Aug 27th 2010 10:59AM I read the paper and while my statistics are rusty--I certainly don't have a Masters--I'm unconvinced "Men seem to judge a class based upon how much utility it provides or how flexible it is, whereas women seem to be more focused on what they'll be doing and where they'll be doing it" follows from the data presented.
My gut, which I acknowledge is always dangerous in statistical analyses, says you've jumped over the simplest explanation of male players being more likely to want to hit stuff (melee combat) and play hero (tank) to the conclusion quoted above. I don't see how you've determined a male bias toward utility. There are four "pure" DPS classes, three ranged, and hunter as you mention in the paper is skewed by pet collection. Hunter and to some extent warlock are also backdoor tank classes, which leaves mage and rogue.
You've cast far too wide a net. Isolate druids, capable of all roles. Why chosen, how played, how preferably played across all levels of content.
Sorry if that's overly negative; I wish you the best on the eventual dissertation!
Aug 27th 2010 5:38AM My guild's already calling them goids. Good voids. Doesn't work well called in vent but it's amusing. While training DPS (me!) to stand in them will be a problem, the bigger one seems to be seeing them. As more and more effects are added it becomes tougher and tougher to SEE things, good and bad.
Jul 30th 2010 10:37AM seasonal achievements
It's already deeply woven into WoW and staff here regularly posts about (and sometimes complains about even while doing) it.
Jul 30th 2010 10:32AM Been playing them nearly as long myself. What drives me bonkers about the Farmvilles isn't whether they're games (okay, that does, and they are in the same sense slot machines are) but that they're the same or worse as cr#@py door games I was playing at 300 baud in 1987. Then, as one of the few people online I was raved about how wonderful it was, even though I knew the game component sucked. Everyone thought I was nuts.
20+ years later, everyone is online...and *everyone* is playing the same terrible games as if they were new dew sweated daily drop by drop from god above. (Extra drops for hard cash, give the skyguy a squeeze.)
So much for my cranky muttering. There's a great discussion here: http://www.bogost.com/blog/cow_clicker_1.shtml
A game designer applies some critical thinking to Farmville (as well as a glib game of his own) and all heck breaks lose in the comments.
Jul 30th 2010 10:13AM Malfurion Stormrage is a loa.
Jul 30th 2010 10:01AM You've entirely missed the model of Farmville. It's not much of a game and not intended to be one. It's scratch off lottery tickets. They can (and have already) reskin it with little investment and relaunch as a new game.
If you want to be reductionist, most of the complaints about Farmville can be aimed squarely at WoW, but one still requires gameplay and the other does not. Remains to be seen which is the better business, scratch ticket churn or high investment MMO development and support. If I had money to invest, I'd close my eyes, chew ginger to suppress my gag reflex, and push it to Zynga. They're closing on a billion--billion with a be--capitalization.
PS Play Kingdom of Loathing instead. Pastamancers uber alles.
Jul 29th 2010 5:32PM As noted in the article, higher max mana increases the regen from thunderstorm. Both elemental and enhancement shamans have a hodgepodge of mana talents. I'm still hoping they clean things up with Cataclysm but it's looking less and less likely. Twenty-nine different ways to regain/save mana is not quality flavor for a DPS spec.
Jul 25th 2010 5:18AM @Boobah
"Just because people misuse the tool doesn't mean it sucks or is useless. More to the point, in most D&D derived worlds, Good, Evil, Chaos, and Law aren't just concepts... they're actual forces (hell, neutrality is a force, too, although it's as often manifested as balance as anything else.)"
Don't know if you were around when D&D was new, but even then people were becoming pretzels to make alignments work. Two Good human nations go to war. Good is hard baked into the mechanics so...now what? Both sides are now Evil for the duration of the conflict to the other but both still Good to all not in the conflict? What happens when a third nation enters a fight on one side. Is a switch thrown so they are now Evil to one side? What is party three to an uninvolved fourth party?
Alignments are nonsense bull[bleep]. The AD&D alignments were beyond nuts. Setting aside the mental gymnastics of neutral, putatively a solution; okay, one is lawful good and one is chaotic good. Now Good can fight Good. May as well have started naming things after vegetables. Pepper doesn't hate pepper, but now jalapeno can fight habanero. (The game Torment: Planescape did almost make it work; still in awe of that.)
It's the crippling of roleplay that really bugged me. Class + alignment was a lazy cheat sheet; twitches & cliches instead of creating a person.
Jul 22nd 2010 10:37AM Feral is weird. I'm dead certain if they could they'd nuke cats out of existence so they could make that tree work cleanly. Going fewer points only aggravates the cat/bear issues. Heck, I bet they wish they could rescind pure DPS classes so they wouldn't have to struggle to get triple trees to play equally (won't happen) and be clearly differentiated (an often ugly struggle).
Btw, recuperate is AWESOME. Wish my mage toons had an equivalent talent.
Jul 22nd 2010 10:14AM Begs questions. Could be two different entities. One could be avatar of the other. Could be the same one, not transported but think of them as the fungal fruiting bodies of one Old God. What we see as mushrooms are the "fruit" of sometimes huge webs of fungus through the soil. We know Old Gods are buried but spread influence, so is the fungus analogy a bad one? I think not. Something that powerful may be able to "sprout" autonomous "fruit" avatars in widely disparate areas. And how scary is THAT?