What is the value of personalisation?

I’ve been thinking about the reasons that mmo can sometimes feel stale. WoW is a game that has been running a very long time, and is probably one of the best examples we have to learn from about player burn out, returning to games, and what makes an experience valuable.

Players seem to leaving at a slow but steady rate, and part of that is probably boredom with the content. Part of it too will be a loss of connection to their playing experience. That makes sense after a few years of playing a game, and it is normal to expect the player base to ebb and flow, especially during summer periods (for those centric to the USA), school holidays, and all sorts of other real life distractions. I think we are also seeing a steady but slightly slower stream of new players joining the game, or trying to get more from the game experience.

For me Warcraft is still very interesting, and the act of playing during the changes in players, content updates (or lack of), and the politics of relationships is as binding an experience as the game content itself. This too will have a shelf life, and will be either refreshed or replaced by something else.

Maybe what the player base needs is an avalanche of options? Give the player choices and watch them craft a personalised experience through the setting.

For example – the choice of hearthstone. There are a few items that emulate the function of the hearthstone (Ruby Slippers from the Wizard of Oz encounter in Karazhan, and the Inkeeper’s Daughter from Archaeology, or the Ethereal Portal from the WoW TCG ), but most players will probably always stick to the default white rock with a blue swirl. That small touch might be something that connects a player to their character. In affect it could be part of the overall appeal which is the stickiness of the game in their mind.

Mounts and pets are another example – those who wish to collect, and to enjoy playing with the in-game pets.

I’d argue that the graphical presentation of a character is very important to players. Maybe not all players, but most have an opinion of what their character looks like. We have options to hide cloaks and helms, we have an in-game gear switcher, and we have a very wide range of “vanity” or non-combat items that tweak the character’s appearance. It has to be a draw card, or a stack of programming time has been wasted (and I doubt it).

Perhaps a small part of the formula for game appeal is this ephemeral like of the appearance and customisation – and therefore the player base should seek to challenge the developers to add more options. This does not need to be top-hats, or new shirts, but could be different ways to achieve the same affects we already have.

How about these as examples:

[Gnomish Ultra-Processor]
Bind on Equip, requires Engineering 500.
Applies a new animation which is a blue swirly beam (like the gas extractor) that “processes” the node, gas, dead creature, or some such. Acts as a skinning knife, miner’s pick, etc; basically an alternative to the utility knife. Same function, just a different appearance in the game world. Created by Engineering.

[Beam-Me-Up Transporter]
Bind on Equip, unique.
Acts as a replacement Hearthstone, for those who wish a more techy method of getting home. Animation could be a very Star Trek inspired affect. Created by Engineering. Usable as per Hearthstone.

[Classically Classy Couture Creator]
Bind on Equip, unique.
The CCCC remembers which items of previous Armor set gear the player has owned, and allows them to select at random (left click), or a specific set (right click) an illusion of that armour set which is displayed in place of the character’s actual gear. Once found a piece of armor is saved into the creator, removing it from the character’s backpack.
This affect is dispelled by combat. Created by Enchanting. Usable once per 4 hours.

[Card: You can’t pick your family – Race (Human, Worgen, etc)]
Bind on Equip, unique, stackable.
This card changes your character’s appearance to that of another race, but retains the appearance of all your current gear and affects. Meaning a T11 Night Elf Hunter could look like a Worgen. Could be made so that some races are crafted more often than others, which adds some randomness that Blizzard loves so much in card items.
Use: Combine all racial cards for your faction to create the Deck.
This affect is dispelled by combat. Created by Inscription. Usable once per 4 hours.

[Deck: You can’t pick your family – Faction]
As per the Card above, but allows selection of a particular race from any in your faction. Might be important to restrict this to the same faction, otherwise the old Orb of Deception price might drop by a huge amount.
This affect is dispelled by combat. Created by Inscription. Usable once per 4 hours.

…and so on.

Will somewhat silly distractions keep a player in the game a week longer, and therefore be worth getting a developer to create the item? I don’t know. I do know that the breadth of the experience is what really appeals in Warcraft and it is something that other MMOs have a hard time competing with. This would further expand the breadth of the choices.

Adding these items as craftables by professions also adds flavour into the professions themselves which hits two player drivers: the completionist aspect of getting every pattern, and the breadth of application a profession could have.

Happy gaming.

Downranking Paladin Tank stats

kid in a toy tankWhile you’re leveling you’re always hunting for the best gear, and IMHO good Tank gear is not as common as other stuff. As you get to 70 that gear continues to improve well past the pre-70 items.

But I’ve noticed that as a Paladin Tank you need to swap gear out if you’re doing a lower level instance (downranking gear rather than spells). This is so that you’re not as tough as you are normally.

You’ll actually take damage, so you can get healed; and continue to load threat where you need to.

Q. How rare are pre-70 Paladin tanks, and what can we expect? Continue reading