False Choices Are Worse Than No Choices

Sometimes, listening to players is bad. Players will constantly say that they value choice. They like choices. They want more choices. This mentality drives me nuts, because…

Lots Of Choices Are False

I’m playing in a D&D 3.5 campaign right now, and we just hit level 2. The normal rules for HP work like this: each class has a die representing it’s HP (called a Hit Dice). At level up, you roll that, and gain that much HP. Because this sucks horrifically for unlucky people and can make characters unplayable, a very popular house rule (and the actual rule in organized play like Pathfinder Society) is to use a fixed number like a percentage. A popular number in my circle of friends is 75%, because we don’t like super lethal games.

When I was DM, I just used 75%, period. In the game I’m in, the DM is giving us a choice of rolling (with reroll on a 1) or 75%. Everyone loves choice, right?

It's a trap!
Admiral Ackbar knows what I’m going to say.

I did a bit of math, and you’re 98% likely to do better with 75% than you are with rolling. For a Cleric, you’re 52% likely to wind up with at least 19 HP more with 75% than you are with rolling. There is a choice here, but it isn’t what it seems. The choice is actually between “do you want to have lots of HP” and “not that”. It’s a choice between doing the correct thing and the wrong thing. The choice being offered is a trap that will lure in players who don’t know better. Nobody who does know better will make that choice.

This is the kind of choice that is really a false choice and shouldn’t exist at all. Offering up bad choices in the name of “more choice” makes no sense. If I offer you a cheeseburger or a turd sandwich for dinner, do you really feel better that I didn’t just go ahead and only offer cheeseburgers?

Talent Trees Are So Guilty

Big, complex talent trees are another thing players like. They’re another thing that tends to suck in a lot of games. If you played earlier versions of WoW, you’d remember the large trees with lots of talents and points to spend. You could come up with all kinds of builds, and in the easy solo game they’d all work fine. Trouble with that? Sooner or later, the easy solo game ends.

Once you hit the difficult content, most of those build combinations suck. There’s talents that are required to play effectively, and those aren’t really a choice at all. It was pretty common to see builds that spent 47/51 points on mandatory things, and then gave you 4 points to spend on whatever you wanted because they didn’t matter. The actual choice there? 4 out of 51 points. The other ones are only a choice between doing the best you can, or doing less than the best you can and forcing the rest of your group to carry you.

Rift was also notorious for this. It featured an extensive talent system, with tons of build options. Again, most of them sucked. Only the system was so complicated in Rift that doing the right thing was much harder, and it was really easy to make a build that sucked. I literally doubled my DPS in five minutes by changing builds to one I found online. That’s a 100% effectiveness boost in game due to spending under 5 minutes on Google.

Does that seem right, to you? Who makes the choice *not* to do that if they know better? Why would a game developer want me to get better at the game by copying what I see in Google instead of by playing the game?

The whole thing against “cookie cutter” builds is a misguided reaction to this very problem. Players love choice, but players also hate it when someone who doesn’t want to deal with all that choice can get an optimized build really easily. But that isn’t the fault of anyone except the people demanding more choice, because lots of people just want to play the game effectively without dealing with trying to optimize 50 talent points. There’s even more players who don’t have the game knowledge or math skills to have any chance of coming up with a good build on their own. For those players, the cookie cutter builds are actively helping the developers by giving those players the means to actually function in the game halfway effectively. Those players would likely just quit otherwise after finding the game frustrating.

Players also hate it when there are optimal builds at all, with the idea that everything should be equal. That’s an ideal that almost never happens in reality because the more options you have, the more difficult it is to make them all line up equally.  Against a given raid boss, one option will be better than the others. If the boss difficulty is high enough that being optimized matters, one or two builds will fit it. That’s just the nature of the beast.

Give Me Fewer Choices, But Make Them Good

Sid Meier said that “a good game is a series of interesting choices”. He was right. I wish more developers would heed his lesson. Many of the choices we’re given are not interesting. They’re a choice between a right and wrong answer, where the only people making the wrong choice either don’t know it’s the wrong choice, or don’t care if they’re sabotaging themselves or their team. This is why simplified talent trees (like what WoW did) are often the right way to go no matter how players react online. When most of the choices are just cruft and not really an interesting choice, you’re better off cutting them out entirely and only leaving the real choices. It’s easier to develop, easier to balance, and easier to understand for the players.

If the players don’t know what’s good for them? That’s fine. It’s the developers getting paid to make the game, and their livelihood on the line with it. They need to know better.

Blizzard Didn’t Cave On Flying Because Of “Forum Whining”

On Heavensward: I am not prepared.

I did get the ARR 2.0 main story completed, with help from the wonderful folks in Greysky Armada. But now there’s all the other ones, along with the new things to do that pop open when you finish 2.0, and gearing, and my White Mage to also play around with… oh, and not nearly enough time. So, I will be lagging behind when Heavensward hits.

Fortunately, I know lots of other people who are too. I’ll be in esteemed company at least. 🙂

Flying And “Vocal Minority Of Forum Whiners”

Blizzard totally reversed course on that no flying thing in just two weeks. That is not shocking. I’m not going to argue if flying is good or bad, because that’s a whole other post. The question here is – why? They made a big production out of the announcement for no flying, and the reasons for it. This is a rather major capitulation, and on the surface it looks like it’s because of the backlash of complaining it caused. I’ve seen no lack of comments on sites like Massively Overpowered to that effect. In particular, that it’s just the vocal minority who complained a lot on the forums that somehow forced Blizzard to backtrack, even though people like it in this MMO Champion poll.

There are a number of problems with that, starting with the obvious invalidity of that poll. It suffers from massive selection bias and is thus statistically useless when looking at the WoW market as a whole. But more importantly…

WoW Populations Over Time
WoW Populations Over Time – Arenajunkies

There’s a trend here since Cataclysm: Expansions bump the population, followed by a gradual decline. The problem is that in Warlords of Draenor, that population decline fell off a cliff. Even WoW doesn’t loose 3 million people in 3 months without senior management starting to ask questions. Clearly, a lot of people were already not happy this expansion.

No flying was far from the only cause of that. But all the complaining that exploded? No flying was the spark that put it into the open.

Blizzard Listens To Many Things

Here’s the thing – Blizzard’s forums suck. Blizzard knows that. EVERYTHING they do is unpopular there, and ever since vanilla people have been claiming that doing one thing or another will be the death of WoW. Blizzard knows that. People on the forums complaining does not make them alter major development decisions, because people always complain about development decisions there.

As a result, Blizzard needs other ways to decide what the players think. They have quite a few; including random surveys (that I’ve gotten), other social media, metrics of what people are doing in game, but perhaps most crucially: the cancellation survey.

One version of WoW's cancellation survey
One version of WoW’s cancellation survey

If you’ve never cancelled WoW before, you may not have seen this. When you do, they ask you why you’re leaving. This is some of the most useful feedback they can get, as it tells them a lot about what drives people out of the game. There’s been quite a few versions of this over the years, but the last option is the one that’s relevant here, and it’s always existed. You can type in a reason. (This seems like it should be something every MMO does, but you’d be surprised. Wildstar didn’t seem to give a damn why I quit. That makes it harder to know what to fix to get me back, and you’d think they would want to know that.)

Back when Real ID was going to be forced on everyone, Blizzard pitched it as a positive. The forums reacted negatively (shocker!). More importantly: Blizzard’s phone lines were totally unreachable for days as they were flooded with people calling to cancel. The cancellation page got a lot of work. This wasn’t just forum anger. It was people speaking with a force far more powerful than words: their wallets.

Blizzard caved, real fast.

 

Wallets Speak Louder Than Forum Posts

Given how fast the turnaround was on flying, that’s almost certainly what happened here. This expansion has already suffered a major financial hit with 3 million subs lost in record time. There’s nothing to reverse that on the horizon, and although it’ll certainly slow down, the trend is not going to reverse until another expansion. Then they announced that no flying would be permanent, and things blew up. How many more people quit in response, and gave no flying as the reason? We have no way of knowing, but I strongly suspect that number is significant.

You don’t turn around on something you made such a big deal out of just because the forums are complaining. You do when it’s suddenly tanking your quarterly numbers and the CEO is asking questions about what the hell you’re doing to pull millions off the bottom line.

One person remarked on this that “the complainers put a gun to Blizzard’s head.” That’s wrong. They pulled their wallets out of Blizzard’s reach, which in a free market economy is far more powerful. It’s not complainers being mean, it’s customers using their purchasing power to make clear that the company is no longer delivering a product they want, and that they can go elsewhere with their entertainment dollar.

That is how a free market economy is designed to work. It’s why the saying “the customer is always right” exists (even though that saying is often wrong). It doesn’t matter how big Blizzard is – if enough of their customers speak with their wallets, Blizzard will take notice. That’s business, working as intended.