guid>
		<description><![CDATA[I have a few copies of Second Skin to give away, the recent documentary that looks at the phenomenon of addiction to online games like World of Warcraft. (I appear briefly in the film, commenting on virtual worlds in general.) &#8230; <a href="http://thelastweblog.com/20090909/online-game-addiction-dvd-giveaway/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>I have a few copies of <a href="http://secondskinfilm.com">Second Skin</a> to give away, the recent documentary that looks at the phenomenon of addiction to online games like <a href="http://www.worldofwarcraft.com">World of Warcraft</a>. (I appear briefly in the film, commenting on virtual worlds in general.) The movie doesn&#8217;t do much hyperbolizing; the players that are followed in the film really do have it bad. The portraits are well drawn, and the games themselves aren&#8217;t really demonized, though if the film has a shortcoming, it&#8217;s in not adequately portraying the positive aspects of online gaming. Definitely worth watching, if you can find a <a href="http://secondskinfilm.com/list">screening</a>. (It&#8217;s in San Francisco at the end of September.) If you want to check it out in the comfort of your own home, send me your name and address at <i>themetaverse at gmail dot com</i>, and I&#8217;ll fire off DVDs while supplies last (which isn&#8217;t going to be very long). I may have some t-shirts to give away as well.</p>
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