Auteurship and RPGs

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If you don’t pay much attention to the video game world, or are just aggressively avoiding spoilers while you finish the game, you may not have heard much about the controversy surrounding the Mass Effect 3 ending. To try to put it in a way that gets you up to speed without creating a spoiler: the point of view of a lot of angry players is that it was not just unsatisfying, but actively dissonant to the themes and tone of the entire trilogy up to that point. That is, it wasn’t good and, more importantly, it didn’t make sense. This video explains the controversy in extensive (and spoilery) detail.

Players on the internet are livid. Massive petitions have been made to try to get Bioware to change the ending, some to the point of rage-donating to charity. The blowback was sufficient to get the company president to issue a press release indicating that they’re considering acquiescing to the fan demands and changing the ending via DLC.

Whether or not the entire situation is overblown, the results are inarguable: we’ve reached a point in video game development where we have to seriously ask the question of whether interactive media are in some way democratic. Do consumers of a game have the right to, as a bloc, demand a portion of the artistic control of that game? Will major game franchises have to begin extensively focus testing their products not just for engagement, but for satisfaction? Does the principle of director as auteur in film translate to the lead designer as auteur in a video game?

And what does this have to do with tabletop RPGs?

I don’t think it’s coincidence that the first video game to create this controversy is an RPG. There has been more than one AAA game franchise where players were largely unsatisfied by the ending and didn’t petition for a change, but they were typically less customizable experiences. The problem for ME3 is that it succeeded too well at making the player feel invested and in control of the actions of a fully customized Commander Shepard, such that any ending that wasn’t note perfect would generate this problem on a lesser or greater scale.

It’s pretty similar to the potential fallout from a poor ending to a long-running tabletop campaign.

There are, to oversimplify, three major beliefs about the role of the GM in a tabletop game:

  • The Old School Renaissance (OSR) tends to think of the GM’s role as setting up a sandbox and then impartially arbitrating it in play according to player intentions and actions. The goal of the GM is not to tell a story, but to simply create an environment in which story can emerge naturally from player activities. The players have complete control of the progression of the game from the beginning of the first session, but must exercise this control via the medium of their character skills, clever play, and lucky dice rolls.
  • The Story Games movement tends to think of GMing as fundamentally democratic. A number of games like Capes, Fiasco, and Shock have no GM whatsoever: the power of the GM is distributed among the players based on various rules to govern narrative control. Even when there is a GM, his or her control of the flow of the game is often constrained by various mechanics, and the players have systems to seize narrative control outside of the in-world skills and actions of their characters.
  • The Storyteller mindset (which is not a movement) seems to make up most of the mass market, and is exemplified in nearly every module released (for any system) that is not a true sandbox. The GM is expected to not just set the stage, but provide a basic script for the direction the plot is meant to go. Player cleverness can greatly drift the story, depending on the creativity and improvisational ability of the GM, but there is expected to be serious GM (and mostly GM-only) effort to mold the game to feel like a story.

Presumably, an OSR campaign ending that felt completely out of tune with the rest of the game would result in players demanding to see the GM’s notes to prove that they’d missed something that was added fairly. A story games ending almost couldn’t be something that the majority of players hadn’t bought into, as democracy is assumed by the rules. But what happens if a long-running game in the standard storyteller mode ends on a complete misfire? Keep in mind that this is a style of play where “it says right here in the module that I have to…” isn’t necessarily encouraged, but is accepted. And I strongly suspect that the majority, possibly even the vast majority, of gamers still play this way, free of the game theory of the internet until it makes its way into a mass-market publication. It’s accepted fact that the GM models not just a world, but a world with an intended narrative.

Further, the motivation behind this is why the OSR and story games movements are ends of a spectrum rather than just two ways of limiting GM power. My sense is that a lot of gamers crave both a story and a sense of a world simulated in someone else’s head. They’d be unsatisfied with the pure sandbox method of play exalted by the OSR, desiring a much more thorough amount of story instead of the responsibility of driving the game’s agenda. But they’d be equally unsatisfied with a true division of GM authority among the group, as there’s a definite allure to having a single arbiter of reality to make victories feel earned. While I expect the middle to continue to absorb innovations from both OSR and story games camps, I also expect story-driven games with a single GM to be the norm for the foreseeable future.

So had Mass Effect been an epic series of tabletop modules instead of video games, how would the ending play out at tables around the world? Would players suck it up and quietly resolve to try to get someone else to GM next time? Would they be open about disliking it, but accept that it stayed happened? Or would they proceed to order their GM to tell the ending right, and they’re not leaving until he does? And would the last option come dangerously close to shattering the illusion of a world independent of the players’ own imaginations?

Someday, though probably not soon, we’ll achieve some reasonable approximation of the holodeck: a video gaming engine that can interpret a wide variety of player input and react to it with an AI sophisticated enough to respond more like a human GM than a rigidly programmed tree of options. The ME3 controversy may mean that, by the time we get there, it would be unthinkable to not have its core behavior skew much more toward the sandbox of the OSR or the player authority of story games. We could be on the verge of strictly limiting the power of the video game designer in a way similar to those espoused by tabletop theories, eliminating the ability to tell a story that takes away agency from the player. We could be on the verge of losing the core elements that give video games a chance of being acknowledged as art by the mainstream (in the same way movies are art) anytime in the foreseeable future.

But, given that a lot of tricks taken from movies tend to remove the fun of actually playing the game, maybe it’s just a good time to deeply rethink our principles of video game design, in the same way the OSR and story games movements are deeply rethinking the tabletop RPG.

Top ’10

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It’s been somewhat of a transitional year for both video and tabletop RPGs.

On the video game side, there were only a handful of AAA single-player RPGs (all published by Bioware, Obsidian, and CDProjekt) of any note, and almost nothing in the way of non-expansion MMO releases (save Star Trek at the very beginning of the year). I may be missing a few that flew under my radar. Meanwhile, more companies seemed to have extensive layoffs than in any other year in recent memory save perhaps the wash of Austin layoffs a few years ago. Ultimately, 2010 proved that the video game industry is far from recession-proof, as investors began getting serious cold feet about anything that wasn’t a Facebook app. 2011 looks promising, particularly due to some 2010 games that were held off for more polish, so maybe we’ll see some fun and innovative stuff in the next few months.

On the tabletop RPG side, the interesting thing about 2010 on the major publishing side was Paizo becoming a major player pretty much entirely on the back of Pathfinder. I seem to recall hearing that they’re now the second largest tabletop RPG publisher. Part of this also likely has to do with White Wolf increasingly treating the tabletop market as a distraction from the development of the World of Darkness MMO, moving to completely transition to a video game studio instead of a tabletop one. Meanwhile, potentially under the radar of most, some second-tier tabletop publishers with high production values started doing some very interesting things: Margaret Weis Productions’ Smallville and Leverage are both licensed mainstream properties that nonetheless do some very experimental things with their game design, and Fantasy Flight Games’ take on Warhammer Fantasy is an interesting hybrid of D&D 4th, indie ideas, and their own board game sensibilities. As usual, lots of indie RPGs came out over the year, many of which mostly flew under my radar but were well-received by RPGnet, but the biggest was probably the long-awaited release of the Dresden Files RPG. With the production values involved, it may mark Evil Hat’s transition from an indie publisher to a mainstream one (if that distinction even really makes a difference any more in the diverse land of small print runs that is the tabletop RPG industry).

Meanwhile, on this blog, 2010 has been an amazing year of growth in my readership, with each recent month seeing more pageviews than the entire year of 2009. I’m hoping that, if I keep up the content, you’ll all keep coming back.

And because everyone likes top 10 lists, here are the top and bottom 10 posts from this blog, as of the first of 2011, ranked by pageviews (and weighted by number of days active). They don’t include syndicated views or people viewing the post directly via the home page, just the number of times the post was directly viewed (so it’s, at best, an approximation of interest).

Top 10

  1. D&D 3.5/Pathfinder Overpowered Spells
  2. Sandbox D&D and E6/8
  3. D&D: Level by Wealth
  4. Pathfinder, RotR: House Rules
  5. Pathfinder, Kingmaker: House Rules
  6. Dungeon Inertia
  7. From Radioactive to Riches, Part 1
  8. D&D: Modified Buff Spells
  9. System Review: Fading Suns, Part 1
  10. D&D: Cooldown Casting

Bottom 10

  1. The Karma Contract
  2. MGI: Diminishing Returns Cooldowns
  3. Ultimate Star Wars – Force Powers
  4. SNFO 2: Mazes and Monsters
  5. The Hook Mountain Massacre, Part 5
  6. SNFO 3: the Pit
  7. The Sims: With Great Power
  8. Bartle’s Four and Fantasy Fiction Styles
  9. Consciousness Twinning
  10. The Transliteration Problem

From Radioactive to Riches: the Jenny Gamma Story, part 3

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This is the required picture for the Market forum to show you're an Ebil Marketeer. Seriously.Even with frequently played characters in the late levels, I’d never had access to more than 100 million influence at a time. Seeing all the high-level build suggestions on the forums relying on literally billions of influence worth of enhancements introduced a disconnect. How did all of these people think money was so easy to come by? All of my friends had long been impressed by a lucky drop that could sell for 10 million. How were we ever going to possibly have enough game currency to make use of the inventions system the way everyone expected (i.e., by buying lots of rare sets to stack awesome bonuses until one’s character defies game balance entirely).

Turns out, though, that there’s a lot of money floating free in the economy. High-level characters farm missions, turning on the money faucet until it screams, happy to blow all of that money on their own character upgrades. Even if you don’t want to farm, you can get money off of those that do. Here’s what I wound up paying:

Components Number Purchased Average Price Paid
Alchemical Silver 2 107,586
Ancient Bone 4 4,381
Bleeding Stone 4 3,421
Carnival of Shadows Mask 1 20,171
Ceramic Armor Plate 76 5,605
Chaos Theorum 50 3,451
Chronal Skip 42 1,419,215
Circuit Board 60 12,331
Commercial Cybernetic 2 22,551
Demonic Blood Sample 5 9,123
Demonic Threat Report 12 1,088
Destiny 19 8,750
Diamond 2 2,000,171
Enchanted Impervium 1 1,500,171
Energy Weapon 55 5,226
Ensorcelled Weapon 1 10,001
Fortune 87 3,160
Gold 32 3,546
Hamidon Goo 3 1,500,171
Hydraulic Piston 120 1,071
Improvised Cybernetic 1 250
Inert Gas 1 20,100
Kinetic Weapon 123 36
Magical Conspiracy 59 1,334,069
Mathematic Proof 19 329
Military Cybernetic 2 1,800,136
Mu Vestment 3 2,000,171
Mutant DNA Strand 3 1,171
Nevermelting Ice 72 2,587
Pangean Soil 59 1,395,086
Penumatic Piston 3 13,171
Photonic Weapon 49 1,040,987
Platinum 14 1,150,171
Pneumatic Piston 56 16,171
Positronic Matrix 98 1,000,171
Prophecy 28 1,257,314
Psionic Threat Report 3 10,171
Regenerating Flesh 48 1,157
Rikti Alloy 10 1,710,171
Ruby 59 3,849
Sapphire 39 9,581
Scientific Law 4 1,381
Scientific Theory 4 3,379
Silver 55 316
Soul Trapped Gem 13 1,115,556
Spell Ink 55 25,819
Spirit Thorn 59 1,154
Synthetic Intelligence Unit 1 1,000,171
Temporal Analyzer 59 171
Temporal Tracer 21 1,266
Titanium Shard 6 726
Unquenchable Flame 9 12,838
Essence of the Furies 8 1,912,671
Recipes Number Purchased Average Price Paid
Recipe: Blessing of the Zephyr -KB L50 25 8,040,185
Recipe: Decimation Acc/Dam L40 1 3,000,010
Recipe: Decimation Acc/Dam/Rech L40 1 1,000,001
Recipe: Doctored Wounds End/Heal 3 100,171
Recipe: Doctored Wounds End/Heal L50 37 308,549
Recipe: Doctored Wounds End/Rech L50 16 113,296
Recipe: Efficacy Adaptor End Mod/Acc, L50 18 50,171
Recipe: Efficacy Adaptor Rech/Acc, L50 43 135,055
Recipe: Gift of the Ancients Defense L40 3 4,500,000
Recipe: Interrupt, L20 9 100
Recipe: Luck of the Gambler +Recharge L50 7 100,000,171
Recipe: Luck of the Gambler Def L50 3 30,000,000
Recipe: Luck of the Gambler Def/End/Rech L50 1 4,000,171
Recipe: Luck of the Gambler Def/Rech L50 1 400,171
Recipe: Luck of the Gambler End/Rech L50 4 78,921
Recipe: Luck of the Gambler: Def, L50 1 25,000,171
Recipe: Miracle End/Heal/Rech L40 3 100,171
Recipe: Numina’s Convalescence +Rech/Rec, L40 1 50,000,171
Recipe: Numina’s Convalescence End/Rech, L50 2 100
Recipe: Performance Shifter Chance L50 52 6,105,937
Recipe: Performance Shifter End Mod/Rech L50 3 1,500,171
Recipe: Positron’s Blast Acc/Dam L50 3 500,171
Recipe: Range, L20 30 150
Recipe: Range, L30 9 150
Recipe: Range, L35 15 150
Recipe: Red Fortune Def 3 300,171
Recipe: Red Fortune Def/End/Rech L50 12 333,504
Recipe: Red Fortune Def/Rech 3 100,000
Recipe: Sleep, L25 5 100
Recipe: Titanium Coating End 3 10,171
Recipe: Titanium Coating End/Rech 3 10,171
Recipe: Titanium Coating Rech/Res 3 50,000
Recipe: Touch of the Nictus Acc/End/Rech L50 9 10,000,171
Recipe: Touch of the Nictus Chance L50 1 100,171

 

Sold Item Number Sold Average Price Received Profit
Blessing of the Zephyr -KB 25 26,990,667 93%
Decimation 2 5,000,000
Doctored Wounds 56 3,935,708 228%
Efficacy Adaptor (End Mod/Acc) 18 3,885,803 313%
Efficacy Adaptor (Rech/Acc) 37 3,853,454 272%
Gift of the Ancients Def 3 15,000,000
Kinetic Weapon 115 250 312%
LotG (Def/End/Rech) 1 15,000,000
LotG (Def/Rech) 1 7,000,000
Luck of the Gambler +Recharge 7 132,857,143 13%
Luck of the Gambler Def L50 4 42,527,778
Luck of the Gambler End/Rech 4 8,525,253
Magical Conspiracy 10 2,010,000
Miracle 3 11,000,000
Numina’s Convalescence End/Rech 2 4,950,000
Numina’s Convalescence Healing 1 30,000,000
Numina’s Convalescence Reg/Rec 1 121,000,000
Performance Shifter Chance 52 17,963,462 83%
Performance Shifter End Mod 2 10,000,000
Performance Shifter End Mod 2 10,000,000
Performance Shifter End Mod/Rech 3 15,000,000
Photonic Weapon 28 2,010,714
Platinum 10 2,000,000
Positronic Matrix 98 1,998,529 67%
Positron’s Blast Acc/Dam 3 8,000,000
Prophecy 10 2,000,000
Red Fortune 7 4,000,000
Red Fortune Def/End/Rech L50 10 3,060,004
Red Fortune Def/Rech 1 3,000,000
Smashing Haymaker 2 3,350,555
Titanium Coating End 3 3,666,667
Titanium Coating End/Rech 3 5,000,000
Titanium Coating Res/Rech 3 4,296,296
Titanium Coating, Res L50 8 5,387,500
Touch of the Nictus Acc/End/Rech 9 27,444,444 83%
Touch of the Nictus Chance L50 1 5,000,000

 

Analysis

I like to think these charts bear out what I’ve said in the previous two installments: there’s fabulous amounts of money to be had, but your number of auction slots become the driving force of value very quickly. Items that make a 200-300% profit net at most 3 million per sale. Meanwhile, items that turn less that 100% profit turn over around 10 million each sale. In general, high-profit items that turn over quickly are an easy way for anyone to make money, especially if you can check in multiple times a day, but the higher-value items will bring in more money to the patient (and those not able to check a lot).

Ultimately, it’s very easy to make money on the City of Heroes market. All it takes is identifying an enhancement that sells frequently (all Last 5 transactions from today) and for more than how much you’ll pay to get the recipe and components (and don’t forget the 10% market fee). With the number of players with high level characters flooding the market, and the ease at which the CoH market allows you to set up buy orders that gradually rake in components at reasonable prices, there’s really no reason not to avail oneself of the opportunity to have enough cash to buy all the cool things in game that make your character more competent.

From Radioactive to Riches: the Jenny Gamma Story, part 2

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Week 2

100 million is nothing to sneeze atIn case you forgot from last week, Jenny Gamma, my alt that found herself dedicated to playing the market for fun and profit, ended the first week with over 100 million influence. This is nothing to sneeze at, but it’s still only 1/20 of the influence cap and barely enough to buy a single really good enhancement. I have a lot of alts in the later levels that would really benefit from some nice enhancement sets, so I’m going to need to bring in the big money.

Day 1

It’s still Sunday on free reactivation weekend, and I’m determined to make some good money before another slow spate of weekdays.

Maybe I didn’t learn my lesson, because I start it off with buying another Luck of the Gambler: Defense.

By the end of the day I’m down again, waiting on some expensive enhancements to sell.

Day 2-5

This took way longer than it should haveMonday through Thursday crawls by before I once again have as much liquid influence as I had on the first day of the week. I flip more orange salvage to while away the time and have something turning over each day. Finally, the Numina’s Convalescence that I speculated on on Tuesday turns over, and I have just over 200 million liquid to take into the weekend.

Day 6

It’s Friday and a lot of the slow-moving, high-value anchors around my auction slots finally find homes with loving (and wealthy) parents. I’m up to 271 million by the end of the night!

Day 7

It’s another beautiful Saturday, although this time without the joy of tons of reactivated players scrambling to consume, and I end the day with over 300 million.

Week 3

Day 1

Wealthy is as wealthy doesSunday is another great day. By the middle of the day, I pass 500 million as my Luck of the Gambler: Defense recipes finally clear out. They’re good profit, but they’ve been very slow to turn over, and I begin to really internalize the advice of the market forum about fast turnover on slots being more important than huge margins.

Day 2-3

Another  middle of the week. I’ve suddenly got so much liquid influence that it’s hard to invest it all if I’m only pursuing low-value stuff. I go whole-hog and begin to invest in the Luck of the Gambler: Global Recharge bonus enhancement that is every high-level character’s favorite accessory (it goes well with any build!). I also make a lot of Efficacy Adaptors to round out my slots.

Luck of the Gambler is expensiveWhen the Luck enhancements sell, it’s very impressive: they go for 130 million each! However, I paid 100 million for the recipes, and the 10% market commission eats an awful lot at those high values. Ultimately, I probably make way more profit on the parade of yellow enhancements than I do on the big ticket ones.

Ultimately, getting a Luck of the Gambler recipe from normal play is a fabulous windfall, but it’s not really worth it when speculating.

Day 5-6

Thursday and Friday are all about the guaranteed, safe, yellow enhancement sales. I end with 637 million to roll into Saturday.

Day 7

With the greater capacity to sell and buy on the weekend, I decide to experiment with a variety of items, buying large swaths of recipes with theoretically good margins. I’m getting the hang of this, and I end the day with 672 million liquid and a bunch of recipes on hand to pad out the rest of the week.

Week 4

1 BILLION dollarsI’m beginning to focus more on big stacks of the same item. It’s faster for me to buy in bulk, and I have enough money to sink into waiting for conservative offers for recipes and salvage to fill. Consequently, I stop bothering to take so many screenshots at this point, because it’s mostly huge lists of exactly the same thing. This week’s big sellers are more Efficacy Adaptors, Performance Shifter: Chance for Endurance, and Gaussian’s Synchronized Fire Control: To-Hit Buff and To-Hit/End (complements to another decent and in-demand proc).

By the end of the week, I’ve crossed the 1 billion threshold. Technically, this qualifies for “Ebil Marketeer” status on the forums, but I’m not done yet.

Week 5

It's starting to get very impressiveAt this point, if I had it to do all over again, I could do it faster. Having the ready cash to just buy big stacks that are slow to fill but quick to sell becomes a huge benefit. At this level, there’s almost no way for me to invest all my liquid cash save on the 100 million+ enhancements. I’m tempted to try, but market volatility when I check shows that the margin on them is razor thin this week. I opt to invest in a lot more reliable and frequent sellers. The heroes this week are more Performance Shifter: Chance for Endurance and Blessing of the Zephyr: Knockback Reduction. I fill in with all enhancements in the Celerity set (a running set that can turn Super Speed into full invisibility with its +Stealth enhancement).

I'm rich, bitch!By the middle of the week, I’ve been at this for a month and haven’t quite made it to the cap, but I’m very close. 500 million influence becomes something I expect to be able to earn in a couple of days. Despite the bottom falling out of the Efficacy Adaptor market, and the remaining high-cost of common salvage inflated from the Halloween event (where everyone leveled a lot without generating much salvage), by early Saturday, it is done…

This is the required picture for the Market forum to show you're an Ebil Marketeer. Seriously.Next week, a detailed breakdown of what I did, then back to your regularly scheduled programming.

From Radioactive to Riches: the Jenny Gamma Story, part 1

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Last month, I began exploring the ramifications of the City of Heroes consignment system. The common wisdom on the forums was that it was incredibly easy to make money (well, influence) in the game via the market, so I decided to see how long it would take me to reach the influence cap based on doing nothing but playing said market. Stipulations:

  • I would use one character (no help from alts); very quickly, limitation on personal storage slots on the auction house and in inventory becomes a limiting factor on this, so I didn’t want to “cheat” by having other characters help with their own slots.
  • I would start with almost nothing; I began with roughly 500 influence (via selling a low level enhancement) vs. a currency cap of 2 billion, and, given the ease at which common salvage can be bought for next to nothing and vendored for 250, I could have started with literally 1 influence and it wouldn’t have slowed me noticeably.
  • I would not actually play the character during the time; all currency would come directly from playing the market, rather than by getting and selling drops from game opponents.
  • I wouldn’t spend a ton of time working on this; on weekdays, I planned to check in after work and before bed, with more times checking in on the weekends. Since most of the time spent is just waiting for listed items to turn into sales, it’s not really necessary to micromanage your auctions unless you’ve identified a product that’s turning over very rapidly.

Completely Broke in Steel CanyonEnter Jenny Gamma, one of my alts. She’s a Force Field/Radiation Defender, which means she’s somewhat painful to solo even if I wanted to try to farm influence. But she does have most of the crafting badges, which gave her above-normal storage capacity for her level, the ability to make generic enhancements cheaply (which made a small difference early on, but not much towards the real money), and can summon a portable invention station (which I wound up using not at all, because it’s perfectly easy to jump over to the regular crafting stations).

Let’s say she had a rough weekend in Atlantic City and came home broke.

Week 1

Day 1

Day 1 is the biggest example of how quick even a low level character can work the market to get money quickly. The game tends to give out lots of “junk” salvage and recipes in the course of play: because of the variety of powers in the game, there are a lot of enhancement types that are in low demand. For example, pretty much anyone has at least one power that can make use of improved defense, but almost no one has use for improved intangibility (it’s like a hold, only you can’t hurt the target and have to wait a fixed time for it to wear off; almost no one takes intangibility powers). However, the less-in-demand items still sell to NPC vendors at a standard rate. However, either because they want the badges for selling lots of stuff at auction, or they just don’t want to bother finding a vendor, a lot of people will throw low-demand stuff on the consignment house for far less than it will sell for at a vendor.

So you can make a killing buying items off the auction house just to turn around and sell them to NPCs.

I buy over a hundred Kinetic Weapons for 10-20 influence each and sells them for 250 influence each. After this, I have enough money to start speculating on recipes. Generic Ranged recipes turn out to be listed cheap, and I wind up getting over 50 for 150 influence each and turn around and vendor them for a average of about 5,000 each. At this point, my time invested is mostly in how long it takes to jump over to the vendor from the market. Jenny has 351,638 influence. That’s enough to begin part 2 of the plan.

Becoming a millionaire is fun and easyDue to her crafting badges, Jenny has “memorized” a lot of generic enhancement recipes, so doesn’t have to pay to buy them from the crafting station. The crafting itself is half cost. So she can craft, for example, level 35 Recharge generics for about 30,000 influence each. These enhancements also require Spell Ink and Circuit Board components, which are, at the time, going for 40,000 and 10,000 each. So, for roughly 80,000 influence, I can make level 35 Recharge generics. They sell for 300,000-500,000.

So, after three of them, Jenny is a millionaire. It’s taken a couple of hours on a Sunday afternoon.

I spend the rest of the day stocking up on further Spell Inks and Circuit Boards, and crafting enough to fill my auction slots with Recharge generics, and I’m done for the day.

Day 2

When I log back in, all of the recharge enhancements have sold, and Jenny has 6,608,414 influence. I craft some more of them, and also begin speculating on yellow set enhancements. Set enhancements are where the real money in the market comes from: some of the better commonly available sets provide very significant bonuses, and each enhancement in the set will sell, crafted, for at least 10 million influence. Some enhancements are so good that each one of them sells for over 100 million influence (and this is before getting into the ultra-rare level 50-only purple enhancements or PvP-drop enhancements, that sell for even more).

Interestingly, there’s a lot of difference between the price of a recipe and the price of the crafted enhancement. Even though there’s no barrier to crafting in this game, many people will sell off recipes on the market rather than assembling the components and selling the finished enhancement. Meanwhile, even with all these recipes on the market, many players seem to be impatient enough to just buy finished enhancements; even a 50% or more savings is not enough to make it worth it to them to buy a recipe and make the enhancement themselves. So there’s tremendous money to be made from buying recipes and salvage and crafting them into enhancements for sale.

Tremendous money.

At this point, I’m mostly looking at yellow (uncommon) recipes. While the orange (rare) recipes tend to have better sale prices (few yellow enhancements sell for more than 10 million), they also tend to require rare salvage for at least one of their components. Nearly every rare component in the game auctions for 1-2 million influence, so it’s a bit early for Jenny to start speculating on those. Yellows, though, tend to use much more cheaply available salvage. I get a couple from a melee damage set (Smashing Haymaker) and craft both for under 300,000 including all costs. By the end of the evening they’ve both sold for over 3 million each. With the sale of these plus the generics, Jenny has 16,991,103 influence.

I grab a couple more yellow recipes (Decimation, a ranged damage set) that seem to sell for a decent bit, craft them and put them up with some more recharges, and go to bed.

Day 3

I return to everything having sold, and Jenny’s up to 22,181,440 influence.

Today brings full on experimentation with yellow recipes, and I’m moving away from generics. They have a consistent 400% profit margin, but my 18-auction-at-a-time limit is already becoming a problem. Essentially, limiting to generics means I will turn over around 5 million influence a day unless I constantly log in to turn over sales. It’s good money, but it would take over a year to reach the influence cap at 2 billion that way.

I put nearly all of Jenny’s ready cash into a variety of Luck of the Gambler (defense) recipes and Numina’s Convalescence (healing) recipes; these are from the same set as a couple of the enhancements that sell for over 100 million each, and my hope is that someone dropping 100 million will not worry about more dropped on the rest of the set. Nonetheless, I’m probably dipping into orange recipes a little sooner than make sense. I also grab some yellow Efficacy Adaptors (endurance). All of it gets crafted and posted.

Day 4

It's starting to get labor intensive to get richThe profit margin wasn’t as good as I hoped, and all of the previous day’s work only increase Jenny’s liquid funds by 50% to 36 million. My rate of increase is slowing down as I begin to make huge amounts of influence; but it’s still better than selling generics.

Another mistake I make today is continuing to speculate too early on orange recipes. I hope for a big payday and invest most of my money in a more expensive Luck of the Gambler enhancement. It won’t sell for several days. I begin to learn that big money sales are for the weekend, when lots of people are playing; it’s a better idea to stick to cheap and reliable sales to the weekday crowd.

Day 5

It’s another very slow day. Jenny’s now poorer than she was on day 2. I start trying to flip orange salvage.

Flipping is the process of putting in lowball bids for items with the intention of immediately listing them for enough to make a profit. The CoH forums tend to explode about flipping in a way they don’t for buying and crafting cheap recipes, as there’s the intuition that people flipping are adding nothing to the game, merely making money by making things more expensive for everyone.

The counter argument is that flippers stabilize the market and maintain supply of necessary components: since flippers are buying things people are listing 1-2 per auction slot and re-listing them 10 to a slot, there’s more space for stuff on the market. Additionally, anyone is guaranteed a quick (if small) return on listing components that they might otherwise vendor as worthless.

Nonetheless, I feel a little dirty as I begin buying orange salvage at around 1 million to sell at 2 million. I’ll have to assuage my feelings with the sweet, sweet profit.

Day 6

Hey, it’s Friday, it’s free reactivation weekend, and things are picking up.

My flipped salvage has come through nicely, and I’ve sold a couple of yellow recipes. I begin to realize that yellow recipes are the safe bet. I buy a bunch of them and post them.

Day 7

Saturday is pretty much the busiest day of the week. My stuff sells, I pick up some more items to flip for cheap, and the lead weight around my neck that was the expensive Luck of the Gambler I made earlier in the week finally goes. By the middle of the day Jenny has nearly 56 million.

Feeling a bit saucy, and more confident of a sale on the weekend, I jump back into orange recipes, picking up a Numina’s Convalescence: Heal, a Performance Shifter: Endurance Mod/Recharge, a Performance Shifter: Chance for extra endurance (a big favorite to slot into Stamina, which everyone has), and a Blessing of the Zephyr: Knockback Reduction (an enhancement that goes into any travel power and makes your character resistant to being knocked back by attacks; another big favorite).

100 million is nothing to sneeze atAll these sell overnight, and I’m happily sitting at over 100 million influence.

But, things slow down a lot from here…

Selected Game Design Blogroll

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I’m working on a new feature to run on Wednesdays now that my actual play from Rise of the Runelords has completed. Dragon*Con has resulted in a delay getting that implemented, so, instead, here is a list of game design blogs to which I am subscribed:

Video Game-Focused

Each of these primarily focus on video games.

Developers

Reviewers

Tabletop Game-Focused

Each of these primarily deal with tabletop game related topics.

Designers

Old Schoolers

GM Advice and General Commentary

Breaking into the Video Games Industry, Part 2: Strategies

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Last week, I discussed the realities of the video games industry, suggesting that it’s actually a real job with real work, despite its coolness factor, and pointing out that breaking in is an uphill battle against a horde of seasoned professionals. For those still interested, what follows are some methods that might make it easier to break in. All of this is based on my experience, and other industry members might have other anecdotes of how one can get a job in the “biz.”

There are two major paths that I’m aware of to get into the video games industry: Connections and Qualifications.

Connections

Video games are perhaps one of the biggest bastions of nepotism on an industry-wide level. If you visit nearly any studio and get people talking about how they know everyone else, you’ll find intricate webs of family members and old friends tying huge swaths of the company together.

The CEO brings along the core members of his last company, they staff the rest of management with people that come highly recommended by their friends or people they’ve known for years and finally have a chance to work with, and then all of them fill in any positions they can with kids of an appropriate age. They hire creative directors that have produced past products that they enjoyed or whom they worked with previously, those guys snap up previous coworkers and gaming buddies, and those hires, in turn, recommend their own friends, family, and significant others.

Even if your inexperience doesn’t disqualify you from the application process, there’s likely to be multiple individuals that have the same inexperience but also know someone at the company, and will be more likely to get hired than you. From an outsider’s perspective, this sucks. It’s unfair. It makes it way harder to get in. But it happens for a pretty decent reason.

Every game studio is a huge collection of creative people that have to work together in various arrangements to get anything at all done. When you  have members of a team that can’t get along, can’t argue their agendas without it turning into a real fight, and can’t ultimately compromise on a solution that everyone can accept (even if it’s not anyone’s preference), it’s tremendously harder to get anything done.

Personal connections are, many times, the glue that makes a functional team. Who would you rather work with on a team: a competent but unexceptional designer who is easy to get along with or a very skilled powderkeg of emotions that is as likely start a fight as to produce something brilliant? There’s much less room for talented prima donnas in a team-based organization than there is for individuals that can get the job done without getting into arguments. So there’s a very real use for being able to look at an applicant and know that someone you trust thinks this person is also going to be cool to work with (or, even if he or she can be kind of a jerk, bonds of friendship will restrain those impulses from going too far).

So how do you make nepotism work for you instead of against you?

If you have a genuine friendship with someone that’s part of the industry, it doesn’t hurt to ask him or her to be on the lookout for opportunities or, failing that, to just try to get you invited to social events where coworkers will be present, and introduce you around.

If you don’t have a pre-existing connection, it’s a little more difficult to accomplish, but you can network. Large MMO guilds or other multiplayer clans seem to inevitably draw in a game designer or two that you can befriend (it’s an interesting quirk of the industry; there are probably, say, hardly any dentists that spend a lot of time hanging out in other dental offices in their free time). If you’re in a city with game studios, attending large roleplaying gatherings or video game nights is probably a good way to meet people who work at a game company or have genuine friends that do. If you can get into game developer conferences or even local IGDA meetings, those are sure places to meet professionals (though they may not be there to make friends).

In either situation, it’s important that you either be very clear that you’re trying to network or very interested in actually making friends. If you’re essentially just using people to get a job, be open about it or they’ll ultimately feel manipulated. It defeats the entire purpose of vouching for people.

Also, try not to be a prima donna. Even once you get into the industry, it never hurts to step back and realize that the people you’re talking to are likely just as smart and creative as you, but happen to have a different opinion. If you can prove that you’re cool to work with, you’ll have lots of people happy to vouch for you in the future when your current gig inevitably starts laying off designers to go to other companies.

Qualifications

Some people do manage to get their first job in the industry without knowing a single member of the company before submitting a resume. Nearly all of these people have an education in programming, art, or some other vital skill.

The reality is that game designers and writers are the least privileged class of industry professionals (though, in my—clearly biased—opinion as a game designer/writer, the most important to the success of a game). There’s a continuum between coming up with a bad plot/system/mission and a good one, and just about anyone can jump in on the low end without training. Conversely, being able to program/script, make 3D art assets, etc. are all skills that require some level of training to even attempt. Sit any random guy off the street in front of a word processor and ask him to write the story for a video game and he’ll likely attempt something. Sit him in front of a 3D art program and ask him to make a creature or level and you’ll get a far different response. Whether it’s fair or not, nepotism has a lot bigger sway when people are hiring writers and designers, because there’s an awful lot you can learn on the job and designers have to work on teams and compromise more than potentially any other specialty.

So, what that means is:

  • If you’re interested in entering the industry as a programmer/scripter, artist, or some other specialty that requires up-front training to even attempt, you should be set. Make sure to put forth as much effort as possible in school so you’ll be able to pass programming tests and/or have a respectable portfolio to show off and you should be able to eventually find a studio that’s hiring junior members of your specialty. Congratulations.
  • If you’re interested in entering the industry as a writer/game designer, it pays to crosstrain. Some degree of skill scripting in programming languages is very helpful, because, unless the company has a comprehensive toolset, at least some of the process of adding content to the game requires scripting. If you can do that yourself, rather than having to team up with a dedicated programmer, that makes you more valuable.

Other Strategies

If none of these options are available to you, there are three remaining strategies:

  • Go to a school that pushes internships in a city with a large number of gaming companies, and avail yourself of this opportunity. Even if you don’t get paid, an internship gives you an automatic way to make friends in the industry, to learn valuable skills, and maybe even count it as job experience. Figure out how to afford it, and make sure your school can place you.
  • Look for QA and other entry-level opportunities. It will probably mean low pay for a while, but is just as useful as an internship at making friends. You’ll probably get promoted internally if you stick it out for long enough and your talent and personality mesh with your desired destination team. However, while QA is generally an entry-level job, it’s also a valid career for which you might compete with better-suited individuals; it’s possible to be an excellent tester without having any potential for design, and vice versa.
  • Apply for every industry job that looks even a little interesting and for which you meet the requirements. You never know when you might find a company that’s just hasn’t gotten targeted by a lot of more experienced applicants and is willing to give you a shot. Do make sure to do your due diligence on the company and its owners if the job requires relocation or will otherwise hurt your future if you take it and then hate it or the company goes under soon after you join: any job is often better than no job when you’re just starting out, but you don’t want to get into a situation from which you can’t recover if it goes bad.

Just make sure, if you get hired in a role that is not your preference, that you don’t alienate people. Phoning it in with one department while obviously trying to get into another is a clear way to avoid making friends. Do the job you signed on for as well as you can, make friends in your anticipated destination who will speak up for you when a position opens, and learn everything you can from anyone who will teach you.

Ultimately, it’s important to take any foot in the door, because opportunities are limited and competition is intense. Once you have a couple years of experience and a network of industry insiders that know that you’re safe to work with, getting successive jobs should become progressively easier.

Breaking into the Video Games Industry, Part 1: Realities

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A friend of my father’s has a son interested in getting into the industry, and she asked if he could contact me to get some advice. He hasn’t yet, possibly because having your mom come home from work and suggest asking one of her acquaintances for advice isn’t exactly what a 21-year-old wants to do, but, if he does, I can point him here. Besides, I already put the thought into it, so here it goes.

Note: All of the information in this post and the following one is clearly based on my own anecdotal experience and that of people I’ve talked to about the subject. Other professionals in the industry may have a different experience, and it’s worth getting advice from anyone that seems to have a decent basis for it.

Making video games is a very attractive career for the modern young man (and not a few young women as well). A recent commercial for a for-profit school shows a couple of young guys lounging on a couch in front of a big screen, discussing where to put enemies. Who wouldn’t want to get paid to be literally an armchair designer?

It’s very seldom like that.

While working in this industry is probably one of the most interesting, fulfilling, highest-paying careers for a young person that loves playing games and whose skills tend towards the white collar but don’t necessarily extend to the truly specialized, it is, actually, a job a lot like any other. You’ll spend long hours in front of a monitor doing data entry. You’ll have to meet deadlines, go to meetings, and report to managers that you don’t always see eye-to-eye with. You’ll need to produce quality work on someone else’s schedule and may get in trouble if you can’t.

But, at the end of it, if everyone did it right, fun comes rolling out. You get to point at a game and take rightful credit for it. As I said, it’s still a job, but never forget that it’s a really cool job.

So how do you get to work on games?

That’s the tricky part for most kids. The distressing thing about the video games industry is its turnover rate: there are very few old and established gaming companies the way there are old and established firms that host most other white collar jobs. Even games published by the industry giants generally come from small studios employing only a few dozen people. For these companies, if they don’t continue to produce profitable games, they might get cut off (or, in the case of certain recent debacles, might get cut off because the publisher wants to keep all the profits). Startups are in an even worse situation: they need to constantly convince their investors that a profit is still in the offing or risk having the venture capitalists cut their losses and cut off funding.

What this means is that there is constant churn in the industry. One company fails after a couple of years and all its employees, now a couple of years better qualified (with the resumes to match), start hunting for positions. It seems like there’s at least one company with dozens of layoffs every month or two, especially in the current economic climate, which means there’s always at least a handful of trained professionals that could potentially be competing with an inexperienced prospective designer for any job. A lot of companies offering “junior” positions still require a year or two of experience, because they get enough applications from industry veterans that they don’t need to take the risk of untested talent. It’s possible that the only reason new blood gets into the industry at all is the occasional periods where the industry is growing and the loss of experienced workers that are looking for a more secure career, like (insert humorous, dangerous career of your choosing here to complete the joke).

So, despite this competition, how can a young person optimize his or her educational experience (or make use of an existing one) with an eye towards entering the video games industry? Tune in next week for the answers.

Rolling without Reason: Gamism vs. Narrativism

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I’ve been speeding up my Rise of the Runelords game in order to finish before a player has to move away. This involves a lot of going through the remaining modules and figuring out what I can skip with minimal impact on the story but a lot of time savings at the table. While I’m mostly cutting whole side quests and such that are interesting but mostly thematic filler, another thing I’m noticing a lot more is rolls for no reason. The two examples I noticed in particular are one where Will saves are necessary to force though a set of magical barriers and one where Climb checks are needed to get up oversized stairs. In neither of these cases in there likely to be any time pressure or other consequence for failure: the players will just keep rolling until they get it.

Many modern games, particularly ones with a strong narrative focus, explicitly recommend that GMs not call for rolls unless there is an interesting result for both success and failure. If that’s not the case, the GM is encouraged to simply narrate the result, taking into account the character’s skills. But this method seems at odds with the intuition of a gamist.

This conflict is, in my experience, most evident in the use of the Perception skill (or whatever it’s called in a particular game). Many GMs I’ve gamed with have an innate response of “roll Perception” to most queries for information from the players, even if there is no real time pressure and the GM wants the players to have the information. Conversely, at least for my players, “I search…” statements are automatically followed by lifting a die to prepare for a roll, and they often seem disappointed when I just give them the information (usually, “there’s nothing here to find, don’t bother rolling”).

Put simply, many players and GMs seem to have the core notion that a result isn’t meaningful unless it comes from a die roll. Narrating a result strips out the notion of success against difficult odds. In the RotR examples, even though there’s nothing interesting, narrative-wise, about rolling until you succeed, for the gamist, rolling to see who climbs to the top the fastest is a meaningful difference (even if the disparity in Climb skills makes it obvious who will win). Similarly, some Skill Challenges in D&D 4e seem set up so the adventure can grind to a halt if not successful.

At root, this all comes down to the growing attempt by tabletop games to create mechanics for everything else that are as robust and enjoyable as the mechanics for combat. In many games, but D&D in particular, there’s often very little chance that the PCs won’t win any given fight (unless they jumped something they shouldn’t have jumped). However, the results of combat are granular enough that there are clear gradations of winning: did the party make it through without a scratch or did they get injured? How many limited resources were expended for the win? So far, that experience has not been replicated in the non-combat parts of games (though many systems try with social conflict, to greater or lesser success). It seems to me that, with rolling outside of combat and with Skill Challenges in particular, the goal is to capture the fun of combat in the rest of the game, but, without creating a game with as detailed a list of options and resources for everything as for fighting, this isn’t really possible.

Ultimately, the converse might be easier: simplifying combat so much that it doesn’t differ so drastically from every other skill roll in the game. Would a game where combat was resolved as simply as anything else ultimately streamline the desire to roll for situations without interesting consequences? Or would it just make for a boring game?

Theory: Stages of Characterization in RPGs

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I had a theory and would like to hear opinions on whether this matches the experience of other gamers:

Roleplayers tend to go through several major stages in roughly the same order as they enter the hobby and portray different characters. Some players very quickly move through the stages, while others will hit a particular stage and stick with it. Some players will even return to an earlier stage at times. No stage is intrinsically better than an earlier one, but there is a general trend along the line. Understanding what stage a player is currently in can give insights into how to make games fun for that player.

In order, the stages are:

  1. Roleplaying as Self Insertion: A player in the earliest stage is brand new to the hobby and most characters are intrinsically similar to the player. No matter which character picked (X), the character is actually “me as X.” This could be “me as Aragorn,” “me as a ninja,” and so on. How the character behaves is quite similar to what would happen if some magical event actually moved the player’s consciousness to a skilled body in a fantasy world: the character’s goals are intrinsically tied to what the player finds interesting. A player in this stage is able to be hooked primarily by intuiting what he or she would find exciting given a different set of skills and a consequence-free environment.
  2. Roleplaying as Wish Fulfillment: A player in the next stage has begun to craft characters with their own distinct motivations. However, the character’s goals have not become completely disentangled from the player’s own desires. Thus, the player is more likely to respond to goals in game that match his or her own longings in life (which may be anything from the ability to kick butt, create a stable home, or find true love). A player in this stage is able to be hooked primarily by intuiting what he or she is missing in actual life and providing it as escapism.
  3. Roleplaying as Personal Growth: By the third stage, the player has finished exploring insertion of self and personal goals within an RPG, and has begun to fully see games as a chance to deliberately deal with his or her own issues in a consequence-free environment. Intentionally or not, most characters created during this stage will reflect the player’s own insecurities or personal development goals, even though their other traits and goals might be quite different. For example, a player trying to develop leadership skills will make a lot of characters intended to be party leader and will try to take this role. A player with a passion for music but little chance to practice may make a series of musicians to see what life might be like if that path was pursued. A player in this stage is able to be hooked primarily by intuiting which personality traits the player is experimenting with and giving opportunities for those traits to shine.
  4. Roleplaying as Novelty Exercise: At the final stage, the player has portrayed a long series of characters and begun to crave roleplaying challenges. These players will often try to create characters that are interesting and completely independent from his or her own goals and desires; if the character shares traits with the player, it’s either coincidental, or the player is choosing to make some parts of the character easier to portray to better focus on the different parts. Essentially, the player is experimenting with bringing a three dimensional character to life. A player in this stage is able to be hooked primarily by intuiting what makes the character interesting to the player, and giving him or her chances to shine within that space.

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