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Boots First, Then Corset!

Where I praise what game developers do right and point out some bone-headed mistakes. And maybe cover some more mature rpg topics.

Author: Ariel_Arilon

A Confession & Candy for RuneScape

Posted by Ariel_Arilon Monday July 28 2014 at 1:58AM
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O.K.  Time for a confession & some candy for a particular company, Jagex.

The Confession

For a bit over 3 years I've been playing RuneScape. I recently quit.

Until I came to this web site I didn't know the difference between a Sandbox MMO and a Theme Park MMO.

Now I do, thanks to the kind folks here who both inform and educate.  : )

The Candy

What the folks at Jagex have done over the past three years for RuneScape deserves some attention in the gaming community. Its about time they got some applause.

RuneScape is definitely a Theme Park MMO. This is a post about the AAA development team of intelligent, talented, and dedicated people who work at Jagex.

Here are some of the tasks they've done the the past few years that would make Hercules proud:

The programmers there are fearless! In order to make updating the giant code base easier and more manageable, they re-wrote entire thing, or a great majority of it. And they integrated the new code seamlessly, smoothly, and without crashes.

The combat system was a mess and needed an overhaul, so they spent a great deal of time and money re-writing it from the ground up, alpha testing it, getting player feedback, and balancing it (of course there were many players who preferred the old system and complained, so to make them happy they're bringing it back, allowing players to choose between the two).

Bots, the bain of many MMORPGs, were at plague proportions, thousands upon thousands of them. I stood in one spot and watched a new bot spawn every 30 seconds. That's 2,880 bots every day from a single source.

After years of anti-bot measures by Jagex and counter-measures by those who make, sell, and use bots, Jagex's programmers have all but eliminated them. There are still a few bots that pop up but they are relentlessly pursued and terminated. Go get em', guys!  ; )

Updates are at least once a week and their programmers pour over everything to make sure it works before the upload. Quest creators, character costume designers, 3D modelers, and animators should be the envy of the industry. They didn't have to do it, but at great cost nearly the entire world has been re-modeled with hands that lovingly crafted rich details. Some of the details are subtile and it was fun discovering/noticing them.

Its too bad I'm going to miss seeing the opening of the forthcoming elven city. The design documents looked great. I'm sure the final implementation will be stunning.

There is an incredible diversity of clothing and armour options. Its rare to see two players dressed exactly the same. And tons of emotes that move fluidly and life-like. Even though they didn't have to, a number of the emotes were re-worked by the animators.

Late last year there was a war between two gods. The animators and modelers outdid anything I could have imagined. When I walked into the presence of one of the gods, I sat at my chair, mouth agape. There was this giant bird god, on his perch, looking all majestic, proud, and fierce, wind gently blowing through the feathers of his two sets of wings! It was... epic.

Will I return to RuneScape?

Sadly, as a role-player, there is no place for me there.

But if you're a combat-oriented player and don't give a  **** about role playing, then RuneScape is an ever evolving world with new stuff added weekly, and all the fighting and skill grinding you could wish for.

There is a free-to-play area where you can get a feel for the game, and a reasonable subscriber fee should you want the whole enchilada.

Dwarves in Micro Skirts

Posted by Ariel_Arilon Friday July 25 2014 at 9:02PM
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Speaking of clothes, or lack thereof... (see my last post)

"I'm afraid our life must seem very dull and quiet compared to yours. We are but eightscore young blondes and brunettes, all between 16 and 19-and-a-half, cut off in this castle with no one to protect us. Oh, it is a lonely life. Bathing, dressing, undressing, making exciting underwear." - Zoot, Monty Python and the Holy Grail


Game developers, this should be a no-brainer.

Girls want to look good. We don't want cookie-cutter looks (create a new character and they all look the same except for hair colour), we want to look different. We want variety. 

We want control over what we wear. Clothing is a reflection of who we are in game. Clothing can also reflect our mood, so what we wear can change from day to day, sometimes hourly (ever hear of mood swings?).

The ability to mix-n-match clothing items and to re-color them from a reasonable pallet is a must have in your game world.

Give us clothing that covers from head-to-toe; something peek-a-boo and sexy; something dark, moody and dangerous; something bright and cheery; something to match the changing seasons.

Customizing the avatar is very important to players.

Believe it or not it's important to guys too. I've literally seen guys fuss over putting together outfits for "just the right look", but especially girls. It will surprise you what combinations players will come up with given enough clothing options.

Players gathering and hoarding too much gold? Need a coin-sink to keep it in check?

We want to recklessly and foolishly spend our hard-earned coinage on different hair styles, jewelry, and clothing. Give us shops where we can spent it all ...and we will.

You want us to explore the world?

Scatter NPC merchants around the world with exciting and different clothing items and we'll scour the countryside with a hair comb to seek them out.


Can I get a "Amen, Sister!" ?

Stripping for Game Developers.. pt 2

Posted by Ariel_Arilon Thursday July 24 2014 at 12:09PM
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alright... for all you guys the stripping story is in this post.  : P


That ever elusive Holy Grail that game designers greatly desire. If you build and foster a strong community, those players will remain in your game for the long haul. A great community also generates good vibes about your game on social media sites. Some will create web pages dedicated to your game.

So, what aspect of the female psyche applies to community, and how do developers appeal to it?

Men tend to be loners (not social butterflies), the massive 2,000 lb. bull on the perimeter protecting the herd. But its women who are social creatures. So if you want a great community, look no further than your female population.

Here are a few examples from various games that I've played and where the developers missed an opportunity to build community:

Example 1

I knew a girl who occasionally appeared in the game. She never left town square, never went adventuring or exploring.

Of all the myriad number of available skills she trained and mastered only one, SEWING. That's all she did. You see, in that game all clothing deteriorates with time, and it was prohibitively expensive to take them to a specific NPC to have them mended.

She charged only 1 coin to repair any clothing item.

To her, what was more important than anything else was the social interaction. Chatting with old friends and meeting new folk were her delight. She loved talking to people and hearing the latest news. When she appeared word spread like wildfire and players would line up with clothes that needed repair. All of them were grateful for her kindness and invaluable service.

I secretly envied her.

What the developers missed-

Not everyone wants to be "The Hero". Many just want to do simple things well. Some are lonely and only want to chat. The developers should have designed simple merchant stalls where players could open a small business, earn some pocket change, and generally interact with people.

How it can be done. A player submits a proposed business. When approved, the player goes into town square and is able to make a small stall appear with his/her "wares". If the player leaves town square or logs out, the stall disappears.

How interesting would it be to wander into town square and see it filled, not with NPCs, but real folk selling modest wares?

For the really sneaky developers, you could slip in a GM-controlled merchant and have him/her drop juicy tidbits of rumors and information, then sit back and watch the feathers fly.

Example 2

One world I was in had dozens of picnic tables and park benches scattered throughout the world, taverns filled with tables and chairs. Not a single one could be sat on because they never bothered to make the chairs and benches "sit-able". How dumb is that?

Such a simple request, the ability to sit down. It's been asked for for a number of years. Many players, after a long day of questing and fighting, simply desired to rest in a local tavern, kick back with their favorite brew, and just chill with friends. What a great opportunity for players to socialize!

The developers had lame excuses why it couldn't be done, more important things to do, basically blew it off.

What the developers missed-

The point here is that to build community you must provide places (parks/taverns/merchant shops) and opportunities (events/holidays) for people to socialize. Remember, women are social creatures. We will congregate in those areas. I dare say that socializing is more important than the Next Big Thing™ you're working on.

Example 3

My elf character used to roam through the wood to a particular lonely and lovely spot where I would role-play swimming nude (you couldn't really get nekkid as the avatar had a starter set of clothing that couldn't be removed). The area even made a satisfying splashy sound as you walked through the water. It was not only fun but also part of my character, and not so unusual for an elf to go 'au natural'. Elves are, after all, creatures of the forest.

I suspected I was being watched (server console?).

note: in this particular game, the developers were also game masters. They could spawn monsters, spawn NPCs that could talk to you, spawn monsters that could talk to you, they had complete control.

As I disrobed and splashed about I could almost "feel" someone watching. But I couldn't prove it. So I didn't tell anybody and kept my secret place, a secret. When I needed some "alone time" I'd visit my secret place and act out my stripping and bathing ritual.

Sure enough, some time later when a new area was added it included a lake with a sign that read, "No Skinny Dipping!"

LOL  =^_^=

What the developers missed-

Sadly, real life can be cruel, very very cruel. All of us, at some time in our lives, have gone through a "dark night of the soul". Sometimes players sign-on to escape life for a bit and want or need to be alone. Or someone is hurting emotionally and you need a place where you can listen to them.

It should be a safe place where one's spirit is refreshed, visually beautiful and filled with the sound of living waters or gentle raindrops, trees and flowers, songbirds or crickets.

"We make games for people to have fun in. We're not in the Mental Health business."

-sigh-  *shakes head*

Many people don't have anyone they can turn to, especially in this digital age. The only people they may know, outside of immediate family, is their online friends. Should we turn a deaf ear to them and say, "Hey, I'm here to have fun, not listen to your problems."

Absolutely not!

I've lost count the number of times, in game, when someone was hurting and needed to be consoled or just listened to, both male and female.

How does this build community?

Make a few special places in the world where they can feel safe, they feel accepted. They are much more than a monthly payment. We accept you, warts & all, as a friend, companion, party member, and a valuable and irreplaceable living breathing denizen of this world. *hug*

Wouldn't that keep you coming back?

Game developers, you can have a subtle yet positive impact on many players' lives. You know in your heart this is right.

Do it. Please.


Can I get a "Amen, Sister!" ?

Stripping for Game Developers

Posted by Ariel_Arilon Thursday July 24 2014 at 1:06AM
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You shouldn't need to ask guys what they want in a MMORPG.

It's almost exclusively men who create the games. They devise games that they want to play. But how many game designers ask, "What do the female population of gamers want in a MMORPG?"

Probably all of them think about it at one time or another. But it amazes me how little they know and none of them ever get around to actually asking what females want.

According to a recent poll, females make up approximately 46% of the players in a MMORPG. So it makes sense to design a game that has compelling reasons and roles for females to play.

To make a game interesting to females you need to better understand them, both the feminine nature and psyche.

I'm going to paint with a wide brush. I acknowledge beforehand there are always exceptions.






First of all, what do I mean by "Support Roles"?

An archer loosing arrows from a distance supports the "tanks" that wade in, a spell-caster standing behind the fighters unleashing arcane power to whittle down the enemy is a support role, a cleric performing healing or neutralizing poisons is a support role, a druidess castings defensive spells to slow and confuse the enemy is a support role, a high-level priestess exorcizing a powerful demon so the party can continue safely is a support role, a barmaid (spy) who listens to the drunken gossip of patrons and passes on valuable information is a support role.

None of the above are "front line troops", yet all of them can have an incalculable impact on the success of players.

It is the nature of men to face danger and hardship when hunting to bring home meat to his family. It is also the nature of women to bear their offspring and nurture them. These traits are hard wired into the sexes.

Here's an example:

Look at any RPG that has a Healer class and note that the majority of them are female. There's a reason for it.

Care and compassion appeals to the nurturing aspect of the female psyche.

Women are not physically built to go toe-to-toe against men. D'uh! Men have superior upper body strength. We would have ceased to exist as a species long ago if women went to war in equal numbers as men. That's reality.

"But MMORPG games are not reality!"

You're right. Game mechanics eliminated the physical differences between the sexes (so a female can have an equal chance of defeating a male), what it has NOT eliminated is the hundreds of thousands of years of evolution.

Women do not desire to go to war, do not enjoy massacring animals to gain XP, do not sit around campfires telling stories of great heroes and epic battles.

We do talk about food, children, boyfriends/husbands, friends, music, and the latest news and gossip. We do tend the wounded, aid the sick, prepare meals, gather fruits, nuts, & berries, comfort those who are grieving, spin & weave, plant a garden. Care and compassion. It is our nature to nurture.

If your game uses food or potions in lieu of a Healer class, then what you've done is taken away a valuable class that most women feel naturally drawn to. What we're left with is suiting up with the guys, which is definitely not appealing.

If you want women in your games, then give us meaningful support roles where we can make a difference.


Oh... and by the way, I will get to the story about stripping for game developers ; )

DON'T PANIC, just read it.


Next Post:  Building a enthusiastic community