PDA

View Full Version : Thesis on player wimping.


10-09-2002, 09:28 AM
It's five years old, but it sure looks accurate to me.



http://shell4.bayarea.net/~tenarius/mudwimping.html


Kaacee the Disciple

The Divine Alliance

Cazic-Thule

</p>

Ganjin
10-23-2002, 02:29 PM
shell4.bayarea.net/~tenar...mping.html (http://shell4.bayarea.net/~tenarius/mudwimping.html)





It's really an interesting read, and unfortunatly puts us firmly in "The Death Spiral:" section.



<blockquote>Quote:<hr>The Death Spiral:

As the immortals, (and yes I do place full responsibility on the immortals, because it is in fact they who have the power to ameliorate things, and the responsibility to the mud NOT to do it in the first place), continue to wimp players, boost mobs, drop gold gathering abilities, raise prices, and reduce weapon effectiveness, players begin to align themselves into two camps. One group who "backs the Imms, 'because they know best and wouldn't hurt us'", and one group who feels "betrayed and hurt" by the removal or destruction of that which they have worked so hard to obtain.<hr></blockquote>



Of course followed by.



<blockquote>Quote:<hr>Factionalization Of The Mud:

Once the wimping begins the mud breaks into little parts. Myopia sets in and people begin to lose sight of the fact that once they were all friends and having fun playing together. Instead it becomes a power struggle and a political infight with groups breaking off into encampments trying to get their way. If the IMPS have foolishly surrounded themselves with "yes-man" type gods, then this won't carry over into the administration, but if the IMP had the forethought to install people as gods who would speak their own mind, this factionalization will also occur in the immortal camp as well.<hr></blockquote>



leading to.



<blockquote>Quote:<hr>The Effect:

As you can see factionalization shatters the camaraderie and friendships that a good mud will have groomed and encouraged. This downward spiral has resulted in the death of more than one mud that I am personally familiar with and made a couple others totally not worth the time to play... unless of course you simply like to watch people fight. These actions pit friends and players against each other in the same way as a civil war pits brother against brother or adultery pits spouse against spouse. There can be no winners once this occurs, only those who have not lost as much as others. Is this what you want to have happen to your mud? Would you like a nice set of well balanced tables, damages, leveling times, and the other things you seek through wimping, or would you prefer to make 50 to 3000 people happy to play on your mud without infighting?



The above described events comprise a circle where one screw-up feeds off of another which feeds off of another until a continuing and destructive downward spiral occurs. The spiral stops when one of two things happens, either the mud dies because someone with enough power pulls the plug on the mud itself out of disgust, or a large portion of the players and dissenting immortal staff are purged or quit leaving only those who were in blind agreement. The residual players and Imms are battered, bruised and wary from the fight. People in this condition are in no mind set to help newbies or to recruit new players and this apathy results in a feeling of morbidity that takes months to dissipate.



Basically you've fucked yourself and your mud at this point.



Tenarius<hr></blockquote>



Tenarius= very wise and observant individual.



Read the whole article, you will see what I mean.


</p>

10-23-2002, 03:43 PM
It is a very interesting read, but I'm not sure it entirely applies to games like EQ.



I admit I was never into the text muds, but I was under the impression that they were basically run by players for other players. Were there costs to play?



EQ is run by a business. And while you may disagree with Verant's plans and goals for the game, and Verant is as fallible as any other human, I can't believe in any concerted effort against the players. That is, I don't think Verant acts in a vindictive manner because they don't like the way their players are behaving. It is possible for individuals in the business to have grudges or agendas, but since it is a business there will be a tendancy for those people to be removed.


<div style="text-align:center"><span style="color:#660000;">Bryce Kilcannon</span> (Four Elements)</div><div style="text-align:center">Servant of Quellious on Xev</div><div style="text-align:center">Bryce's Gear (http://www.magelo.com/eq_view_profile.html?num=165983)</div></p>

10-23-2002, 03:48 PM
Gee, I wonder how much rack space the EQ servers are taking/costing. Gee, I wonder what would happen if we could ween 90% of the Playerbase to EQ2, shutdown EQ, and make better use of our operationing captital and available rack space.



Hmmm, I wonder if there's a way to do this slowly over the course of a couple of years so that most players will believe we still want EQ to exist after EQ2 goes live.



Hmmmmm.


<div style="text-align:center">http://www.catplex.org/chilau/chilau_fk5.jpg
Monk of the 59th Order - The Nameless Server

View My Magelo Profile (http://www.magelo.com/eq_view_profile.html?num=30466)</div></p>

10-23-2002, 04:20 PM
<blockquote>Quote:<hr>

Hmmm, I wonder if there's a way to do this slowly over the course of a couple of years so that most players will believe we still want EQ to exist after EQ2 goes live.

<hr></blockquote>

You're not going to entice your customers to purchase your new product by antagonizing them to the point that they stop using your old one.



EQs biggest strength right now is momentum. People stay because they have friends and relationships with the other people in the game. As often as I've heard other games aren't as good, I've also heard "I don't want to leave my friends" quite a lot as well.



When EQ finally does start winding down, players are going to look for something new to play. There won't be that gravity of friendship anymore for Verant to rely on. The best way they have to ensure they don't lose their playerbase to the "next big thing" is for players to remember their time in EQ with more postive emotion than negative.



I'm not saying that Verant can't screw up and make mistakes. I'm just saying that the fact that it's a business means there's not going to be some orchestrated campaign to make the players suffer.


<div style="text-align:center"><span style="color:#660000;">Bryce Kilcannon</span> (Four Elements)</div><div style="text-align:center">Servant of Quellious on Xev</div><div style="text-align:center">Bryce's Gear (http://www.magelo.com/eq_view_profile.html?num=165983)</div></p>

10-23-2002, 04:37 PM
One of those OMG reads ya get once in a while. And yes it applies to EQ because the players view the money paid to be of no importance. Players are players are players....


</p>

Ganjin
10-23-2002, 05:52 PM
Hardly an attempt to pin down motivation. As was described in the article, changes may be made with the best of intentions.

However, 'balancing' a particular skill/ability/item needs to happen within a reasonable amount of time from implimentation, not after a year or two. Hence the whole downward spiral.



Customer service has slacked off, we see postings of guides quitting because of lack of power, or double standards applied, 'whiney players' disputing spawns. Have a look, those meant to help within the game (guides) are becoming withdrawn, feeling besieged by the players they have no real power to help. GM's are rare and sometimes inconsistant in their dealings with players.



So the basic observations of cause / effect does indeed apply to Ever Quest, regardless of the motivations.


</p>