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Posts with tag Complexity

Complexity of systems and player retention

If you don't read Cynwise's Warcraft Journal, you probably should. Cyn's been doing an excellent series of posts about warlocks in Cataclysm that are interesting and thought-provoking -- even if, like me, you're not a warlock and don't really know much about the class. For me, one of the most striking tidbits was that rogues are the second-to-least-played class overall, but the second-most-played class in high-end PvP, implying that people only play rogues to PvP. There's a lot of interesting data in there about class representation, role representation, and who is playing what and at what levels.

The post that really grabbed my attention was this one about warlock complexity in Cataclysm because it highlights an extreme form of something we've talked about before, the design philosophy that argues for increased complexity in a character's suite of abilities. In its simplest form, it can be summed up as the hitting buttons is fun argument, although at the extreme Cyn describes for warlocks, it becomes a game of if X, then Y that resembles programming your first computer in Basic. If you remember making a chain of dirty words scroll on a loop up the screen, congratulations on being old with me.

Cyn's comparison of the destruction rotation in Wrath and Cataclysm shows a rotation with seven elements mushroom out to one with 14 elements to remember and consider. That if X, then Y flowchart just got as complex as a subway map. In my experience, all DPS rotations in general have a little bit of this kind of gameplay nowadays. The difficulty is in hitting the sweet spot where the rotation is designed so that random elements or procs serve to liven up an otherwise predictable set of abilities (providing the fun in the hitting buttons scenario) without making a rotation so complex you need six to seven addons to help you plot it out.

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Filed under: Paladin, Warlock, Warrior, Analysis / Opinion, Wrath of the Lich King, Cataclysm, Mists of Pandaria

The Light and How to Swing It: What happened to encounters that were interesting to tank?

Every week, WoW Insider brings you The Light and How to Swing It for holy, protection and retribution paladins. Protection specialist Matt Walsh spends most of his time receiving concussions for the benefit of 24 other people, obsessing over his hair (a blood elf racial!), and maintaining the tankadin-focused blog Righteous Defense.

Cataclysm has been a fairly, er, cataclysmic expansion when it comes to the status quo of tanking. For starters, threat was decimated with the introduction of Vengeance and nigh removed from the game with the recent buffs to threat generation. Likewise, variability in the number of tanks a fight required seemingly died along with Halfus Wyrmbreaker. And, perhaps most troubling of all, the profession of tanking has generally been made less and less interesting as far as encounter design is concerned.

What makes a fight "interesting"?

If you think back to some of the fights in previous tiers, the most interesting ones were always the most demanding ones -- the ones that required you to juggle multiple balls over the course of the encounter. These balls could be one of many mechanics. To name just a few:
  • Picking up adds that are dynamically joining the fight
  • Shepherding adds to a specific location
  • Hitting cooldowns to counter a near-death attack
  • Moving out of hazards constantly
  • Taunt swapping boss on a debuff
  • Combating the threat output of buffed DPS
And countless other tropes that I've neglected to list.

Reading any of these, you can think of a number of mechanics that Blizzard has constantly repeated that encompass them. It's a fairly limited bag of tricks, and Blizzard has done a bang-up job mixing and matching a handful of them and compiling the resulting smorgasbord into some of the fights we have known and loved.

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Filed under: Paladin, (Paladin) The Light and How to Swing It

Breakfast Topic: Is WoW too complex?

As I said the other day, we've talked about the dumbed-down argument quite a few times before, but I think this is the first time I've ever heard the opposite argument put forth so succinctly: Tadaa asks, over on the forums, "Is WoW getting too complex?" Longtime players will probably say no at first glance -- the game has been streamlined a lot since it first game out, and things that took up much of your time previously (tracking quests, looking up quest targets, dealing with respecs, and finding groups) now have systems built into the game that let you get past them easily. But think of what it would be like to step into Azeroth nowadays -- instead of just a chat channel where you can find groups, there's a whole system with terms like "damage" and "tank" in there. On first glance, it might be tough to figure out. And then there's things like resilience and Replenishment (which some experienced players don't even fully understand), and even things we think of as helpful features (getting pets and currency out of our inventory) can be super confusing for new players: where did that pet go that I just clicked on, or that badge that I just saw looted to me in the combat window?

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Filed under: Analysis / Opinion, Fan stuff, Odds and ends, Blizzard, Breakfast Topics

Breakfast Topic: Multitasking highs

My favorite class of the day is the Hunter, mainly because I get to control both my main character and my pet at the same time. I love the dynamic of how these two entities fit together and do damage together so nicely. I have also played a warlock up to 30, but so far the dynamic of doing multiple things at once with demon master doesn't seem as interactive to me, though I suspect it may get better later on.

I love the multitasking involved with controlling two game entities with cooperative abilities at the same time, but some people hate it. One friend of mine wishes that hunters didn't have pets at all -- it feels too much to him.

One thing that I can't see myself getting into though, is multiboxing: running multiple WoW accounts on different computers and linking them up so you can control them at the same time. The prohibitive cost is the main reason I'm not interested, but also I like the sense behind the hunter class that the hunter and the pet were designed to work together as a single entity. I feel like multiboxing would only leave me doing less than would be possible if we actually had one real person playing each character.

What's your opinion on doing multiple things at once? Do you love such complexity, or do you prefer a simpler playstyle? Which class do you think has the most things going on at the same time?

Filed under: Hunter, Warlock, Breakfast Topics

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