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The Dilemma of Level vs. Skill In MMOs

Karen Hertzberg writes "Since MMORPGs became a mainstream medium, players have debated the two primary methods of advancement. Which is better? Is it the level-based system that is so dominant in today's MMORPGs, or the lesser-used skill-based system? This has been a strong subject of debate on many forums, blogs, and gaming sites for as long as the genre has existed. Ten Ton Hammer's Cody 'Micajah' Bye investigates the two concepts and gathers input from some of the brightest minds in the gaming industry about their thoughts on the two systems of advancement." Relatedly, I've seen a growing trend of players saying that such games don't really take much skill at all. The standard argument is that it just boils down to "knowing how to move" or "knowing when to hit your buttons." In the MMO community, people often make references to FPS or RTS games, saying they have a higher skill cap. However, the same complaints also come from within those communities, with comments like "you just need to know the map," or "it's all about a good build order." At what point does intimate knowledge of a game's mechanics make a player skilled?

463 comments

  1. What about the third option? by The_mad_linguist · · Score: 3, Insightful

    3. It's all about how much money you fork over for premium content.

  2. l33t h4x by AtomicDevice · · Score: 0

    It's all about how many leet hax you have.

    --
    Ze Atomic Device! It iz Ztolen!
    1. Re:l33t h4x by prozaker · · Score: 1

      how many "autohotkey macros" do you have.

  3. Um, that's why they are games, not sports by Anonymous Coward · · Score: 3, Insightful

    They are games for a reason. They're entertaining. They do not require a great deal of skill, or they would be a sport. While I am sure there are plenty of us who like to tease ourselves into believing we have "l337 sk1lz", the truth of the matter is that we are still involved in low base entertainment designed to appeal to as many people as possible. Successful games are the ones that sell the most, thus they have to be designed for the lowest common denominator.

    There are plenty of other past times that do involve skill.

    1. Re:Um, that's why they are games, not sports by Hatta · · Score: 1

      Try to 1cc any Cave shoot-em-up and tell me that doesn't require skill. Some of these games are as hard as any sport.

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    2. Re:Um, that's why they are games, not sports by FlopEJoe · · Score: 1

      Personally, I consider sports to be games as well.

    3. Re:Um, that's why they are games, not sports by Austerity+Empowers · · Score: 5, Insightful

      I disagree, there IS "skill". It's probably not a useful quantity outside of the game, and unlike some athletic events there is probably a point at which you cannot be more skilled than another person, but there is a huge gap between some players in ability, you can call that skill. Also hardware, latency, etc. also can blur the line between skill and wealth. The problem with this topic is what "skill" means to various people.

      The latest trends in MMOGs (which WoW still seems to want to be the frontrunner) is mashing keys fast. The entire design of the latest expansion is the concept of "rotations", be it dps, healing (previously a relatively cerebral job) and tanking. On one hand they've added an element requiring players to mash buttons faster and more accurately (throwing in some proc effects that require you to adapt your rotation periodically). On the other hand they've almost entirely eliminated strategy and situational awareness. But yeah, it plays a lot more like an FPS and there is "skill" in mashing your buttons fast, clicking fast and turning fast.

      Then there's FPS skill, which has traditionally been being prepared, fast and accurate, usually in that order.

      Skill is increasingly being defined, across genre's in a one size fits all way: a) competitive player versus player, b) a measure of reaction time and ability to manipulate the UI/interface well, c) familiarity with the content (and practice within it) and to a somewhat lesser extent d) familiarity with the boundaries of the simulator in question (not exploits, just how far the rules bend).

      Other things that skill could be, and in some genre's should be: a) adaptability to dynamic, unknown situations, b) coordination across groups of people, c) preparation for encounters for which a few datapoints are known, d) how to combine/synergize abilities across classes, and how to make trade-offs as a unit, etc. I play MMOGs primarily for this concept of "skill", although it's been in serious decline.

      So I guess I want to undermine the entire thesis of the article. People bitch about "level systems" versus "skill" systems, but often because they aren't playing the same game. Levels in MMOGs are supposed to be about lumping people into similar categories of character ability level, gear and progression, at least in theory. The idea behind levels is a social tool from game designers that helps people identify others with similar interests, to get together and collectively tackle content that is otherwise too difficult for them singly. This is also, not coincidentally, the idea behind the class system! You know for a balanced group you need some tanking, some healing, some slowing (in EQ) and a mix of damage (melee and magic, usually). The class system worked well for helping people identify what element they needed to round out the group, and provided enough class differentiation to make it interesting. This works well in traditional MMOGs where the game is primarily PVE, and where game designers go out of their way to use levels appropriately and define classes well. WoW blurs this a lot, and IMO, screws up the game a lot. In any event, in context of MMOGs, levels != skill. You can have one without the other, and it's absolutely OK.

      On the flip side, in an FPS where you are primarily engaged in PVP, it makes a lot less sense to rank people by arbitrary factors such as level (i.e. time spent killing monsters, content completed, etc.) and more sense to lump them into categories that allow like people to interact with like people. A tournament system works here. Of course not all contestants are in the same league as one another, some have better hardware, lower latency connections, more playtime, etc. You don't want people to feel completely outclassed. In boxing/wrestling/etc. you have the concept of "weight class". Perhaps grouping people with similar characteristics and ranking them within their class makes the most sense, providing a good level of adequate comparison of skill, bracketed within boundaries that seem rea

    4. Re:Um, that's why they are games, not sports by Fritz+T.+Coyote · · Score: 2, Insightful

      "Only bullfighting, mountain climbing and auto racing are sports, the rest are merely games". - Barnaby Conrad

    5. Re:Um, that's why they are games, not sports by Kral_Blbec · · Score: 2, Insightful

      Agreed. It pisses me off how much money is wasted on "professional", college and public school sports. School sports REALLY piss me off. School is there to learn, not for the public to pay for two dozens kids' entertainment on the football team. You want to play sports in school? Then YOUR family should pay for it, not mine.

    6. Re:Um, that's why they are games, not sports by cyber-vandal · · Score: 1

      I fail to see the difference between a computer game and a soccer kickabout in the park in terms of talent required. There are very few pastimes that require skill. A hobby, whether it's a sport or gaming, is just a way to have fun, whereas if I want to be skilled at soccer I would need to train regularly and that would make it less fun and more like a job.

    7. Re:Um, that's why they are games, not sports by Penguinoflight · · Score: 1

      It's funny because neither bullfighting, mountain climbing or auto racing are sports.

      --
      "And we have seen and do testify that the Father sent the Son to be the Savior of the World"
      1 John 4:14
    8. Re:Um, that's why they are games, not sports by fractoid · · Score: 1

      I recall reading an interesting post, years ago, on the WoW forums, stating basically that it's not possible to be skilled. Ever. At anything. In a remarkably Daniel Dennet-like argument, 'skill', like 'consciousness', was deconstructed to the point where it becomes a collection of mechanical processes. If you lose, then obviously you fail and are unskilled. If you win, however, it was because of your gear. Or because your class is overpowered. Or because the other guy lagged. Or because you happened to press the right buttons at the right time. Or because you got lucky. There's a million reasons for winning or losing, but none of them in itself constitutes skill, and if you take a pile of not-skill, no matter how large, it doesn't become skill.

      As for WoW, they seem to be trying to do away with "rotations" because they basically involve spamming the same sequence of buttons over and over again. The way they've done this is just add random procs to all classes so that players who can weave in whatever special ability just became active will be more effective than players who can't. This is good because it does away with travesties like the hunter steadyshot macro in Burning Crusade, where the highest dps in the game was produced by the hunter selecting their target then spinning their mouse wheel. It's bad, though, in that it really was fun trying to pull off the perfect DPS rotation for some classes (I'm thinking arms warriors here, where timing your use of Slam was the key to good DPS). Now it's more like whack-a-mole with procs.

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    9. Re:Um, that's why they are games, not sports by obarthelemy · · Score: 1

      I disagree. The lastest WoW content, Ulduar, is very much about situational awareness and group coordination. Granted, an effective DPS/Heal/Tanking rotation is a plus, but what makes or breaks most of the fights is how quickly and reliably people manage to 1- jump out of harm's way or into good's way, and 2- do what they are supposed to do (target the right enemy, use such-and-such special class ability at the right time on the right target...)

      As far as mashing keys fast, WoW never has been so much about that. There is a maximum "key-mashing" rate of 1 per second plus lag, called the Global Cooldown (GCD, is 1.5s to start with, but can be lowered to 1.0). And then, most key abilities have their own, longer, cooldown (CD), or require a specific rotation to apply a buff/debuff beforehand in order to make them more effective.

      The article is about leveling your character with official levels, as opposed to leveling individuals competencies ("skills"). WoW has a bit of "skills" (trade,weapon), but is very much "level" based. It makes it easier to find partners of the right level while leveling up your character, but then becomes useless as a grouping criteria for the end game, where gear quality and PLAYER (as opposed to character) skill become the discriminating factors.

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    10. Re:Um, that's why they are games, not sports by obarthelemy · · Score: 1

      Indeed.

      Actually, it was even worse that that: during the BC period, hunters HAD to use a macro, they did not only do it for convenience/laziness: they had to perfectly "weave" two shots (steady and auto), and due to lag, the only way to achieve that perfectly and consistently was a macro. Thank god hunters no longer have to do that.

      WoW is indeed trying to move away from fixed rotations, but not only by making random "procs" more important (actually, they are kinda trying to move away from randomness, too, or so they say). They are above all trying to make fights much more about situational awareness and group coordinnation.

      As a side effect, that invalidates much theorycrafting, which tries to work out how to reach the best results, but does NOT take into account that on some fights, you spend 50%+ of the time on the move, thus never really manage to either cast slow spells nor deploy your best rotation if it is a long one. Theorycrafting really need to work out a "mobility" coefficient, at least, and maybe also a "complexity" one.

      --
      The Cloud - because you don't care if your apps and data are up in the air.
    11. Re:Um, that's why they are games, not sports by Austerity+Empowers · · Score: 1

      I guess my opinion for MMOGs should be that you use special abilities to alter the normal flow of combat. DPS should be primarily driven from auto-attack abilities. Using skills then turns in to watching the boss, watching the environment, working with your team, to coordinate abilities for effect. It's a very EQ mindset, but I never really thought that aspect of EQ was "broken". EQ wasn't meant to be like UO, and shouldn't be compared to it. While WoW is none of the above, but wants to be both.

      As to the skill argument, let's assume the statement is correct: skill boils down to a mechanical set of processes. If you develop the process, and others do not, aren't you, therefore, more skilled?

      You can be a low latency, T9 geared tank, who can out-dps your group. But you fail to turn aoe bosses away from your group, you position poorly, you don't LOS casters, you don't protect your group. You still wipe, you still fail. A less well geared tank might pull out an easy victory in your shoes, because he knows the process. This is a real scenario, if you play enough PUGs you can easily develop a sense for who knows their stuff. I call that skill. Sure it's less physical, less about reaction time and more about thinking, but isn't it still skill?

      I think the issue is that in MMOGs more people tend to cluster into the "highly skilled" brackets than would be the case in other areas. There is not anything like a bell curve distribution, thus the winner of any given contest is probably less deterministic than people would like. They want to win, and when they win to feel like it was a sign of divinity. But that often isn't the case, and there may be no way for them to increase their skill to get the determinism they're looking for. It doesn't mean there's no skill, it means simply that they've hit a cap.

    12. Re:Um, that's why they are games, not sports by Morlark · · Score: 1

      Honestly, I'm not sure I could even consider WoW to be a level-based game. Sure, your character has levels, and there is a levelling system there. But the game essentially doesn't even begin until after you hit the max level, and the levelling process is nothing but an extended tutorial. As you say, your entire character progression is gear-based, and since the level-based portion of the game is essentially trivial, I've always felt that WoW plays very much more like a gear-based game.

      --
      Santa's suicide mission go!
    13. Re:Um, that's why they are games, not sports by Anonymous Coward · · Score: 0

      Who the fuck is Barnaby Conrad?

    14. Re:Um, that's why they are games, not sports by node+3 · · Score: 1

      School is there to learn

      School is there for people to learn. Schools should provide the things people want.

      Furthermore, sports provides valuable and constructive activities for the student body, both those that participate and those that attend the events.

      You want to play sports in school? Then YOUR family should pay for it, not mine.

      Your family can pay for it now in pennies in the form of sports programs, or later in dollars in the form of hospitals and prisons.

    15. Re:Um, that's why they are games, not sports by AP31R0N · · Score: 1

      My pastime is telling people that the word is "pastime" not "past time". It comes from pass time... to pass the time. Not past time... time gone by.

      --
      Utilizing the synergization of benchmark e-solutions to pre-workaround action items!
    16. Re:Um, that's why they are games, not sports by snuf23 · · Score: 1

      This is a matter of perspective. I have friends that level slowly and enjoy that aspect of the game. They don't care about end game raids. On the flip side I have friends that burn as quick as possible to level cap in order to raid.
      In some ways the leveling game, end game raiding and pvp are three are different variations of the same game enjoyed by different types of people. Hell I have one friend who never hit level cap and basically was more interested in working the auction house to accumulate gold than any other aspect of the game.

      --
      Sometimes my arms bend back.
    17. Re:Um, that's why they are games, not sports by ukyoCE · · Score: 1

      They do not require a great deal of skill, or they would be a sport.

      Sports require a great deal of skill?

      4 year olds play sports, and have fun doing it. They don't usually keep score. Perhaps what you meant was: "Winning at top-tier leagues of competitive games"?

      The most successful games are not the most successful because they're the easiest. It's because they have a gradual enough learning curve to keep people engaged and making progress.

    18. Re:Um, that's why they are games, not sports by ukyoCE · · Score: 1

      I'd say it's more accurate to look at WOW as 3-4 different games.

      Leveling is 1 game - typically the focus is on maximizing efficiency, which can be fun in itself. Do the most quests fastest, travel the least, etc.

      Dungeons and raiding is another game - you could even separate the two. Raiding is primarily about maximizing your single role, dps, healing, or tanking. You gear specifically for it, you optimize your spec, and often optimize your group too (although at least its more about good players than good classes these days).

      PVP is again a separate game, with its own separate gear and skill progression. Different talents, different goals, different rotations. Class comp matters as much as having good players (for arenas). Battlegrounds and arenas could easily be split into two different game types these days - the specs, classes, and strategies are very different.

      The problem in here is that leveling takes a long time (although greatly improved). When you get to end-game, you can find yourself stuck playing a class that was fun to level, but that you don't enjoy in the 2 end games (Raiding and PVP). You never get to try out your class at endgame PVE and PVP until, well, the end. It's a big time investment for something that's a mystery until you get there.

  4. and baking is just knowing the recipe by Speare · · Score: 1, Insightful

    How is this different from any skill? Skill is the knowledge and execution of when/what/how to do things. I can bake a great loaf of bread if I follow a recipe exactly, but I'm not a savant who can stray from the recipe and make novel things taste good. Is following a recipe skill? Some would say yes, some would say no. Same with the "skill" of grinding your elf warrior to high scores or levels.

    I was hoping from the title that this would be a discussion of "advancement through earned level rankings, or advancement through earned skill attributes," you know, actual game design theory.

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    [ .sig file not found ]
    1. Re:and baking is just knowing the recipe by _Sprocket_ · · Score: 4, Insightful

      Along those lines... chess is just about knowing how to move pieces around the board.

    2. Re:and baking is just knowing the recipe by furby076 · · Score: 5, Insightful

      If you are able to do something you have a skill in it. If you can pump gas into your car then you have a skill - pumping gas. Some skills are easier then others (pumping gas vs replacing your breaks). But everything that is not automatically done for you (e.g. your heart pumping) requires a skill.

      Now going a step beyond that there is a difference between a person who is skilled at something and a person who is skilled and innovative. A skilled player can go online and read/watch tutorials on how to beat the hardest monsters in a game and then execute those (we call that person a cook). They have a skill - they know the game, they know their characters and the know how to follow instructions. Just like the cook who knows their kitchen (the game setting), knows their tools (there characters), and knows their recipie (the tutorial). Great let them back us a cake. The skilled innovator is the person who goes into an unknown situation, say a boss that nobody has ever encountered, and figures out a way to beat it (we call that the master chef). They have a skill - they know the game, they know their character, and they know how to solve puzzles.

      I would rather be the skilled innovator but both types have skill.

      The original article is just a way for someone to get posted on /. :)

      --

      I do not support "The Man". I also do not support your irrational stupidity
    3. Re:and baking is just knowing the recipe by EastCoastSurfer · · Score: 2, Insightful

      Depends if you mean that chess is simply knowing where each piece can legally move or if skill in chess is knowing when and where to move those pieces around the board.

    4. Re:and baking is just knowing the recipe by Jstlook · · Score: 2, Funny

      Oh c'mon. The cake is a lie.

      --
      ---jstlook ---For that is the way of Elves, for they say both yes AND no, and mean every word of it. --- J.R.R.T.
    5. Re:and baking is just knowing the recipe by Fulcrum+of+Evil · · Score: 1

      I can bake a great loaf of bread if I follow a recipe exactly, but I'm not a savant who can stray from the recipe and make novel things taste good.

      That's because you haven't. Take some time to understand why the recipe tells you to do certain things and experiment with changes and you will.

      --
      "We returned the General to El Salvador, or maybe Guatemala, it's difficult to tell from 10,000 feet"
    6. Re:and baking is just knowing the recipe by WillyWanker · · Score: 2, Interesting

      Playing a game well is definitely a skill. But you also need to define "well". Just about anyone can pick up an MMO and play reasonably well, with limited skills and knowledge. Those that go the extra mile, who learn to use every aspect of the game to their advantage, who strive to always have the best stats and gear; these are the "skilled" players.

      Of course it's a somewhat limited skill set. But it's still a skill set nonetheless.

    7. Re:and baking is just knowing the recipe by TerribleNews · · Score: 1, Troll

      If you are able to do something you have a skill in it. If you can pump gas into your car then you have a skill - pumping gas. Some skills are easier then others (pumping gas vs replacing your breaks).

      ...versus correctly spelling the names of common automobile components.

    8. Re:and baking is just knowing the recipe by Maniacal · · Score: 5, Interesting

      My kid plays Runescape and anytime he as a quest (or whatever the hell it's called) to complete he pulls up walk-throughs on the web and follows them to get past it. Besides fighting other players or the standard NPC's he doesn't figure out anything on his own. It's very frustrating for me. I can't even watch him play. Hate to get all geezer here but when I was a kid playing Ultima IV for countless hours on my IBM PCjr I had to figure out all that stuff on my own. For me that was where all the fun was. I completed it, I figured it out, and I thought I was awesome because of it. I wouldn't get so nuts about him playing the way he does if I could just figure out what he's actually getting out of it. It's not just Runescape either. When he gets a new game he immediately pulls up some site that has the cheats. I don't mind cheats that give you cool skins or something that doesn't alter the difficulty of the game but he'll cheat for step 1. On top of that he's baffled that I won't use the cheats. Your cook vs. master chef analogy fits us perfectly except my cook thinks master chef's are dumb.

      This is offtopic but while I'm ranting about my kids game play I have to get something off my chest. When he and his friends get together and play they often like to play something called "Super Smash Brothers". For you guys as old as me out there, it's a fighting game with all the Nintendo characters as the fighters. When you play the game your damage is counted up as a percentage. Except, get this, wait for it...., you don't die at 100%. In fact there's no set limit you die at. The game just decides it's your time to die. Sometimes their damage is at 150% or higher. WTF is with that. I can't even be in the same room when they're playing that. I go friggin nuts. The game itself makes me nuts because of what I just described but the bulk of my frustration comes from him and his friends not recognizing and acknowledging that there is something screwy about it. They look at me like I'm nuts.

      Maybe I am nuts. Before you post a bunch of "lighten up psycho" messages know that I'm not this crazy controlling freak. I've just always been a gamer (not hardcore, just a gamer) and I always looked forward to sharing that with my kids. The way gaming has changed came as a surprise to me.

      --
      MG
    9. Re:and baking is just knowing the recipe by bakawolf · · Score: 0

      actually, in that mode of super smash brothers, the higher your damage is, the farther you fly, so it just makes it easier for other people to throw you out of bounds, instead of the game deciding that it's "time to die".

    10. Re:and baking is just knowing the recipe by blahplusplus · · Score: 5, Informative

      " Except, get this, wait for it...., you don't die at 100%. In fact there's no set limit you die at. The game just decides it's your time to die. Sometimes their damage is at 150% or higher"

      The problem is you haven't played smash brothers, smash brothers is in fact a skill based game. The more damage you take the easier it is to ring you out, the idea is to take the least damage as possible because the more damage you take using special moves at higher damage percentages will ring you out instantly for a win.

      You just have to learn which moves will ring out and smash people out of the screen at high percentages.

      The damage system is actually innovative in that you *do* increase your risk of dying by people who actually attempted to understand the game.

      Ironically your complaint that your son didn't try to figure it out himself, when you didn't try to figure out smash brothers system is itself a bit humorous. :)

    11. Re:and baking is just knowing the recipe by xalorous · · Score: 1

      I hope you were being facetious. Chess can be approached from many viewpoints, but knowing how the pieces move is just the first step. You have to know how the pieces interact with each other and with your opponent's pieces. You have to know the strengths and weaknesses of the pieces. How they project power and the directions at which they are vulnerable.

      But hey, MMORPG's are the same way, so I think you were being facetions.

      Either way, the debate is CHARACTER skill advancement models versus CHARACTER level advancement models.

      --
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    12. Re:and baking is just knowing the recipe by El+Gigante+de+Justic · · Score: 1

      The two previous responders have already pointed out that in Smash Bros, the % damage does increase the risk of a smash attack ringing you out (at 300-400% any hard hit guarantees it, usually even if you're in a fairly enclosed area)

      What they haven't pointed out is that Smash Bros does also include a mode where each character has Hit Points (typically 300) and at 0 you die/respawn. Most people don't play that way because the % based mode is more fun and requires more skill, especially when you try to keep surviving at higher and higher percentages.

            The one thing in the latest addition that did remove any skill was the new insta-kill Kirby's air sled item - sure you have to collect all three pieces and you can potentially dodge it if you're fast enough, it's still a cheap kill - especially since the AI controlled opponents will always target a human player with it.

    13. Re:and baking is just knowing the recipe by PhxBlue · · Score: 1

      The skilled innovator is the person who goes into an unknown situation, say a boss that nobody has ever encountered, and figures out a way to beat it (we call that the master chief).

      There, fixed that for you.

      --
      !#@%*)anks for hanging up the phone, dear.
    14. Re:and baking is just knowing the recipe by Anonymous Coward · · Score: 0

      ...pumping gas vs replacing your breaks.... Great let them back us a cake....

      I wonder why you didn't use spelling as an example of a skill? Hmmmm

    15. Re:and baking is just knowing the recipe by Quantus347 · · Score: 1

      No, skill in this instance is something you must practice. The basic line is drawn where you can gain skill by reading a FAQ. In a level or build based game you can become dominant by simply copying a build or equiping the correct items. In a skill based game (fighting, FTP) you have to have actual dexterous skill. Knowing the map in a FPS is a big thing at higher skill levels, but you still need to have good aim and mobility etc. And in fighting games, you can get all the moves off a FAQ or often the game itself, but you need to build the personal skill to actually pull them off. RTS's IMO are less about personal skill than they are personal strategy. Responsiveness plays a factor, but no more so than in WoW raiding.

      --
      Common Sense isn't as Common as people think...
    16. Re:and baking is just knowing the recipe by Maniacal · · Score: 1

      Ok. Thanks for clearing that up. I was hoping someone would explain it to me. I'm kind of a stickler for rules when it comes to games and I think that's why I get so frustrated with it. My buddies and I burned a lot of hours playing Super Street Fighter II and Mortal Combat. Those fighting games had a damage bar. Bar fills or (or depletes), you die. I like rules like that :)

      I still think the % damage idea is stupid though. They should have just made it an integer counting up, not a percentage. Maybe I'm just being stubborn (or a math dork) but when I see a % I think % so to me the idea of being 175% damaged is dumb. I read it as you're completely damaged and on top of that you're 3/4 damaged. If they had left off the percent sign it would make more sense to me.

      BTW, thanks for the info on the Hit Points mode. I'm going to have him see if that's available on his version.

      --
      MG
    17. Re:and baking is just knowing the recipe by Anonymous Coward · · Score: 0

      There are different modes you can play in SSB. One of them is that you have a set amount of HP and die when that is gone, but I think it's more fun the normal way, where you try to knock someone out of the level to kill them (super sudden death is also fun, start with 300% damage and pretty much any hit knocks you out).

    18. Re:and baking is just knowing the recipe by greyline · · Score: 1

      I live in New Jersey, and we do not pump gas, my friend. Bad analogy!

    19. Re:and baking is just knowing the recipe by Anonymous Coward · · Score: 1, Funny

      Master Chef is awesome, he's got the coolest helmet.

    20. Re:and baking is just knowing the recipe by DrgnDancer · · Score: 1

      Actually, it is. The summary is terrible.

      --
      I don't need a million points of light, just two points of multi-mode fiber and a 10 Gig-E router.
    21. Re:and baking is just knowing the recipe by Feyshtey · · Score: 3, Insightful

      Edit his hosts file and redirect his favorite cheat sites to bogus IPs :)

      My boys know that if I caught them using cheat sites or hacks or something I'd lock the computer down completely for a while. I'm a firm believer in earning advancement, and the greater appreciation it gives in success. I have no evidence, but to me cheat sites (and any get-it-now shortcuts for kids) are the beginnings of a pattern of behavior that will lead to compromises in principles for the sake of instant gratification. And that is a recipe for disaster in later life. I would feel uncomfortable with allowing that type of behavior, personaly.

      --
      "But we have to pass the bill so that you can find out what is in it,..." - Nancy Pelosi
    22. Re:and baking is just knowing the recipe by The_mad_linguist · · Score: 1

      I think the percentage is what your mass is being divided by.

    23. Re:and baking is just knowing the recipe by The_mad_linguist · · Score: 2, Interesting

      Err... additional percentage. Like, 100% makes you have half the inertial mass, so you get twice the change in momentum. Something along those lines.

    24. Re:and baking is just knowing the recipe by rgviza · · Score: 2, Interesting

      Agreed... The problem is if you group with other players and you haven't read the walkthroughs, most get all pissy with you and kick you from the group. They want you to know how to do the quest before you've done it because they are on their 25th loot run of the day and don't want to be held up.

      I prefer to figure the stuff out on my own. Most people prefer to "follow the recipe" to beat the quest and have all the figuring out done for them. Part of the reason I don't play MMO's...

      I get 0 satisfaction from playing that way. Any time you see kids run out of content in the first week, it's because they play like this instead of "adventuring" and figuring it out the "hard" way. They are in a race to get it done and learn the stuff before any of their friends have so they can run the quests with good loot 100's of times and have better gear than anyone else. /blech

      --
      Don't kid yourself. It's the size of the regexp AND how you use it that counts.
    25. Re:and baking is just knowing the recipe by hesiod · · Score: 2, Funny

      In a skill based game (fighting, FTP)

      Oh, I am bad-ass at FTP. I send those files like a MAD MAN. WOO HA!

    26. Re:and baking is just knowing the recipe by GameboyRMH · · Score: 3, Interesting

      One skill-based game I really enjoyed was Bleach: Dark Souls. There is a "leveling" aspect in the unlockable in-game powerups but even ignoring that part of the game won't kill your chances of success. To get really good at it, you have to go online, get whooped, and bring yourself up to that level. The best thing that can happen to you is getting beaten repeatedly by a master player.

      It starts getting really complicated when you start predicting flash steps (very fast movement that appears like teleportation, but can be interrupted with costly special moves). You have to guess where the other player is going to flash step and then flash step to a position where you can attack the other player when they appear. But then what if the other player knew you were going to do that and goes somewhere different where he can attack you when you falsely guess where he's going? But you could forsee this and change where you flash step to as well ;) There's practically zero margin for error in timing and distance and it's amazing how deep you can get into predicting the other player's moves. This whole mind game is over in a fraction of a second and you can see exactly what your opponent was thinking by where and how they appear.

      It gets really tricky and requires a mix of quick reflexes, quick thinking, strategy, and fingers that don't get tired :P

      --
      "When information is power, privacy is freedom" - Jah-Wren Ryel
    27. Re:and baking is just knowing the recipe by brkello · · Score: 1

      This isn't a hard concept to understand, why do we need an analogy. What you said isn't true. I am good at FPSs. I can join any FPS and within a few hours, I'll be topping people who have been playing for months. Is it because I am a skilled innovator? No, I just know how to move and shoot better than most. In your example, I could read how to defeat a boss in a game, and then execute it. While another person could read the same strategy but fail to defeat it because they can't aim or move as well.

      Skill based games are those where you all start out equal. The better players are the ones who know the maps and have better twitch reflexes. Level based games are ones where level make a large difference in power. A lot of people like to say these are non-skill, but eventually you get to the same level. Then people complain about gear. But once you have the gear, and play those with the same, the excuse goes away. But even so, lesser geared people can beat better geared people because they have more skill, so the argument is more for people who whine.

      A lot of games these days are a bit of a hybrid. You start out pretty much the same, but if you do X, Y or Z so many times, you can unlock slight upgrades or sidegrades (TF2 for example).

      Ultimately, everything is a skill. But to be skilled at something requires a combination of knowledge and the physical ability to execute that knowledge. This is true of WoW or Counterstrike.

      --
      Support a great indie game: http://www.abaddon360.com
    28. Re:and baking is just knowing the recipe by KyoMamoru · · Score: 1

      Also there is a great deal in surviving at high percents. Whenever a player is hit they have what is known as DI [Directional Influence]. Around the level is more or less a giant bounding box typically a rectangle. You're goal is always to DI in a direction perpendicular to the direction that you are flying. Furthermore there's utilization of attacks that allow to stall the momentum of a hit. Rather in depth actually.

      Stamina mode is a completely different game. The main reason I say this is the game no longer accounts for the knockback being added for future attacks. Everything has set knock back, which can create many dumb situations. I don't see why you fear the % sign so much in the game. All it governs is the amount of knockback you are taking. Initial knock back of a move x percent = total knockback power.

    29. Re:and baking is just knowing the recipe by Anonymous Coward · · Score: 0

      Actually you are not good at sciences if you find "over 100% damage" strange. Nobody said what the percentage refers to. It is obviously not "% of damage you can sustain until you die", yet that is the only concept that seems to fit your logic and you are frustrated it is not the one that applies here.
      How about a plane that is going at 110% of cruising speed and at the same time at 1200% the speed limit of New York? The percentages mean nothing by themselves. So, if you have a specific damage unit that applies to all the players it is perfectly fine to go at 300% of that - the players simply have to figure out what that unit means.

    30. Re:and baking is just knowing the recipe by Anonymous Coward · · Score: 1, Insightful

      Your cook vs. master chef analogy fits us perfectly except my cook thinks master chef's are dumb.

      Chef's innovate because they like to cook. Cook's make food because they like to eat. Problem is, your kid is just hungry. He doesn't like playing, he likes winning; because why earn what you can take?
       
      IANACP, but you might want to make sure that doesn't bleed into other aspects of his life; like work and school.

    31. Re:and baking is just knowing the recipe by KyoMamoru · · Score: 1

      I'll take it a step more. If you REALLY want to learn about the games system.....

      http://www.smashboards.com/showthread.php?p=4158733

    32. Re:and baking is just knowing the recipe by redkazuo · · Score: 1

      "Ironically your complaint that your son didn't try to figure it out himself, when you didn't try to figure out smash brothers system is itself a bit humorous. :)"

      Actually, I think it's quite consistent with the way he said he plays. He just tries to find out how to play inside the game. Add to that a bunch of 10 year olds screaming in your ear how they're better than the old timer, and I think I can understand his position perfectly. In fact, getting help online would be against everything he said.

      Anyway, you can't play the game without knowing the damage % isn't directly related to your performance. What counts is to make the opponent fly outside the screen through any of the four sides.

    33. Re:and baking is just knowing the recipe by Aqualung812 · · Score: 1
      I will argue that walkthroughs do have a valid place, but must be used VERY infrequently.
      Speaking of a PCjr, I was stuck at the VERY end of "Kings Quest II" for months. I kept looking at the amulet that the princess had. I tried rubbing it, swinging it, and saying kind things to it. It never occurred to me to say the word "HOME" that was printed on the back of it. Not having any help sucked.

      Recently, I rented "Mirror's Edge" for Xbox. I played all of it without a walkthrough, but did run into a very odd section around 2/3 of the way through. I found a walkthrough for THAT section only, saw the answer, and closed it. I was able to enjoy 99% of the game without any help, and still return the game completed to the video store. A very nice balance, IMHO.

      With all that said, I totally agree with your rant. Doing a walkthrough step by step without thinking would be enough reason for me to remove the game system / PC from my child and tell her "If you're not going to even think when playing a game, watch Spongebob".

      --
      Grammer Nazis - I mod you "troll" unless you actually add something on-topic. Yes, I know I have mispellings in my sig.
    34. Re:and baking is just knowing the recipe by geekoid · · Score: 1

      Following a recipe is a skill, it's just not a hard one to get good at.

      you reference 'grinding' and that is a serperate issue, but one that can be minimized with good skill progression

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    35. Re:and baking is just knowing the recipe by blahplusplus · · Score: 1

      I was referring to this comment in his post as well in the last paragaraph:

      "My kid plays Runescape and anytime he as a quest (or whatever the hell it's called) to complete he pulls up walk-throughs on the web and follows them to get past it. Besides fighting other players or the standard NPC's he doesn't figure out anything on his own. It's very frustrating for me. I can't even watch him play. Hate to get all geezer here but when I was a kid playing Ultima IV for countless hours on my IBM PCjr I had to figure out all that stuff on my own. For me that was where all the fun was."

      Notice how he was annoyed that his son went online and read faq's and didn't try for 'figure out the game for himself'. But he didn't try to do that with smash brothers, that's why games come with manuals, even in "ye old days" we still used the manual to figure out what button did which and for a few more complex aspects of the game it was there for reference. I was just pointing out that he was being a bit hypocritical of his son when he didn't take the time to understand smash and it gave me a bit of a chuckle.

    36. Re:and baking is just knowing the recipe by _Sprocket_ · · Score: 1

      Yup - I was being facetious. Chess is a really great example that a game is much more than some simplification would make it. We see far too many simplifications about our modern games (not that all modern games have the grace of Chess or Go).

    37. Re:and baking is just knowing the recipe by Maniacal · · Score: 1

      IANACP, but you might want to make sure that doesn't bleed into other aspects of his life; like work and school.

      That's my point behind all of this. First off, the kid plays computer and console games a bit too much for my tastes but he gets really good grades at a school for advanced students, is one of the top players on his basketball teams and is an awesome big brother so I leave him alone about the gaming for the most part. I can't just tell him to go out and play because he won't do it but I can get him out if I go with him and do something with him. That turns out to be a win-win so I'm ok with all that.

      What I am seeing that concerns me is that he avoids things that are too difficult and instead looks for things that have instant rewards. I don't know if it's a product of how he games or reason behind it. I'm guessing the latter but I always want to be sure.

      Maybe watching him play games like that just affirms the problems I have with how he approaches other challenges in his life and that's why I brought it up in this discussion. Wow. Slashdot therapy. This place is a one-stop-shop :)

      --
      MG
    38. Re:and baking is just knowing the recipe by Anonymous Coward · · Score: 0

      There's also the notion of reinventing the wheel. I've played multiple mmorpgs, for one I was only about 6 months late in being part of the start, so when I got to endgame which was still underpopulated, I got into one of the high end guilds, they taught me everything and showed me guides on how to do the fights. For a long time this was what we did, we looked up guides on how to beat new bosses, until finally we were able to attempt new monsters as they were released (no information), and ever since then we had to figure things out on our own, make our own strategies and etc..

      Now I'm in a new mmo, just recently hit the level cap, I'm looking up the info for all the fights I do now since everyone else seems to know them and not knowing what to do hurts the group, I've been a leader of a guild before, I've planned my own strategies, figured out how to beat stuff, but here I am as a nameless "newbie" gearing up and preparing to maybe one day be at the leading edge of this new game.
       
      For mmo's it's all about being on a curve, if you're far behind the curve it only makes sense to look up strategies and follow a guide to quickly catch up, once you're at the top you're forced to become innovative. Strategies also rarely work 100% to plan, if you're not able to think on the spot or adjust to your group's setup, you're going to stagnate on your place on the curve.
       
      Also in super smash, the damage meter is much more realistic and skill involving than you realize, Basically when you're at 0% a strong hit will knock you back maybe 2 steps, at 150% a minor hit could knock you back halfway across the screen, heavier characters are able to survive with more damage (but are always slower at moving, or fall faster and have shorter jumps) The goal is to knock someone off the screen, which is nearly impossible to do at 0-50% and gets progressively easier to do from there. A skilled player can go well above 200% and not die if he's able to avoid any strong attacks, while an unskilled player will never find themselves over 100% without dying. It also adds a nice psychological factor, at low %'s you can afford to be more rash and go for a big hit that'll leave you open, but at high %'s you're going to be scared for your life and probably avoid close encounters and depend on ranged attacks.

    39. Re:and baking is just knowing the recipe by Whorhay · · Score: 1

      Please hand in your Man card! Admitting to reading a manual is one of the unpardonable sins.

    40. Re:and baking is just knowing the recipe by BikeHelmet · · Score: 1

      The skilled innovator is the person who goes into an unknown situation, say a boss that nobody has ever encountered, and figures out a way to beat it (we call that the master chef). They have a skill - they know the game, they know their character, and they know how to solve puzzles.

      There's also a difference between team skill and solo skill.

      I have a ludicrous amount of solo skill, but I lack team skill; I adapt and learn extremely quick, but eventually somebody comes along that has calculated, studied, and practised much more than me, and easily surpasses me.

      I never read guides. I just start playing. A few weeks back I started playing TF2 with some friends, on their own server. Short of L4D and BF2142(a few years back), I've never played any FPS's. For the first ~4 hours I played heavy and was useless. The next day I played another 4 hours, as pyro, and was in the top 3 every game. The day after that I played another few hours - this time on a public server - and got my first 15-kill streak before dying.

      Since then I've discovered that I'm not so good in 32p games, but I absolutely dominate in < 12p games. It's not uncommon for me to use a scout, pyro, or spy to kill a demoman, soldier, heavy, medic, etc.; this almost never happens on a server with friends, which are all skilled, but happens plenty on public servers. Often I join a game where one team is a single clan - it's quite hilarious single-handedly dominating them, winning round after round, only to get kicked. It fuels my perception of my own awesomeness.

      But on 32p servers, especially with friends, there's just too many people working together. I almost never get past 2k:1d. What can I do when there's 6 sentry guns and four heavies spraying bullets everywhere? Can't get close as a spy - can't destroy all of that even with 2 or 3 guys ubered and firing rockets and demoman bombs. Fighting skilled teams and coordinating so many people is an art, which I don't have. But 1 on 1 (or 1 on 3-4), I almost never lose. ;)

      I don't like calculation heavy games like WoW. I don't like static maps that people can play and learn to perfection, since I'm not perfect, and anyone that practises endlessly will easily beat me. My ideal game would have completely randomly generated maps, because I adapt so fast while most people don't. :P

      And send me more of those horribly unskilled clans so I can feel superior and get accused of hacking. I love it. ^_^

    41. Re:and baking is just knowing the recipe by Damvan · · Score: 2, Interesting

      The good old days when there wasn't an internet to get a hint, or a walkthrough. Still remember writing Scorpia (of Computer Gaming World) for a hint on Planetfall when I was stuck.

    42. Re:and baking is just knowing the recipe by blahplusplus · · Score: 2, Interesting

      Please hand in your nerd card! RTFM is what we do best ffs, we actually attempt to understand wtf it is we're doing and hence why we get labelled "nerds", the world is *nerd powered* without the nerds there'd be no f'n internet.

      Thank god they:

      -They read their fucking textbooks
      -Taught themselveson their own time using the net/other means
      -Gasp.. found learning shit they were passionate about fun.

    43. Re:and baking is just knowing the recipe by jstomel · · Score: 2, Insightful

      Nope. Chess is about moves to mate. Once you start memorizing all the board layouts that lead to checkmate you can beat anyone who doesn't have them memorized. Chess is only a game of skill at novice and grandmaster levels. Novices don't bother learning board layouts and grandmasters know them all and only play against other people who know them all and how to avoid them. In the middle realm it's all about memorization. I still remember the first time I played against someone and about six moves in they told me "It's mate in 10 moves". Sure enough, they were right.

    44. Re:and baking is just knowing the recipe by mattack2 · · Score: 2, Funny

      Gamefaqs.com might explain it for you.

      Heh heh.

    45. Re:and baking is just knowing the recipe by Anonymous Coward · · Score: 0

      Or, you know, you could just play paper, rock, scissors.

    46. Re:and baking is just knowing the recipe by Sparton · · Score: 1

      Those that go the extra mile, [...] who strive to always have the best stats and gear; these are the "skilled" players.

      Those who strive to always have the best stats and gear are not necessarily skilled. Sometimes, you can see more skill in someone who fights with a weaker hand and wins then one who walked into a challenge with far better equipment and didn't need as much other skill to win.

      Perhaps those "who strive to always have the best stats and gear and figure out what's optimal with minimal outside help" would be better wording.

    47. Re:and baking is just knowing the recipe by WillyWanker · · Score: 1

      I meant it as a combined point; those that learn all aspects of the game AND strive to have the best stats and gear.

      I agree with what you've said, but when all else is equal the player with the better gear is going to have the advantage.

      Min/maxing in itself is still a skill.

    48. Re:and baking is just knowing the recipe by shoemilk · · Score: 1

      How old are you? The Smash Brothers series has been around for 10 years now. Personally, I think this is the best fighting game ever made. Your problem is you look at it like another Street fighter, who ever gets the other guy to 0% health first wins.
      Smash brothers is more like king of the hill than a fighting game. You want to knock people off the hill. There's nothing screwy about the game, just you interpretation. You sound like a master chef who can't wrap his mind around sashimi "What?!? you don't cook the fish?! How can you not recognize there's something screwy about it?"
      You should really try it sometime (smash brothers, that is. Unless you've also never had sashimi. You should try that, too). I don't like the new iterations as much, the levels are too violent and it takes away from the PvP. Find a N64, get the original Smash and see what you've been missing for 10 years

    49. Re:and baking is just knowing the recipe by fractoid · · Score: 1

      Chess is only a game of skill at novice and grandmaster levels.

      I'm stealing that for my sig. :D Also, above grandmaster level, chess becomes a simple game of brute-force number crunching. :P

      Also, everything you say about chess applies to, for instance, RTS games too. Complete newbies win or lose based on how fast they figure out the tech tree and learn the units' strengths and weaknesses. Grandmaster players win or lose based on how well they can predict and respond to the other player's strategy while simultaneously base building and harassing their opponent. In the middle ground it's all about memorising your build order and unit counters.

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    50. Re:and baking is just knowing the recipe by fractoid · · Score: 1
      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    51. Re:and baking is just knowing the recipe by fractoid · · Score: 1

      Ah, but in the "real world", as in games, the pragmatic approach is far more efficient and effective. Your first step should *always* be to research prior art. A good example is those 'ingenuity tests' in job interviews where they ask you how you'd figure out the weight of a Boeing 747 or something. They seem to expect you to come up with some clever way of estimating or measuring it so they can judge your creative/investigative thought processes. If you were actually at work and your boss asked you the weight of a 747, however, you'd better not start looking up the nearest Jumbo-sized weighbridge or calculating fuel burn rates when you could just look up Wikipedia and find out in 10 seconds that "the 747's maximum takeoff weight ranges from 735,000 pounds (333,400 kg) for the -100 to 970,000 lb (439,985 kg) for the -8."

      I agree that there's a lot of enjoyment to be had in exploring a game world and learning it for yourself, but I don't think it's a bad thing to use research skills to achieve results, as long as the original creative and investigative skills don't atrophy as a result.

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    52. Re:and baking is just knowing the recipe by Sparton · · Score: 1

      I agree with what you've said, but when all else is equal the player with the better gear is going to have the advantage.

      I guess so. The argument comes up a fair bit in fighting games (replacing "gear" with "rank in tier list"), but it's usually accepted by most competitive communities that there's no such thing as having two completely equally skilled opponents.

      Min/maxing in itself is still a skill.

      I agree, so long as the min/maxing isn't just reading a book or throwing numbers into an excel sheet, but crunching the data mentally to find the best output for a given situation. That does require a certain level of skill, especially when taking into account if you need to change moves/buffs/etc when in the middle of a fight.

    53. Re:and baking is just knowing the recipe by Jedi+Alec · · Score: 1

      Playing a game well is definitely a skill. But you also need to define "well". Just about anyone can pick up an MMO and play reasonably well, with limited skills and knowledge. Those that go the extra mile, who learn to use every aspect of the game to their advantage, who strive to always have the best stats and gear; these are the "skilled" players.

      For a lot of MMO's, I'd agree.

      In EVE Online however, there's a massive gap between the average player and the top pilots in terms of knowledge and ability, independant of actual ingame skill level. For every 100 industrialists barely scraping by there's 1 or 2 making massive profits, simply by having better knowledge and connections. For every 100 self proclaimed PvP pilots there's 1 or 2 who are so far above the rest in terms of knowledge, ability to assess risks and evaluate situations that they can go out and take on as many as 5 players at the same time and still come out victorious. And for every 100 spammers trying to scam people there's 1 guy that infiltrates a player run corporation and manages to make off with enough assets to fund a medium sized war by himself ;-)

      Playing "well" definitely requires a set of brains and the willingness to read up on things and check out how other people do them. The majority, in my opinion at least, plays rather poorly.

      --

      People replying to my sig annoy me. That's why I change it all the time.
    54. Re:and baking is just knowing the recipe by tygerstripes · · Score: 1
      --
      Meta will eat itself
    55. Re:and baking is just knowing the recipe by Spit · · Score: 1

      replacing your breaks

      I'll have to remember to keep on driving when I see furby076 auto repairs.

      --
      POKE 36879,8
    56. Re:and baking is just knowing the recipe by Whorhay · · Score: 1

      Key word was "admitting"

    57. Re:and baking is just knowing the recipe by blahplusplus · · Score: 1

      "Key word was "admitting""

      They key word for the true nerd is truth and honesty, thats why the good nerds do so well with the ladies, because they ladies know they won't have to put up with bullshit.

    58. Re:and baking is just knowing the recipe by mcvos · · Score: 1

      Either way, the debate is CHARACTER skill advancement models versus CHARACTER level advancement models.

      No, the debate is way too muddled to be about anything in particular, and that's because the submitter is an idiot and has no idea what the article he's linking to is really about.

    59. Re:and baking is just knowing the recipe by mcvos · · Score: 1

      I thought RTS games were all about who's most agile with the mouse.

    60. Re:and baking is just knowing the recipe by GameboyRMH · · Score: 1

      The prediction element is similar but that's where the similarities end. It's no more similar to rock-paper-scissors than chess is.

      --
      "When information is power, privacy is freedom" - Jah-Wren Ryel
    61. Re:and baking is just knowing the recipe by Feyshtey · · Score: 1

      Does it really take that much effort to read the ****ing quest? Seriously?

      In the real world you don't cut your boss off before he's finished making his request and then go onto the internet and look up the weight of a 747. You listen to what he's asking. Maybe he just wants to know if you've completed the TPS reports. A simple Yes or No will suffice.

      The quests in these games are generally no more than 300 words. They almost all say something along the lines of "Go kill abc at xyz." or "Go pick up abc at xyz." And they often elborate on the location; "You'll find the tribe of soandso east of the river of Blahblah, in the shadow of Mnt Wannahockalugi." Its too difficult to read 300 words? Yes! Go to a website that will tell you in 30! But thats not even good enough. Now people use addons that just put a big ass arrow on the screen in front of you that you follow like a lobotomized monkey and wait till it tells you to pick something up.

      --
      "But we have to pass the bill so that you can find out what is in it,..." - Nancy Pelosi
    62. Re:and baking is just knowing the recipe by Anonymous Coward · · Score: 0

      When he gets a new game he immediately pulls up some site that has the cheats. I don't mind cheats that give you cool skins or something that doesn't alter the difficulty of the game but he'll cheat for step 1. On top of that he's baffled that I won't use the cheats. Your cook vs. master chef analogy fits us perfectly except my cook thinks master chef's are dumb.

      My brother did that, so I don't think it is a generational thing just a personality thing. You enjoy the game as a puzzle/challenge, he enjoys it as a story/toy. Whatever obstacles get in my way I enjoy solving, my brother just wants them removed so he can see the story and enjoy the sandbox.

      When he and his friends get together and play they often like to play something called "Super Smash Brothers". For you guys as old as me out there, it's a fighting game with all the Nintendo characters as the fighters. When you play the game your damage is counted up as a percentage. Except, get this, wait for it...., you don't die at 100%. In fact there's no set limit you die at. The game just decides it's your time to die. Sometimes their damage is at 150% or higher. WTF is with that.

      You should really watch the demo fight which explains the damage mechanic. You don't die whenever the game decides, you die when you are knocked off the edges of the screen. A higher damage modifier means you get knocked back farther when hit by an attack (some attacks trade knock back distance for damage or a special effect). So someone with 1% gets knocked back an inch (of the screen), 100% a couple of inches, and 300% is almost certain death.

      Also, there is a special mode to play with hit points so that you die at 0 hp.

    63. Re:and baking is just knowing the recipe by socrplayr813 · · Score: 1

      I was similar with games when I was younger, so maybe I can give you a little perspective on this. Maybe it's relevant to him, maybe not. Anyway...

      I cheated fairly frequently at single player games. Maybe not as quickly as he seems to, but I generally went looking as soon as I ran into any significant trouble. This is what I've figured out about myself:

      First (and this is still true for me), I was more interested in the story than grinding out days or weeks of gameplay to find out what happens next. So, with games that had an interesting story, I cheated out of curiosity and impatience. I played the games to relax and be entertained, not to spend hours finding a solution to a puzzle that's now impossible because I didn't follow the developer's intended path in the game (another habit of mine...).

      Second, until I got to the real world and had the money and ability to make my own challenging projects, I had never really been truly challenged by much of anything. Not to say I am/was a prodigy or anything, but I breezed through school, was an adept (if unspectacular) soccer player, and was generally good [enough] at anything I put my mind to. The structured life of school and sports was, for lack of a better word, easy.

      Anyway, when I came across these games/puzzles/whatever that I couldn't solve instantly, I didn't know how to approach them. They often made little sense to me. The trouble I had with them wasn't that they were overly difficult or that I was too lazy to solve them. It was that they were generally meant to be solved in a specific way. What got me through school and what helped me excel at other things was that I tend to see things differently from most people. My outside the box thinking often made the straightforward puzzles harder or even impossible.

      I would guess that your son is similar in his feelings of games. If you're concerned, perhaps try an activity with him that tests his determination/motivation/whatever, but as long as this pattern doesn't emerge with things that matter, it doesn't seem like anything to worry about.

      Side note: I don't recall seeing your son's age anywhere. As someone who frequently works with 12-18 year olds, that apparent laziness is extremely common in that stretch and I personally don't think it's anything to worry about. If you can line up your interests, father-son projects can help, but be careful to guide, not push. Kids push back, but will gladly follow. They often don't even know they're doing it. (Why do you think people end up talking/acting like their parents when they grow up?)

      --
      The confidence of ignorance will always overcome the indecision of knowledge.
    64. Re:and baking is just knowing the recipe by Anonymous Coward · · Score: 0

      maybe i can bring some light to the super smash brothers percentage thing. as you have noticed, everytime a character gets a hit, the number goes up. and it seems nothing else happens. i you look closer though you will notice that the higher the number is, the harder is the knockback your character receives from a hit. the higher the number, the higher the chance your character will be knocked of the stage and fall down which get you -1 point. knocking someone else off the stage gets you +1 point. so its actually somewhat possible to sit on the stage with 300% damage if you can somehow balance your character after a hit (the double jump + cliffhanger comes in handy there). hope you understand the fighting system of super smash brothers now and btw i severely suck at this game. if me and my friends hang out at our console-freak-friends place - we are all between 24-27 years old, i will set aside the controller as soon as super smash brothers runs.

    65. Re:and baking is just knowing the recipe by martyros · · Score: 1

      Sounds like your son and you play games for different reasons.

      I had a friend who played through games using "God mode" cheat all the time. Basically, he never took any damage. So what the heck as he playing for? The story. He wanted to see the sort of interactive story, and he didn't want to have to spend a lot of time developing skills.

      Now, maybe it's a bad thing that your son doesn't see the value of puzzling things out for himself. But maybe it's not. If he likes following complex sets of instructions to the tee and doesn't get bored, there are plenty of good jobs for him in the future; jobs that you'd be tearing your hair out in. That's why it's good we're not all the same. :-)

      You could always try saying that the thing you really liked about games was puzzling things out for yourself; and ask him what it is he enjoys about the game. Then maybe can watch him play again. :-)

      --

      TCP: Why the Internet is full of SYN.

    66. Re:and baking is just knowing the recipe by snuf23 · · Score: 1

      It might help if MMO quests where less inane and boring. Maybe one out of 100 of them are interesting in story, game mechanics or challenge.
      For me most quests in MMOs are a means to an end. I'm not particularly interested in the quests I just need something from them to get to the parts of the game I enjoy (dungeons and raids with groups of players).
      Single player RPGs generally have more depth. For one thing they can actually show your character impacting the world via those quests.

      --
      Sometimes my arms bend back.
    67. Re:and baking is just knowing the recipe by Anonymous Coward · · Score: 0

      I only recently got into smash brothers, so I can only speak for the Wii version (Brawl). The aim of the game is to knock the other player off the screen. It's has more of a sumo wrestling aspect to it. You can think of the damage as fatigue rather than life if that helps.

      Some other settings you might enjoy:

      * Change the item drops to low or none. This is good if you want to reduce the luck aspect of the game or give yourself some time to learn the movement/attack mechanics.

      * Change the mode from the time based mode to the lives based one (it's called stock).

      * There is a handicap option so you can play with your son even if you don't know what's going on. I like to set this to Auto. After a few games of getting your butt kicked his handicap will get progressviely higher and he'll have to keep on his toes.

      I would also recommend skimming (ignoring the character specific stuff, so you can figure it out on your own) the first paragraphs of the different types of attack Smash wiki (see the bottom of the page for the various attacks). Obviously like street fighter, the different characters execute their attacks differently so make sure you don't read those parts. I believe a lot of this is in the manual anyway.

  5. skill? by markringen · · Score: 1, Insightful

    it's more about gaining levels, skill has nothing to do with it. it's a game.

    1. Re:skill? by Monkeedude1212 · · Score: 2, Funny

      I'd say thats the definition of skill for any game, online, offline, PC, board game, card game, drinking gaaaaaa well maybe not drinking games.

    2. Re:skill? by Darkness404 · · Score: 1

      Not necessarily though, there are a lot of people who understand (American) football. However, not everyone is going to make it to the NFL. I'm sure there are some people who simply can't play football well even though they know everything about the game, perhaps even more than the actual players, yet simply is not good at football.

      --
      Taxation is legalized theft, no more, no less.
    3. Re:skill? by Anonymous Coward · · Score: 0

      Intimate knowledge of the (relatively simple) mechanics of chess, poker, or go, is more or less required to play. However is in now way sufficient to make you skilled at these games.

    4. Re:skill? by CoccoBill · · Score: 1

      I concur. As in, what is "skill" in for example chess or any other "skill-based" game, if not the knowledge of the game's mechanics? ESP? Force?

      Main Entry: skill
      Function: noun
      Etymology: Middle English skil, from Old Norse, distinction, knowledge; probably akin to Old English scylian to separate, sciell shell â" more at shell
      Date: 13th century

      1 (obsolete): cause, reason
      2 a: the ability to use one's knowledge effectively and readily in execution or performance b: dexterity or coordination especially in the execution of learned physical tasks
      3: a learned power of doing something competently : a developed aptitude or ability

    5. Re:skill? by I.M.O.G. · · Score: 1

      At what point does intimate knowledge of a game's mechanics make a player skilled?

      I'd say that this is the definition of skill for an online game.

      I'd mostly agree, although it takes a combination of intimate knowledge of ingame mechanics as well as ingame coordination. Accuracy and efficiency are attributes of ingame skill which could be reasonably considered ingame coordination and often take time to develop, hone, and ulimately perfect.

      So the intimate knowledge alone isn't enough to excel, and the combination of ingame coordination is often what differentiates a good player from a great one, imo.

    6. Re:skill? by clegrand · · Score: 1
      I'd have to agree. In the end, general familiarity with a given genre leads to uniform gaming experiences where the only differentiators are the relative coding skills of the programmer responsible for the module your are currently playing. A couple of examples might be: an out of place poly in an FPS can catch your toon or give an unfair advantage; aggro range on mobs in MMORPGs can directly affect the difficulty of an encounter. As skill, or

      ... intimate knowledge of a game's mechanics ...

      increases, you are in effect, playing against the programmer directly. A programmer who is hobbled by the required script.

    7. Re:skill? by Fred+IV · · Score: 1

      Some combination of knowledge + ability to execute + ability to adapt is probably a better definition. Your armchair quarterback isn't skilled at American football because he is unable to execute. An amateur with both knowledge and ability may not reach pro levels of play because of an inability to think on his feet and adapt to changes on the field. In the same way, someone in an MMO may know what all of their abilities do, but their level of comparative skill may suffer because they aren't able to link skills together quickly enough or aren't able to think tactically and make adjustments in the middle of play.

    8. Re:skill? by relguj9 · · Score: 4, Insightful

      At what point does intimate knowledge of a game's mechanics make a player skilled?
      I'd say that this is the definition of skill for an online game.

      Oblig. Bruce Lee quote:
      Knowing is not enough, you must apply.

    9. Re:skill? by Anonymous Coward · · Score: 0

      The unspoken part of "understanding a game's mechanics" is being able to perform excellently within those mechanics, in the context of MMOs knowing when and how to move and or roll your face across the keyboard. In terms of football that would be knowing when how to make the hail mary pass for the touch done, and executing it.

    10. Re:skill? by citizenr · · Score: 1

      Not for twitch games. Take Cod4 hardcore mode for example. Im brilliant when it comes to game mechanics. I know maps well, have memorized every nade spot, all gun stats, every single game timer. I use good headphones and almost always know where the enemy is ... yet I still get shot plenty times in the face by 12 year old 0.00001s reflex kid.

      --
      Who logs in to gdm? Not I, said the duck.
    11. Re:skill? by Fozzyuw · · Score: 1

      it's more about gaining levels, skill has nothing to do with it. it's a game.

      TFS is a little misleading. They're talking about skill "points" vs levels. Not "Player Skill" vs levels. In WoW terms, it would be what your Axe weapon skill is. WoW's really a level based game with a marginalized skill system. If WoW removed levels and based your bonus HP's on your defense skill and make your skill points harder to gain, it would then, effectively be a "skill" based game. Though, there's variations of skill point games as well.

      --
      "The past was erased, the erasure was forgotten, the lie became truth." ~1984 George Orwell
    12. Re:skill? by AK+Marc · · Score: 1

      Likewise, an FPS is less accessible because it takes some serious practice to get good, if practice can even get some people there. I know I need a headshot. But getting it is much harder than just knowing what to do and knowing how to do it. I know I need to hit the monster with my fireball, so I hit #3 and poof. The ability to execute is much easier with most MMORPGs. Sure, there are people that spec rogue and hate having to follow multiple cooldowns and timers to keep up slice and dice and maximize DPS. But for the most part, you figure out a rotation you like, something with 4 or fewer skills, and you mash buttons in order. The "play" is watching the game as you do it. Move where you need to be, watch out for adds, manage aggro, and such. The ability to execute is a low bar for most MMORPGs, it's the knowledge that makes you decent, and your ability to adapt that makes you good.

    13. Re:skill? by Khashishi · · Score: 1

      Knowledge is only half the battle, and separates the noobs from the seasoned players. At the pro level, you can assume that everyone already knows all there is to know about the mechanics, and it boils down to dexterity, wits, and cleverness.

    14. Re:skill? by Endo13 · · Score: 1

      Hence why when most people talk about "skill" (in most things) they're talking about the execution part. There's a few things like Chess where the execution is easy, but there's lots of room for improvement in the "understanding" part, however in most PC games (and MMOs in particular) neither one is particularly difficult. In FPSs moreso than really any other PC game genre, the execution part can be tuned to allow for a lot more player execution skill to come into play. (It often isn't, but it can be.) The UT series is a great example of this - no matter how well you know the game, unless you're one of the top 10 players in the world there's still someone out there that can utterly destroy you on the execution part. That is quite simply not the case with any successful MMO ever released. In an MMO, the power of your character depends on 1. Level, 2. Gear, 3. Class, 4. Player strategic skill (planning) and 5. Player tactical and execution skill. Usually in that order.

      --
      There is no -1 Disagree mod. Slashdot.org/faq defines mod options. USE IT.
    15. Re:skill? by markringen · · Score: 0

      there was one article here that talked about people who always win, but they always win simply because they follow the rules. so even if you gain a technique, it's still upto the games code to decide if your statistical information is the deciding factor if your gonna win or not. that's the real problem with mmo's it is that it's over-programmed, there is almost no chance. i personally don't like mmo's because there is no room for human failure, we all make mistakes but these games don't want people to fail.

    16. Re:skill? by broken_chaos · · Score: 1

      I think that's kind of assumed in circumstances such as this...

    17. Re:skill? by kirillian · · Score: 1

      Wrestling with this one for quite a while brought a couple of friends and I to kinda describe it like this:
      Skill is proportional to knowledge of that subject * talent/affinity for the subject (maybe there should be a k in there...). It always seems that skill is magnified rather than just enhanced by an individual's talent...and learning more about something always seems to magnify your overall skill as well. Then you have overlap from similar situations/areas of experience in your own life that all play a part as well.

    18. Re:skill? by lgw · · Score: 1

      Many people describe "skill" in an MMO not as how well you play at max level, but as how fast you can get a character to max level. That brings strategic skill and execution to the fore. In MMOs where there's a newly overpowered class with each patch's round of nerfs, the ability to level a new character to max in a few weeks, instead of a year, means you always have a flavor-of-the-month overpowered character.

      I personally dislike that cycle quite a bit, to the point where I won't play any new MMO until some designer realizes that adding new content doesn't have to be hard, and "skill" becomes more about solving new quests/bosses before the walkthroughs make it to the web (which sadly you have to lead a large guild to even get the chance to attempt in most current MMOs).

      --
      Socialism: a lie told by totalitarians and believed by fools.
    19. Re:skill? by Kelbear · · Score: 1

      But even .00001s reflex kids are helpless when they get shot from the sides or in the back. That's where all those other factors you mentioned come in. I can go on long winning streaks in COD4 without using bullets or kill streak bonuses because people are just running around intending to shoot the first thing they see and never think about the big picture. They're completely blind to their surroundings and that's how they end up eating my knife all day long.

      Reflexes are still limited by the rate of fire and accuracy of the gun. If you encounter several people at once, even fantastic aim won't be enough. Like you said, if you memorize a nade spot & time the toss at the start of the round, no amount of reflex can save them if they were foolish enough to run right into the grenade. They have to learn to avoid those spots and use irregular travel times.

      The top players all have great reflexes, but everybody caps out eventually and can't improve their aim significantly. From there they build up their knowledge of game mechanics and player behavior to ensure that they won't have to rely on reflexes to bail them out.

    20. Re:skill? by Anonymous Coward · · Score: 0

      Huh. That's what my employment counselor said, too.

    21. Re:skill? by hesiod · · Score: 1

      i personally don't like mmo's because there is no room for human failure

      [emphasis mine]
      Sure, there is room for failure. It takes some pretty impressive stupidity or huge brain farts to fail massively, but it can happen. Not paying close enough attention to the damage you're taking, run out of spell/mana points as a caster, in a tight place, etc. Of course, it could be argued that even "dieing" in a game isn't much of a failure since you're usually just resurrected with minimal penalty.

    22. Re:skill? by Kelbear · · Score: 1

      But knowledge goes beyond simple facts about the game like where the sniper holes are, or the reload time of a gun.

      Wits and cleverness still involve knowledge because they're direct application of it. If you know an enemy is going from Point A to point B and you know their run speed, you can predict their position in the map to a high degree of accuracy even if you haven't even seen them. You could drop a grenade on them.

      Or even player behavior. If you watch how well a player does in a match you can measure his level of skill and confidence. If he's half-way down on his clip and there's a brief pause in the exchange of fire, players with no confidence will move back into cover and reload. So instead of reloading, you charge in with whatever bullets are left in your clip since it's safe to move at that moment. If he's a confident player he'll hold onto those last bullets and try to kill you with them if you step out of cover. This sounds obvious in hindsight, but many people don't stop to think about what the other player is doing, they just think about shooting targets.

      Experience counts too, closely associated with confidence. 7 unsuspecting enemies and 7 bullets in the desert eagle, do you whittle them down or go for 7 headshots? Can it be done? Reflexes definitely help you to place each headshot, but it also takes confidence and experience. Confidence to go out there and make the attempt, and experience to stay cool under the pressure to produce 100% accuracy over 7 shots before they can return fire.

    23. Re:skill? by Feyshtey · · Score: 1

      People that are intimately knowledgable of WoW's mechanics often can't play worth a crap. Particularly in PVP. The same can be said of BF2142, or SC, or C&C, or ... you name it. They may be completely aware of which skill is most appropriate to use in the situation they currently find themselves in. But their ability to execute it quickly and efficiently while keeping their adrenaline in check is a totally different story.

      Knowledge does not equate to skill. Ability to practically apply exceptional knowledge will not remotely gaurantee an exceptional result.

      I know the NHL rulebook front to back. I know how to explain position, cycles, focus, strategy, etc. I know what a player should or should not do in any number of situations. I know the high-percentage shot or play from pretty much anywhere on the ice. I can discuss plays and performance with the best of em (and have). But if you tie skates on me and shoved me onto the ice with pro's, I'd be lucky to come out with broken bones numbering in only the single-digits.

      --
      "But we have to pass the bill so that you can find out what is in it,..." - Nancy Pelosi
    24. Re:skill? by Darktyco · · Score: 1

      One person may have intimate knowledge of how to hit a tennis ball but still be terrible when it comes to hitting the ball. Practice and experience develops skill, so player can gradually become excellent at hitting. The same applies in some types of video games, like fighting or FPS games such as UT and Quake. You can study the game all you want, but only talent and practice will give you skill. Other games, like many MMORPGs, reward time spent more than they reward player skill.

    25. Re:skill? by tsm_sf · · Score: 1

      I can watch one of my roommates play round after round of CoD4 (a FPS shooter) and see him repeatedly get kills by shooting through walls apparently at random. His level of skill is partially determined by his knowledge of likely hiding places and positioning. Likewise, when I played WoW I had great success as a rogue simply due to the fact that I always had the absolute best equipment possible, and spent a great deal of time learning to min/max my class.

      Both of us in this example are or were competent players in other regards, but it is the use of knowledge of the game that puts us ahead of the competition. If he can kill you without seeing you, or I can kill you in two GCDs through stunlock (WoW terminology, sorry) your "fast twitch skill" has been rendered meaningless.

      --
      Literalism isn't a form of humor, it's you being irritating.
    26. Re:skill? by Anonymous Coward · · Score: 0

      That's not really true though. At least not in any MMO I've ever played.

      Why? Because the developers constantly subvert that.

      Lets say you're at a brand new boss, you have no idea how to beat him. But you've leveled all the way to 70 (or 80) questing and whatnot, so you know your class, and know what you're doing.

      Uh oh, the boss is emoting a super move, better stun him - whoops he's immune to stuns. Oh no - he's attacking the healer - better taunt him away, darn immune to taunts too. Uh oh - a circle appeared on the floor - better move outta it. Whoops - in this fight you need to stay in the circle when he does his mega move, otherwise it's insta death. You lose. I thought you knew how to play?

      You did - the developers just tossed all the mechanics out the window for the boss. They had to, or all bosses would be boring as hell. But you aren't going to get past them until you just play them a few times and memorize their moves and patterns and foibles and act accordingly.

      There's nothing to apply, the rules are completely different per boss. You just need the knowledge.

      There are tons of times when Iwas a druid tank, when I'dbe on new content for me and someone else would give me a sentence's worth of info before the fight, and we did just fine. It usually boils down to: tank him facing away from us, interrupt when he does this, burn dps cooldowns when he turns red, move out of the circle, etc.

    27. Re:skill? by Feyshtey · · Score: 1

      So if knowledge of the game is power, then obviously you would be able to jump into your friends place in CoD4 and replicate his apparent ability to shoot through walls in exactly the places he did it. And he could just as easily log in your rogue and stunlock kill my paladin in epics with PVP trinkets and bubbles. Right?

      Wrong.

      Just because you know it exists and where it is, or know the method by which it can be done, does not necesarily mean that you can execute it. Therein, knowledge alone is not what defines one as skilled.

      --
      "But we have to pass the bill so that you can find out what is in it,..." - Nancy Pelosi
  6. Editor didn't read the article by Sowelu · · Score: 5, Informative

    From the article itself:

    "To ensure that we're being absolutely crystal clear, this article isn't focused on the discussion concerning the differences between the pure RPG leveling system versus "player skill-based" games. That's a completely different conversation altogether, and - unfortunately - some of our paneled public and developers thought that was where the discussion was leading, and thus some answers from particular teams won't be printable...at least in this article."

    1. Re:Editor didn't read the article by 0xdeadbeef · · Score: 3, Funny

      His name is Soulskill. He has been waiting his whole life for this moment. Don't ruin it for him.

    2. Re:Editor didn't read the article by Anonymous Coward · · Score: 0

      Absolutely correct.

      A skill-based training system refers to a character schema without levels, but with skills that have a proficiency rating. Players receive skill points to allocate towards proficiency, or use-based increases in proficiency. Skills in this context are also occassionally taught by PCs or learned from NPCs, without level restrictions or the abstraction of experience points.

      In many games, levels and experience points never actually factor into game logic other than to establish skill and gear hierarchies. It's an unnecessary abstraction, and I think skill-less systems allow for much more interesting character development. Non-combatant characters become feasible (and sensible, in a roleplaying setting) without the experience abstraction, as they can advance directly from the use of their skills without the need to participate in a party as dead weight.

      Coordinated, group activities can be more complex and span several rooms without the experience abstraction. Unlimited remote experience sharing would generally lead to abuse such as power-levelling, whereas restricting experience sharing to a locality limits the scope of party activities. As characters achieve their individual advancement simply by participating in many skill-based designs, there is no need to formally declare to the game intent to share points.

    3. Re:Editor didn't read the article by Red+Flayer · · Score: 1

      A skill-based training system refers to a character schema without levels, but with skills that have a proficiency rating. Players receive skill points to allocate towards proficiency, or use-based increases in proficiency. Skills in this context are also occassionally taught by PCs or learned from NPCs, without level restrictions or the abstraction of experience points.

      I think you're off a little bit on the skill-based advancement as discussed in TFA...

      Specifically, increases in skills must be use-based. Allocation of skill points based on something besides use of those specific skills is, for all intensive purposes, the same as a level-based system.

      Experience points are still necessary, but instead of being general experience, they are specific for each skill. They may be called something different, but the abstraction is still there.

      It's not an MMO, but ADOM (a roguelike) has a nice combo of level-based and skill-based advancement. There are annoying parts of it (like if you're really good at dodging, you have a hard time leveling shields, because you dodge all the attacks instead of blocking them and gaining shield experience). The author implemented a talent system, a skill-point based leveling system (with some randomization thrown in, affected by in-game factors), as well as a usage-based system -- and they work well together.

      Honestly, I wish ADOM was made into an MMO. Unfortunately, being turn-based as all true Roguelikes are, this would be impossible without huge changes to the gameplay (never mind the huge changes in the code).

      --
      "Trolls they were, but filled with the evil will of their master: a fell race..." -- J.R.R. Tolkien on Olog-hai
    4. Re:Editor didn't read the article by Draek · · Score: 1

      I haven't played ADOM but another game that mixes both level-based and skill-based was Morrowind (and presumably Oblivion as well), which gave you a level after you had advanced some of your skills far enough, and gave you extra points on the attributes that governed those skills.

      The problem came with the fact that, if you were like every other normal person and liked to go quickly from A to B, you'd run the whole way through. That, in turn, meant you leveled the Athetics skill *far* faster than anything else, which in turn meant that after what? 5-10 hours? you had a lv20 character that could run very, very fast but sucked at anything else and since the monsters leveled up with you...

      That's one of the reasons I prefered Fallout 3, no matter *how* I gained the experience I could still have a well-balanced character. Though perhaps if Morrowind et al had been purely skill-based instead of mixing it up with levels, it would've worked just as well.

      --
      No problem is insoluble in all conceivable circumstances.
    5. Re:Editor didn't read the article by Red+Flayer · · Score: 1

      The problem came with the fact that, if you were like every other normal person and liked to go quickly from A to B, you'd run the whole way through. That, in turn, meant you leveled the Athetics skill *far* faster than anything else, which in turn meant that after what? 5-10 hours? you had a lv20 character that could run very, very fast but sucked at anything else and since the monsters leveled up with you...

      I didn't play Morrowind or Oblivion... but in Daggerfall, the solution to that problem was to not have Athletics as one of your primaries. That way it wouldn't really affect your overall level.

      The only reason you'd want it as a primary is if you made an overpowered custom class that was hard to advance in level... otherwise the grinding to level got very tedious.

      --
      "Trolls they were, but filled with the evil will of their master: a fell race..." -- J.R.R. Tolkien on Olog-hai
    6. Re:Editor didn't read the article by mr_mischief · · Score: 1

      No. Skill-based in many games means you get to choose which skills go up when. Play Shadowrun or Rifts and AD&D or Treasures and Trolls on paper and see the difference. Some skill-based games base gains on use. Some use skill points. Level-based games raise a predefined set of abilities a set amount at every new level. There's no "must be skill points you can apply" or "must be use-based per skill" that makes one or the other level-based.

      BTW, it's "intents and purposes".

    7. Re:Editor didn't read the article by Red+Flayer · · Score: 1

      BTW, it's "intents and purposes".

      YHBT :) I had to slip one in to get a usage nazi to correct me.

      As for your main point... after going back and reading the entire article... I was mistaken. Thanks for correcting me.

      FWIW... In that context, I'm not sure the discussion is really about skill-based vs. level-based advancement. It's more about whether or not to use a class-based system, and if so, how to implement it.

      This makes me think that either the article is poorly titled and explained, or the responses were really not what the surveyors were asking. Because what you explain as a skill-based advancement system includes a level-based system where the players have choice in where to place the advancements. To me, that's a level-based system... but it seems that the entire discussion, from the very beginning, has dissolved into semantics rather than the actual issues.

      --
      "Trolls they were, but filled with the evil will of their master: a fell race..." -- J.R.R. Tolkien on Olog-hai
    8. Re:Editor didn't read the article by justinlee37 · · Score: 1

      The editor understood as he began his commentary with the word "relatedly," meaning similar but different.

    9. Re:Editor didn't read the article by Anonymous Coward · · Score: 0

      Hey I always enjoy your posts but I want to correct a usage error I saw for your future reference. You wrote "for all intensive purposes" but what you want to say is "for all intents and purposes."

    10. Re:Editor didn't read the article by Fluffy+Bunnies · · Score: 1

      Experience points are still necessary, but instead of being general experience, they are specific for each skill. They may be called something different, but the abstraction is still there.

      Betrayal at Krondor had no experience points. Every time you used a skill you had a small (possibly random) chance of getting better at it. This chance could be made bigger by making the character "concentrate" on specific skills.

    11. Re:Editor didn't read the article by mr_mischief · · Score: 1

      I wouldn't have corrected the grammar on its own, but since I was responding anyway... ;-) Besides, there are a couple of those phrases I see these days and consider a joke worth continuing. Yeah, I'm an asshole.

      Well, as for levels, classes, and skills, there are discussions we could have over what's considered a class. In original D&D (the original published books, first edition, not the original computer game) your race and your class were the same thing. A dwarf did this while an elf did that. In other games, including later D&D editions, classes were separate (although sometimes still a race was limited to certain classes or vice-versa). A level in that class would give you a certain lump of new benefits. Then, there's the dual-classing in which you can get two different packages of stuff. Then there are classes in some games that only give bonuses or detriments to skills, attributes, or special abilities you gain by usage or by spending points. A class or archetype, or "career" in some games, may or may not have levels associated with it, depending on the game.

      A skill-point system assumes your character trains in the skills in your downtime between adventures. Some games require that the player can only assign skill points to a skill that was used at least X times (as low as one) during the session. That gives a bit of the feel of a usage-based advancement system, but is more open. A pure usage-based skill advancement assumes the characters have no downtime between adventures in which to train, which for some settings and genres makes perfect sense. Either ties the advancement to the skill itself rather than some generalization about the character's job or title. They just allow the advancement to be tied more tightly (straight usage-based) or more loosely (point-based) to the flow of time the character is actually being role-played by the player.

      Some games, like Dark Conspiracy from GDW for example, use a "career" template (or more, as Dark Conspiracy does) to give a starting skill set to a character but allows further development to be via a different mechanism (spending points in this case). Spending points makes sense in Dark Conspiracy, because most of the player characters in the genre have day jobs to support themselves and go on missions in their spare time. What they do on a mission wouldn't limit what they can study or practice between missions.

      In a game in which the character's full-time activity is in the session and the characters pick up exactly where they left off from a previous adventure at the start of every session (which is how many computer-based RPGs are set up), the character only getting more skill proficiency by using the skill or actively training in it in the game session makes sense.

      Either of these leaves the skills independent of one over character or class level. Even if a character is limited to what skills he or she can take by a class, the skills might be raised individually and not per level of the class.

      If you're really interested in discussing RPG theory and how permutations of game concepts and rules effect game play in different genres and settings, then you'd probably want to check out The Forge where many game designers hang out and share ideas.

    12. Re:Editor didn't read the article by idji · · Score: 1

      i remember sitting in an inn at Krondor strumming my lute over and over until people started to like my music and give me tips. Or sitting under a tree practicing sharpening my sword until I could get them really sharp. It was a fantastic system. You became what you did.

  7. The Breakdown by Monkeedude1212 · · Score: 5, Funny

    FPS: Knowing where the power weapons are on the map. (Halo 3: Shotgun whore wins)

    MMORPG: Its knowing which class is overpowered. (Vanilla WoW: Nerf Warlocks)

    RTS: Its all about who is Korean. (I'm new to SC, want to play? I'm a nub go easy)

    1. Re:The Breakdown by Anonymous Coward · · Score: 0

      no, to all of the above.

    2. Re:The Breakdown by Anonymous Coward · · Score: 0

      Skill is how much of a head start you can give an opponent without allowing him to win against you, in all types of games. There are things you need to do right against a skilled player, like getting the right weapons and power-ups in a first person shooter, choosing the right build order in a real-time strategy game or an advantageous class in a massive multiplayer role playing game. How much can you deviate from these ideals and still win? That is skill. Good karma is to play against lesser-skilled players without going tactical on them. It's more fun too.

    3. Re:The Breakdown by Anonymous Coward · · Score: 0

      Locks have seen enough nerfs, let's nerf everyone else for once.

    4. Re:The Breakdown by Anonymous Coward · · Score: 0

      Disagreed on FPS. I am a hardcore CSS player.

    5. Re:The Breakdown by jeffasselin · · Score: 1

      Vanilla WoW? you're joking right? They were only good for debuffing mobs for the mages who would roll ignites all night long.

      The OP class in Vanilla wow was the mage. They were not as good in BC but now they're OP in LK again.

      --
      If he explores all forms and substances Straight homeward to their symbol-essences; He shall not die.
    6. Re:The Breakdown by Monkeedude1212 · · Score: 2, Insightful

      Anyone who has raided well enough knows that raiding doesn't in fact take any skill. It has always been a matter of pressing the right buttons at the right time, and could easily be choreographed by 5 people at 5 computers each.

      I was referring to PvP, which in Vanilla Wow, yes, Mage was ALSO an OP class. With Their IWIN button (AP POM PYRO) they nearly 1 shotted every class. Their biggest enemy: a Soul Link Warlock. No mage could outplay an equally "SKILLED" warlock. A very talented and skilled mage could on occaison take out a warlock who wasn't aware of the Deathcoil, fear, and Felhunter IWIN combo.

    7. Re:The Breakdown by A+Friendly+Troll · · Score: 2, Interesting

      RTS: Its all about who is Korean. (I'm new to SC, want to play? I'm a nub go easy)

      I know you were just going for the humour, but - it depends on the RTS.

      Company of Heroes, for example, is a highly-advanced RTS that you can successfully play at reasonably high levels with a CPM of under 50. I've been hooked on the damn game for several years now, and every other RTS is just completely bland after it - mindless clickspamming and rushing for $BEST_UNIT.

    8. Re:The Breakdown by Anonymous Coward · · Score: 2, Insightful

      I am a hardcore CSS player.

      I pity you.

    9. Re:The Breakdown by Anonymous Coward · · Score: 0

      MMORPG: Its knowing which class is overpowered. (Vanilla WoW: Nerf Warlocks)

      You didn't play Vanilla WoW before the Warlock class review, did you....

    10. Re:The Breakdown by Archimonde · · Score: 1

      Dont' get me wrong but warlock was the weakest class for a very long time in "vanilla" wow. They only buffed it much later. You can watch roguecraft series to refresh your memory.

      --
      Trolls are like broken clocks. They show the truth two times a day. The rest of the day they talk nonsense.
    11. Re:The Breakdown by VGPowerlord · · Score: 1

      FPS: It depends on the FPS.

      For example, Halo follows the Doom model of needing to know where the weapons are.

      In CSS, you buy weapon upgrades.

      In CSS Gun Game and Reverse Gun Game, you change weapons when you get kills. Reverse gun game starts you with the best weapons and they get worse as you progress farther.

      In TF2, you are restricted to weapons based on your class and have them when the match begins. Knowing the map layout is still important. Depending on your class, knowing the location of ammo boxes is exceedingly important. It's an absolute must for Engineers and Spies equipped with the Invisibility Watch cloaking device, and to a lesser extent, Spies equipped with the Dead Ringer cloaking device.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    12. Re:The Breakdown by pod · · Score: 1

      Why is this even rated Insightful?

      It's plain wrong.

      In vanilla WoW, warlocks were a free kill for pretty much every damage class. That included mages. You are also wrong when you speak about Deathcoil, which did nothing for a warlock (healed you for less than a health pot) and was on a 10 minute cooldown.

      Back then, the only kind of PvP available was world PvP. Only chance a warlock stood to turn the tables was with succubus, which was only the only pet you'd never use in the world.

      Only time warlocks were OP in vanilla was when fear did not break on damage and there were no diminishing returns. Even then, if you could prevent a warlock from casting fear for a few seconds, you were guaranteed a win.

      --
      "Hot lesbian witches! It's fucking genius!"
    13. Re:The Breakdown by Maxo-Texas · · Score: 1

      Raiding takes political and logistical skill.

      Individual skill is low-- but one idiot can wipe the raid. So you have to either fire them, or find a way to deal with them. If they are your only "essential class X", then it's harder.

      2 years of leading a 120 person EQ guild, prepared me well for my supervisor job.

      --
      She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
    14. Re:The Breakdown by mr_mischief · · Score: 1

      In Battlefield 2, each class got a progression of primary weapons based on past achievements. In multiplayer at least (I haven't played it much single-player) you start with your choice of the base primary weapon or your upgraded primary weapon for the class.

    15. Re:The Breakdown by hairykrishna · · Score: 1

      Your post was funny but it fairly neatly shoots a hole in their argument against FPS skill. All of the good players know the maps. The reason that Thresh would own us is not because he knows where the rocketlauncher is.

      --
      "Physics is to math as sex is to masturbation." -R. Feynman
    16. Re:The Breakdown by Whorhay · · Score: 1

      Most of Vanilla WoW was during the time of no or very limited diminishing returns in PvP. Deathcoil was great because it was free damage and a heal. It was also not a fear affect, but a terror, and so couldn't be broken or removed like fear. It was the save_my_bacon button for when fear broke sooner than expected or you got ambushed. Warlocks might not have been unbeatable but they were one of if not the easiest class to excell with in PvP. In PvE they were traditionally hard to beat because they could stack enough dots on multiple mobs that other classes couldn't keep up. A mage could do better on true AoE pulls where the mobs were kept close together but positioning didn't matter for a warlock that could stack dots on every mob in the normal pulls and still do AoE. The only way mages were much better was single target boss encounters. And while the trash might not give out the good items you won't get to the bosses if the trash isn't taken out, and the more quickly that happened the more bosses you could attempt.

    17. Re:The Breakdown by KingMotley · · Score: 1

      You are also wrong when you speak about Deathcoil, which did nothing for a warlock

      if you could prevent a warlock from casting fear for a few seconds, you were guaranteed a win.

      I shouldn't have to point this out, but that is the purpose for deathcoil. Instant cast, uninterruptable fear. The heal is just a free bonus. If you were using it as a cheap health pot, that was your problem (and many others).

      FYI - I had both a level 70 mage and a level 70 warlock. Pre-BC the mage could kill anything, even multiple characters at once quite often. The warlock was OP in PvE, often taking on 5-6 monsters at a time, and could kill a mage often without ever taking more damage than a healthpot could heal afterwards.

    18. Re:The Breakdown by Anonymous Coward · · Score: 0

      2d fighting game (SF4): Learn each character's strengths and weaknesses, moves, combos, recovery time, and frame data etc., get used to 'SADC' and player mind games. practice makes perfect!

      an example of high level sf4 game play

    19. Re:The Breakdown by rdnetto · · Score: 1

      FPS: Knowing where the power weapons are on the map. (Halo 3: Shotgun whore wins)

      Oh, I'd love to see a shotgun whore take me on when I'm armed with a sniper and a few grenades.

      --
      Most human behaviour can be explained in terms of identity.
    20. Re:The Breakdown by The+boojum · · Score: 1

      I used to play a ton of instagib CTF on the Unreal Tournament series. No powerups, health boxes, armor, ammo, or weapons to collect. All you got was the super shockrifle: a beam weapon that killed instantly and had effectively infinite ammo but did no splash damage.

      Skill in that game involved speed and accuracy with firing, learning the dodge combos to move evasively, and knowing the maps.

      I always liked it because it felt more like a pure contest of skill to me than the FPS games that involved collecting weapons. Things like standing around guarding the rocket launcher from the guy with the pistol always seemed like a cheese tactic. The fully loaded player guarding the rockets might actually be the better player, or it could have been a lucky fluke that they capitalized on. The difference in power always seemed to me to obscure the connection between skill and performance.

      By contrast, with instagib a player had to repeatedly prove that they really were the superior.

    21. Re:The Breakdown by furby076 · · Score: 1

      Locks, as far as pvp, were great before BC but after the released the new skills. Felguard locks were OP. I would run the flag in WSG (get all three caps) and still have the highest freaken damage. I did have a pally healing me - but still - the flag carrier should not have the highest damage (mind you i was concerned about running not fighting)...even used my gnomish engineering boots.

      Locks in BC were awesome in PVE. Admittedly we had to be careful about aggro, but I would top dps.

      Locks in BC were crap in PVP. We were food bait. Every player had at least one way of getting out of fear - be it through items, class or race abilities. Plus fear / seduce stacked so you couldn't use both. Locks in WoTLK just suck. A half-wit hunter could smash you in dps in pve. I managed to figure out a good fire spec (yuck...locks using fire for their main damage...smells like mages to me) and would top the dps....assuming the hunter was asleep. As for PVP....locks got rolled on.

      Locks see the biggest nerfs because people on remember the times they get feared and it lasts for more then .5 seconds... they don't remember all the other times fear doesn't work....they also don't remember a rogue taking anyone not wearing plate from full HP to 0 HP without that player getting to even do a single thing.

      --

      I do not support "The Man". I also do not support your irrational stupidity
    22. Re:The Breakdown by Archimonde · · Score: 1

      You and parent are speaking of different patches. From the time of release and for almost a full year there were no buffs to death coil nor any other spell. DC was on 10 min cooldown, gave you some health (very little) and took some health from the target. And that was it. For that year the warlock was a free kill to any class knowing how to press two buttons. And alliance warlocks were especially weak vs horde because of will of the forsaken which every second horde player had (50% of horde were ud mostly) and it lasted for 20 seconds. For all its drama, roguecraft movie series actually lead to buffing of the warlocks some time later (even though they were from horde perspective).

      --
      Trolls are like broken clocks. They show the truth two times a day. The rest of the day they talk nonsense.
    23. Re:The Breakdown by Archimonde · · Score: 1

      I remember the part with the felguard but that didn't last very long. The new talents were introduced and then, few months later BC came. And even in those few months I didn't play with felguard much because I always found demonology builds extremely boring even though I was one of the first to discover all the benefits of reworked soul link in some of the earlier patches;)

      I started with a human lock when wow was released in europe but I kinda regretted it much later when I leveled first rogue and then a mage to 60. Both classes were much more fun to play and without the what-the-devs-were-thinking "mechanics" like soulshards (admittedly the mage was a food/water machine but everything was better than shards) and I didn't have to worry about wotf on every other horde player.

      --
      Trolls are like broken clocks. They show the truth two times a day. The rest of the day they talk nonsense.
    24. Re:The Breakdown by furby076 · · Score: 1

      Soul link felguard before BC was amazing to have. I had my human lock and it always remaind my main out of nostalgia but my rogue/deathknight were more fun..especially the rogue. Pre-bc i would hang out with another rogue in BRM ganking people as they ran by to do an instance (ranging from 5 mans to 40 mans)....it was just expected that me and this other rogue (especially the other rogue) would hang out there. Since we even took on 40 man raids they would kill us once, laugh and run off. Some would just hang out and wave, nobody would camp us. Most of the time we either got 1) newbies to the area so it was a right of initiation for them or 2) someone who was being careless "come on dude you should know better". The best one time we had 5 rogues in a party and we would just maim anyone who walked by...brutal.

      Soulshards (and the demonic figurine and the other one) were just ridiculous mechanics that kill bagspace. It forced you to have to stop your BG grind every couple of hours to farm more. They made it slightly better recently but still - they just need to lose it...it doesn't actually help game balance just kills bagspace and severely hampers a lock who doesn't have one (can't summon pet).

      WOTF + warrior + blacksmith anti-fear trinket = dead clothy.

      --

      I do not support "The Man". I also do not support your irrational stupidity
    25. Re:The Breakdown by pbaer · · Score: 1

      Fighting games: All about predicting your opponent.

      --
      There are 11 types of people, those who know unary and those who don't.
  8. Playing the map by Anonymous Coward · · Score: 0

    I'm rather good at FPS, but I find it quite boring when, well, you know the map well enough that you don't play the game but the map.

    Likewise optimal RTS strategies can be plotted down to seconds making it pretty predictable. Boring.

    And then, in MMOs, its either who brings the best equipment (ie, who spent their lives grinding for gear) or who has the biggest zerg.

    1. Re:Playing the map by dhasenan · · Score: 1

      For starcraft, there are established build orders, but after about 12 minutes, you can change anything about your build, and there are usually a few points where you can change your build order based on scouting information. This is less true with mirror matchups, and there are strong recommendations, but there's usually a fair bit of freedom.

      Or have you only been watching Zerg versus Zerg?

  9. skill? by tsm_sf · · Score: 3, Insightful

    At what point does intimate knowledge of a game's mechanics make a player skilled?

    I'd say that this is the definition of skill for an online game.

    --
    Literalism isn't a form of humor, it's you being irritating.
  10. Character vs. Player skill by Experiment+626 · · Score: 4, Insightful

    It sounds like the article is talking about character advancement mechanics being based on skills (you use a sword, your guy gets better with a sword) instead of levels (you character suddenly gets better at everything). The editor writeup, however, is a commentary on player skill.

    1. Re:Character vs. Player skill by bemymonkey · · Score: 1

      This had me confused too, but I figured it was because I only skimmed the first page of the Article...

    2. Re:Character vs. Player skill by Anonymous Coward · · Score: 0

      Misleading summary on Slashdot?

      That's unpossible!

    3. Re:Character vs. Player skill by Anonymous Coward · · Score: 0

      More like: go up a level and choose how your character gets better. Meaning you can get better at the bow even though the last 500 monsters were killed with a sword...

    4. Re:Character vs. Player skill by Feyshtey · · Score: 1

      The editor understood. Which is why he started his statement with "Relatedly..."

      --
      "But we have to pass the bill so that you can find out what is in it,..." - Nancy Pelosi
  11. mix, non-additive by Tom · · Score: 1

    My take on the situation:

    Mix the two. I'd just love a game where I have both approaches available. Where I could bring my personal skills to the game, but where I don't have any or find it too exhausting (i.e. not fun) to use them, compensate with points, levels, whatever.

    The main problem of game design is to make sure it's a complementary, but not additive system. You should be able to offset lack of skill by points, but not have it add up. Someone with the maximum level but no skill should be equal to someone with the highest skill but no level, should be equal to someone with both the skill and the level. If you make it any other way, the game will simply change into one where you need both instead of either.

    Most of today's FPS games have such a design in one aspect: You can fire single shots or short bursts and aim them well, or you can fire more or less blindly in long bursts. Due to the random spread increasing with fire rate, you can't do both. It's not the perfect example, but serves to illustrate what I mean.

    Adapting that to some MMORPG concepts is, of course, non-trivial. The combat, weapon, magic and other systems of these games are very strongly geared towards level-based playing.

    --
    Assorted stuff I do sometimes: Lemuria.org
    1. Re:mix, non-additive by Megane · · Score: 1

      FFXI has both, but job (class) level tends to be more important than the individual skill levels. Job level also limits the individual skill level caps, as you can gain skills from other jobs, and there are also situations that cap your job level, again capping your skill levels.

      And then of course there is player skill. In any game you're going to be better simply from learning the maps, but there are also skills such as learning crowd control (sleeping or kiting monsters when there are more than can be handled), and learning hate management (which can be really important with FFXI's somewhat complicated enmity system).

      For instance, a while ago I was just wandering around looking for something specific to farm, when I noticed a monster suddenly throw a spell on someone. I instantly knew that the monster had noticed him walking by, and that he probably was about to get beaten to a pulp. So I attacked the monster, which made it want to attack me and not him, and since it was a much lower level than me I had no trouble fighting it.

      --
      #naabhaprzrag, #sverubfr-000, #agi-fcbafberq, negvpyr[pynff*=' negvpyr-ary-'] { qvfcynl: abar !vzcbegnag; }
    2. Re:mix, non-additive by Tom · · Score: 1

      True, there's that. These odd "skills" like pulling, crowd control, aggro ping-pong and so on. Skills that are somewhat out-of-game.

      --
      Assorted stuff I do sometimes: Lemuria.org
  12. WoW works! by hesaigo999ca · · Score: 1

    Hey, i think we can all agree that WoW seems to have the best of all the worlds.
    12 million can't be wrong....and on top of that there is still 2 expansions left before they defunct the game.
    Although i am sure they will keep servers rolling, or offer server solutions to those who want to host their own gaming server.
    I am not talking the hacked kind either...!

    1. Re:WoW works! by Anonymous Coward · · Score: 0

      That this post has not yet been flamed astounds me.

      I'd have to say I agree, though - they're doing something right, it would seem.

    2. Re:WoW works! by T.E.D. · · Score: 1

      Hey, i think we can all agree that WoW seems to have the best of all the worlds. 12 million can't be wrong

      No, we can't. I could use your same logic to claim that all games must have ambulatory cows in them.

      You would make a great film executive through. "Hey, that movie with Will Smith and explosions that came out on July 4th weekend sold great. Let's do that every year!"

    3. Re:WoW works! by zarzu · · Score: 1

      yes 12 million can be wrong, in fact several billions can be wrong. that said, mmorpgs have been stagnating after wow released and most developers are simply trying to get something very similar to wow, in the hope that people will get tired of the wow world and then hop onto another mmorpg that is essentially the same in a different wrap. the few games that have really deviated from wow were all failures (tabula rasa, darkfall). that said, wow wasn't much different from the first generation mmorpgs and simply picked the best elements of each of them and mixed it up, they didn't reinvent the wheel, but arguable made the last "big" successfull step. the actual reason why wow is as popular as it is, has mostly to do with blizzards name in the gaming industry, the popularity of previous warcraft titles and the suction generated by many people playing, sucking in more etc.

      also: there are f2p mmorpgs with far higher populations than wow (as far as those are correct) like maplestory and stuff like that, they still suck though.

    4. Re:WoW works! by LandDolphin · · Score: 1

      That movie would probably make enough on opening weekend every year to turn a profit too.

      --
      Spelling and Grammar errors have been added to this post for your enjoyment
    5. Re:WoW works! by Anonymous Coward · · Score: 0

      12 million can't be wrong....

      There are 12 million people who play WoW, and over 6 billion people who don't. You might want to reconsider your notion that popular things must be objectively good - because there are five hundred times as many non-WoW-players as there are WoW-players.

    6. Re:WoW works! by Anonymous Coward · · Score: 0

      Hey, i think we can all agree that WoW seems to have the best of all the worlds.
      12 million can't be wrong....and on top of that there is still 2 expansions left before they defunct the game.
      Although i am sure they will keep servers rolling, or offer server solutions to those who want to host their own gaming server.
      I am not talking the hacked kind either...!

      By that logic Bush was the best in the world for an 8 year period...

    7. Re:WoW works! by Anonymous Coward · · Score: 0

      Best in the states, please. Don't subject the rest of the world to America's mistake.

    8. Re:WoW works! by anarche · · Score: 1

      Hey, i think we can all agree that WoW seems to have the best of all the worlds. 12 million can't be wrong....

      Really? 12 million ya say? What about the 12 million people who used to believe the world was flat? They can't be wrong either, right?

      --
      Wait! Whats a sig?
    9. Re:WoW works! by Anonymous Coward · · Score: 0

      You are correct, that is EXACTLY the same thing. People not knowing better about the shape of the earth and people enjoying playing a game, the similarities are striking.

    10. Re:WoW works! by hesaigo999ca · · Score: 1

      And so the world goes round and round as the money keeps making it that way, n'est ce pas?

    11. Re:WoW works! by hesaigo999ca · · Score: 1

      > yet they still suck though
      Yes, which is why I cited WoW only, as anything else....just sucks.
      And the trend is getting watered down, which reflects in the massive redesign and tweaking of the WoW game itself...they know the end is coming, but are keeping steady by its constant new patches.

      2 more expansions before they let it go though... thats 12 million * 50$ per expansion, plus all those months * users * 15$ per month....I don't think they will be going broke anytime soon!!!

    12. Re:WoW works! by hesaigo999ca · · Score: 1

      Thank you for that defense... : )
      I enjoy WoW, the only game I have played for the last 3 years because...
      I dont care about any of the others, as I got too much to do, but I can kick back, play a bit of WoW
      advance my char. and still enjoy myself with all the new stuff that keeps popping up!

  13. Skills - yes please by furby076 · · Score: 1

    No it doesn't take skill, in these games, to go from level 1 to whatever. Even in warhammer online where you have ranks (level) and renown ranks (primarly, but not always, levels from pvp) it doesn't really take skill. Even a computer nub can hang out in pvp areas (in the warhammer example) and lose every single game and eventually get a high level. It will take him a long time but he will have it. So no these are not measurements skill but are measurements of level. Yes the game is button pressing and doing it in the correct order and when to do it - but isn't that the basis of EVERY SINGLE video game? Pacman...when to move left, when to move right....Counter-strike...when to jump, when to crawl, when to duck, when to shoot.

    The only way to truely measure someone's skill in these games comes in two area's 1) pve and 2) pvp

    1) PVE - Skill...if you can accomplish the quests, missions, raids, etc then you have skill in pve. In the long run (once a mob is on farm status) it is easy. The tactics are the same...just follow the formula and you should win each time (obviously bad electronic rolls can kill you). But to get to that forumla you have to play and in a lot of games (world of warcraft) you have to play well and you have to play well with others. Meaning - you could be the best fighter in the game, but without a good healer you are screwed....same goes the other way....you could be the best healer in the game but if the fighter doesn't know what equipment to use, abilities to purchase, and buttons to press (and when to press them) then you are screwed. A skill player in this category is one who can successfully beat the monsters over and over. Once a monster is on FARM status that player mastered the skull of beating it. From then on it should be easy (as long as the formula is followed)

    2) PVP - Skill is a bit trickier here because it not only requires knowledge of your enemies you get a lot of randomness. Even if you play the same opponents every single time (most likely NOT the case) and you realize you are playing that opponent (most likely NOT the case) people are random. They may learn a new trick, or hell even learn YOUR tricks (most likely not the case). They may have a new mod to help them or new gear. Things fluctuate. You obviously will learn that when you, a fighter, encounter a mage there are certain things you can do which help you vs that mage. The mage will try and counter based on the things they learned (e.g. mage should probably not go toe-to-toe with the fighter). Once you have mastered the basic knowledge you have gained a lot of skill - then it is just your ability to act react. The only way to really quantify how good you are is to record your win/loss ratio, kills/death ratio, etc. There are all kinds of meters. A player who just goes into a pvp area and is totally skill-less will probably have way more deaths then kills while a good player will have a better ratio.

    These games require a lot of knowledge and a lot of skill...as you play them you gain both until they are second nature. Remember when people look at their playtime for these games it generally is really high (e.g. many players can say they have played over 100 days of their character...that is 2,400 hours of game play).

    --

    I do not support "The Man". I also do not support your irrational stupidity
    1. Re:Skills - yes please by Maxo-Texas · · Score: 1

      Having been in guilds from #40 to #3, it is my opinion that the primary factor is time spent on the game.

      If time were limited, skill would matter more because efficiency would matter.

      However, the ability to play 24x7 after a new expansion and rapidly max levels, the ability to generally play 12 hours a day, the ability to afford multiple accounts and multiple computers to multi-box is important.

      And, based on what I've seen at the highest level- the willingness to cheat in various ways is a big factor.

      Key example- a guy we all thought had incredible skills (so good it was like he had eyes in the back of his head!) turned out to be using a cheater program that gave a top down view of the world (so he could see things happening behind him, and see if certain creatures were up at all, and if they had certain types of treasure. So he was skilled in the way most recent baseball players are.

      The problem is that the designers balance the game based on the leading guilds, many of whom are the worst abusers when it comes to cheat programs.

      When I started my second mmorg, I dropped the naive attitude and stayed at the leading edge until I left the game.

      These days, can't play any mmorg- wrists messed up by tradeskilling (because I didn't use cheater programs btw...)

      Hopefully someday they will fix my wrists, or come out with a non-typing/mousing interface (direct brain like NIA only works well/easy?). And I'll be retired-- so I can play it a lot.

      ---
      If they wanted to really fix most of these games, they'd cap a lot of things where time provides an example-- for example. make the new expansion have 5 levels- but then cap people at a max of +1 level per month. That balances the 80 hour a month person against the 480 hour a month person.

      ---
      Oh... funny side story-- a friend of mine was saying a recent book on her kindle related how a person was an expert at MMORG's because they had played... 340 hours! (omgodz!) in the last year. My toon had over 500 days played and i was a part timer compared to many.

      --
      She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
    2. Re:Skills - yes please by n30na · · Score: 1

      Do you, by chance, play eve online? =P

    3. Re:Skills - yes please by subanark · · Score: 1

      Currently in WoW, when you play a character there are 2 categories of progression. First is leveling: you only need a little skill to level, more skill may let you level faster (or enjoy it more as you do), but ultimately if you stick to the game long enough you will get to the maximum level. Second is simply known as end content: You progress in PvE by obtaining better gear, although you can obtain good gear with little skill (and without friends) it will take a while as you would either need to purchase tradeable gear from other players (which is never top end, and quite expensive) or spending time getting reputation up (which cannot be sped up by player more).

      With skill and friends you can attempt various levels of group content that give different levels of gear. As your gear improves and as developers add new content to the game, these encounters become easier. When the content becomes so easy that it is trivial, you will probably find there is little reward for doing this content, and you need to try more difficult stuff available. Currently there is content that is sufficiently challenging to everyone (the top elite players out there claim the most difficult challenge is impossible), you are more likely going to get board, not because there is nothing left to do, but rather because enough of your friends got frustrated that you cannot get a good enough group together to try the challenging stuff.

      Remember, the more real time that passes, the most in game content that is added, which allows players to catch up and do the most challenging content, and try the once challenging content on an easier level. Once an expansion hits (every 1-2 years) the level cap is increased which put the players at maximum level at almost equal footing.

      As far as PvP goes, there is casual PvP (battlegrounds) up to and including maximum level (battlegrounds) which will reward good, but not the best gear. In battlegrounds many players (10 - 40 per side) compete within a set of special rules (capture the flag, control bases, ect...). On the more serious side there is arena where players compete competitively in small teams with simple rules. The best gear is awarded to the players who can get a high rating and who spend at least a moderate amount of time participating. Every 3 months or so, better gear is released, allowing players who do better in the current time period to get better gear than those who did good in the past.

    4. Re:Skills - yes please by Anonymous Coward · · Score: 0

      In WoW, perseverence is just as important as skill. There are two general paths to gear in WoW as soon as the 80 achivement flings across the bottom of the screen:

      The first is PvE: Once you get 80, there is a stage of gearing one goes through. First, it's dumping any and all green items by running heroic instances. Bewtween instances, one runs dailies to get rep with groups, then buys the occasional usable blue or purple offered that is of use, such as the Runeblade of Demonstrable Power obtainable at revered with the Knights of the Ebon Blade. The cash from dailies can go for player made gear.

      Once geared enough to run heroics well, then one hits Naxx 10. For the most part, most raid guilds have passed this, but it shouldn't be hard to get a semi-PUG to get people to run this on a weekly basis for emblems and multiple shots at decent gear. Come 3.2, the emblems can be used for better gear than one gets in the instance, so the run can be just for getting emblems and emblems fast.

      After that, its to Naxx 25 and Ulduar.

      PvP is a different road. Instead of trying to get a raid or group together, its about being able to deal day in and day out with getting nailed repeatedly in BGs. It is slow at first, but one then can buy resiliance gear that causes deaths to be less frequent. Sometimes you actually wih WG or other BGs. Here, patience is key. It is a grind, but it won't be long if playing often to get a decent set of gear. Generally PvP gear isn't great in PvE and the other way around, but purples are purples and someone with S7 gear should be able to do OK in ulduar provided they know the fights.

  14. Both are bad. by Elwood+P+Dowd · · Score: 4, Interesting

    The problem with too many RPGs is that easy encounters are easy, and hard encounters are impossible until you level up, at which point they are easy. It FEELS like you are gaining skill at the game, which is enjoyable, but in fact your character is just tougher. You didn't learn shit.

    It makes sense for your character to change over time: that makes the game keep feeling new. But the best system of all is one where your new characteristics are a tradeoff, and every player's capabilities remain somewhat balanced. Success should be from solving a problem in novel ways, not grinding. Like TF2, StarCraft. It is of course very hard to build games like this.

    This has come up for me playing crap iPhone games. Since there isn't enough development time for them to put in real challenge, every goddamned thing has a level up mechanic. And certain things are just unbeatable until you level up, and then they are beatable through button mashing. It is lame as hell and apparently the customers don't care.

    --

    There are no trails. There are no trees out here.
    1. Re:Both are bad. by CastrTroy · · Score: 1

      I really have to agree. There is no real skill in a game if a complete noob can pick up someone else's character and do pretty well. Compare that with an RTS or an RPG, where using somebody else's character doesn't really help you at all. Character is just the way you look on the screen, and has no bearing on how high you can jump, or how accurately you can shoot. I think games like this are much better for online play, because when you win, you know you are actually better than the other guy. Whereas, with a game that has leveling, you have only really proved that you spent more time playing the game and therefore your character is more powerful.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    2. Re:Both are bad. by CrimsonAvenger · · Score: 1

      Success should be from solving a problem in novel ways, not grinding.

      Wish someone had told the lads at Mythic this. Every time someone came up with a clever solution to a really hard quest, Mythic would change the quest so that solution no longer worked...

      --

      "I do not agree with what you say, but I will defend to the death your right to say it"
    3. Re:Both are bad. by Elwood+P+Dowd · · Score: 4, Insightful

      Compare that with an RTS or an [FPS] (that's what you meant, right?), where using somebody else's character doesn't really help you at all.

      Iduno. TF2 has done this very very well. Character determines many things, including how high you can jump. If you spend a lot of time at the game, you get new capabilities. But every new capability is a tradeoff, and a beginning player using your items wouldn't necessarily do any better than without. If there were RPGs where time spent provided you more very well balanced tradeoffs to choose between, that would be perhaps interesting. And hard to develop.

      --

      There are no trails. There are no trees out here.
    4. Re:Both are bad. by Kjella · · Score: 1

      The problem with too many RPGs is that easy encounters are easy, and hard encounters are impossible until you level up, at which point they are easy. It FEELS like you are gaining skill at the game, which is enjoyable, but in fact your character is just tougher. You didn't learn shit.

      Half true, half false. Usually you have more attacks, more skills, more HP and mana management at higher levels. You just don't notice it because you're getting pretty good at it. Of course every MMORPG includes one click-the-button class (usually warrior) for those that just want to be part of the group and not manage anything like that.

      --
      Live today, because you never know what tomorrow brings
    5. Re:Both are bad. by Fulcrum+of+Evil · · Score: 1

      It FEELS like you are gaining skill at the game, which is enjoyable, but in fact your character is just tougher. You didn't learn shit.

      Using WOW as an example, you the player learn skills when you can go kill orange or red mobs without dying. You also gain skill when you learn how to leverage each class in a small group and which roles your character can fill. Anyone who's been in a dungeon knows how easily Leroy Jenkins can get the whole group killed, so yes, there is some skill involved.

      --
      "We returned the General to El Salvador, or maybe Guatemala, it's difficult to tell from 10,000 feet"
    6. Re:Both are bad. by Dan+Ost · · Score: 1

      And that's exactly why the only computer game I keep coming back to (for the last 20 years) is nethack. I've read all the spoilers and strategy discussions, but it's always a challenge to apply what I know to the game. It's never impossible, but the difficulty scales faster than your character's abilities.

      Maybe some day I'll win...

      --

      *sigh* back to work...
    7. Re:Both are bad. by Darinbob · · Score: 1

      That's the point of a role playing game - the character's skill is more important than the player's skills. That's what makes them different from action and strategy games. Of course, most of the modern MMOs are really action/strategy games with only a thin veneer of role playing on top. Which is why you see a lot of players who seem concerned about player skills.

    8. Re:Both are bad. by AK+Marc · · Score: 1

      With an RTS, you play the same game over and over to infinity. Sure, you can change maps, then you play that one over and over. It's a definate start, a definite end, and then repeat. You do what works over and over, and change tactics slightly if the person you are playing against is beating you. With a FPS, play the same things over and over as well. Your ability to control your character is the primary determination of success. But again, you do the same levels over and over, with the interaction with others being the difference.

      With a MMORPG, you join after it's going, stop while it's going, and you do stuff in a persistent world. With a RTS and FPS, everyone starts equal and ends equal (the loser may have less than the winner, but it resets for the next round so they've lost nothing, and yes, I'm ignoring FPS where you collect $$ for weapons). It makes sense with the episodic games to make everyone the same, but give them a chance to do things differntly every eposide. For persistent games, the change isn't from round to round, but has been handled by leveling. Leveling has multiple effects, new skills change the gameplay, and level-appropriate areas steer players into new content. But, as has been indicated elsewhere, the point with the article isn't about episodic vs. persistent, but of how "leveling" should be handled, with a character level, or with skill levels.

    9. Re:Both are bad. by relguj9 · · Score: 1

      That's why there is a group of us that loved "hardcore" PvP in MMORPG's (ala Shadowbane). Once you max out, everyone is on the same playing field as far as innate player skills and experience goes, but there is a LOT of customizability and there are a LOT of tradeoffs to be made to make the character how you want to play it based on your actual skills/strategy/style/etc.

      MMORPG's that do it right and really have the PvP open give this element. I'd say it's very difficult to implement well and those that don't like PvP won't like it at all.

    10. Re:Both are bad. by Anonymous Coward · · Score: 0

      i would like to see you or anybody else without skill take even the very best geared WoW characters and try to do endgame raiding with them. without having intimate knowledge of the fights and your character's role, synergy with your group and good communication, you stand no chance. none. you would wipe on the trash.

      it's absurd to say you can successfully play through the endgame content without at least most of your group having the skillsets required to get there.

    11. Re:Both are bad. by meta-monkey · · Score: 1

      Compare that with an RTS or an [FPS i assume?], where using somebody else's character doesn't really help you at all.

      Mostly, except in some cases like Call of Duty on Xbox Live. There's a level-up mechanic in online PvP, whereby killing people and winning games gets you more XP, and as you gain levels you get access to new guns and abilities.

      I don't mind a ranking system to show off your win/loss or kills/death record, but it's really annoying to base what equipment you have access to on your level because when you first start, and you're getting mowed down by P90s while you use some piece of shit bolt-action rifle.

      --
      We don't have a state-run media we have a media-run state.
    12. Re:Both are bad. by jmorris42 · · Score: 1

      > Mythic would change the quest so that solution no longer worked...

      Don't know anything about the game you are talking about but I can still guess what happened. They changed the solution, not when somebody came up with something clever but when someone POSTED the clever solution. That is the problem with static content that thousands of players are expected to play through. Some idiot posts a walkthrough.

      In the end the current MMORPG is doomed to failure because of the current limitations in design. Currrent tech demands a limited content with every player playing and replaying that content... from walkthroughs they find on the net. In the end we need more real worlds where there are few NPCs and items/monsters don't just respawn. This means the big lair is created and controlled by a powerful high level character owned by another player. The treasure is the character's loot taken in previous battles or crafted by him/her. This will imply a lot less hack and slay and a lot more plotting, planning and maybe even actual role playing. The trick is to avoid turning it into Second Life, i.e. a big clusterfsck of furries chatting and cybersexing instead of questing. The solution is to have the game devels/GM putting problems into the world any time the factions among the paying players aren't creating enough drama so that players don't just sit around and bugger each other all day.

      --
      Democrat delenda est
    13. Re:Both are bad. by Hatta · · Score: 1

      The problem with too many RPGs is that easy encounters are easy, and hard encounters are impossible until you level up, at which point they are easy. It FEELS like you are gaining skill at the game, which is enjoyable, but in fact your character is just tougher. You didn't learn shit.

      Gaining skill isn't the point of an RPG. It's progression through the plot that's enjoyable. When I want a challenge, I'll play a shmup. RPGs are for relaxing and getting told a story. A little bit of stat management keeps it interesting.

      --
      Give me Classic Slashdot or give me death!
    14. Re:Both are bad. by CrimsonAvenger · · Score: 1

      Don't know anything about the game you are talking about but I can still guess what happened. They changed the solution, not when somebody came up with something clever but when someone POSTED the clever solution.

      Nope. Made the change as soon as they saw it done. I should note that the "clever solution" turned a quest that required 100 to complete to one that required no more than 40....

      --

      "I do not agree with what you say, but I will defend to the death your right to say it"
    15. Re:Both are bad. by Elwood+P+Dowd · · Score: 1

      Good point. Bram Cohen made a relevant post today about Ludology in City of Heroes:

      Consider a game with the following semantics: You sit, unmoving, for two hours, with no user feedback, no buttons to push, nothing, completely passive, while the game plays out in front of you, exactly the same way as it would for anybody else. This sounds like a terrible game, but it's exactly what movies are, and movies are very popular and get little criticism that they're terrible games.

      --

      There are no trails. There are no trees out here.
    16. Re:Both are bad. by Anonymous Coward · · Score: 0

      In TF2 if I use my friend's account and do not have my unlocks I will perform just as well, just I will not have the additional option of possibly improving my performance using unlocks. So far the only unlocks in TF2 that are actually upgrades are the bonesaw and needlegun Medic upgrades; all the other ones are sidegrades or downgrades.

    17. Re:Both are bad. by RzUpAnmsCwrds · · Score: 1

      It FEELS like you are gaining skill at the game, which is enjoyable, but in fact your character is just tougher. You didn't learn shit.

      As someone who plays on a WoW 3v3 team rated ~2350 (approx top 1%) I can tell you flat out that you do get better. You can tell who is incompetent and who is competent in raids, arenas, or BGs pretty much instantly.

      Does the mage waste half his mana trying to spellsteal my buffs (only to have them dispelled instantly), or does he start right off by doing damage and waiting to nail me with counterspell in the middle of penance? Does the warrior keep MS on all of the time? Does the priest try to mana burn me while his partner is at 8k instead of healing? Does the druid let me dispel innervate? Does the warlock fear me too many times and hit DR?

      The reality is that the majority of WoW players aren't very good. The fact that we beat 95% of 3v3 teams basically 100% of the time has very little to do with our gear. It has a lot to do with the fact that my 3v3 team has played 2000+ games in the last 6 months. It has a lot to do with the fact that, cumulatively, we have over 10,000 hours of playtime.

      FYI, we play Druid/Rogue/Priest, not some FOTM comp.

    18. Re:Both are bad. by Terrasque · · Score: 1

      One important point to MMO's, gear building. Now that can be an art, and can also make a huge difference. Only when your class, playstyle, talents (or skills), spells and gear are focused on the same goal will you have greatness. Actual playing skill is just a part of the overall picture.

      But the best system of all is one where your new characteristics are a tradeoff, and every player's capabilities remain somewhat balanced.

      There is a game I played earlier that did this extremely well (in my opinion) : ThreadSpace: Hyperbol. The items you can modify your ship with always cuts down on a different part. +50 to speed? Then it's -50 to some other stat. You level up, but that only allows you to buy greater modifications (100 instead of 50 for example). So as you build up your strength in one area, you will have a weakness in a different area.

      It's a great game, but never had enough players for a game based on online gameplay. And nowadays it's hardly anyone online there.. Too bad, the game itself is brilliant. Every action have a countermeasure. Every weapon you use can be turned against you by a good player. Fights between two people can last a few seconds, or go into minutes long epic battles, depending on how good the players are.

      --
      It's The Golden Rule: "He who has the gold makes the rules."
    19. Re:Both are bad. by furby076 · · Score: 1
      The problem with too many RPGs is that easy encounters are easy, and hard encounters are impossible until you level up, at which point they are easy. It FEELS like you are gaining skill at the game, which is enjoyable, but in fact your character is just tougher. You didn't learn shit.

      Not necessarily true. A level 20 player goes to fight a level 20 mob and dies. Now level 20 player is a level 40 player. They go back to the same level 20 mob and beat it. The player's skill did not improve necessarily, their character is just 20 levels more powerful. But when you are max level and you get to end-game this is where skill shows. Items help a lot (duh) but the difference in games like WoW from say tier 6 to tier 7 is marginal....so what changes? You learned how the boss abilities, you learned your environment, you learned how to work better with your team....you may have gotten better equipment but for the most part it is a marginal change. So your skill increased.

      --

      I do not support "The Man". I also do not support your irrational stupidity
    20. Re:Both are bad. by Anonymous Coward · · Score: 0

      - "The fact that we beat 95% of 3v3 teams basically 100% of the time has very little to do with our gear. "
      You should start a 'Naked' League, using only basic non-buffed kit (or however you wear basic, none magically gear in WoW). That would give more credence to your claim that gear has not much to do with it.

    21. Re:Both are bad. by CountBrass · · Score: 1

      Actually no. That's not the point of a *role-playing* game. The point of a *role-playing* game is to act as your character one might even say to *role-play* it.

      Which is why 'computer role-playing game' is a contradiction in terms.

      --
      Bad analogies are like waxing a monkey with a rainbow.
  15. comments about the additional editor added summary by uncledrax · · Score: 3, Informative

    Just a quip about it. The editor is thinking about 'Skill as in I twitch faster or know the map', whereby rather I believe they are referring to a Skill Point mechanic instead of a Leveling Up mechanic... that is, I have a "46.5% skill in Swordmanship" instead of "I'm a level 20 Swordsman". Usually a Level based mechanic has some aspects of a Skill Based system as well (but usually it's relegated to Crafting in online games like WoW or DAoC); but to me the main difference was rather looked at as a "Class Based System" vs a "Skill Based System", which has been a debate in gaming long before computers came to the genre with things like "DnD" being a CBS and "Star Frontiers" being a Skill based system. Personally, I generally perfer a Skill based system for a variety of small reasons.

    --
    ----- The internet has given everyone the ability to have their voice heard equally as loud.. even if they shouldn't be
  16. Won't be used... by Darkness404 · · Score: 1

    The goal of MMORPGs are to make money. Because of that they need to reward those who have kept paying their fees and keep buying the expansion packs. As long as the subscription and expansion pack models stick around, you will see that the only methods that get used are those that reward play time with the best characters. Really, Blizzard wants you to have a better character if you are a person terrible at WoW but have been playing for the past 3 years, then the person who is amazing at RPGs and has only been playing for ~3 months.

    --
    Taxation is legalized theft, no more, no less.
  17. in game "skill" versus real life "skill" by ground.zero.612 · · Score: 1

    Asheron's Call was probably the best known MMO with PVP in terms of balancing in game skills with real life player hand/eye coordination skills.

    Think in terms of FPS skill... In Asheron's, your player's abilities grew as you spent the experience points on your "skills," but that meant nothing if you "sucked" at the game. In this case "sucking" at the game meant that your control over your avatar's movements were insufficient to "win" regardless of your avatar's level or in game skill level.

    --
    "Be prepared, son. That's my motto. Be prepared." --Joe Hallenbeck
  18. usage based by Tom · · Score: 4, Interesting

    One simple change could be to make progression depend on skill, not trivial success and grinding.

    Or, in simpler terms, something that every dofus could do should give no XP at all. And yes, that includes the death of a monster. Instead, why not give XP for successful attacks, combos, or whatever defines your class? Balancing would be a lot more difficult than the current "monster is worth 123 XP, share between party members" system, but it could be more fair and more rewarding, and eliminate grinding.

    What if combat would not give you XP for killing monsters, but for how well you fought? You get XP for every attack, depending on your skill of execution. Of course, that would require replacing the simple "click here for an attack, you'll automatically hit" system. But it would allow you to gain your XP slowly by very low XP per boring standard attack, or more rapidly if you know how to fight. Healers, mages, etc. would get XP for their successes, i.e. healing wounded party members, etc. - again, not on a flat system, healing someone who really needed it would give more XP than the standard "I'm throwing a group heal around, just in case anyone needs it".

    Absolutely non-trivial to implement and balance, so it's probably not the end of the idea. But it might be a start.

    Basically, imagine Oblivion where your athletics skill doesn't increase just because you bunny-hop through the world, but only if you actually use it for something useful.

    Reward not use, but useful use.

    --
    Assorted stuff I do sometimes: Lemuria.org
    1. Re:usage based by Darkness404 · · Score: 1, Insightful

      ....Because its trivial to use a macro to gain combos on monsters? For example if all you needed to do is do the "great laser of death combo" that you need to do skill 2 then 3 seconds later press skill 1 then 5 seconds later click skill 3 and defend. While that isn't going to work for bating a live person, on monster attacks this would be trivial to do and reduce your idea of "skill" down to pressing a button, waiting and pressing another button when the monster had died.

      --
      Taxation is legalized theft, no more, no less.
    2. Re:usage based by Lunatrik · · Score: 1

      I think Star Wars Galaxies tried something like this - e.g., healers got XP for healing ect., but it made different classes *far* easier to level and thus they ended up with a dramatic shortage of some classes. Its no fun LFG for two hours!

    3. Re:usage based by 1WingedAngel · · Score: 3, Insightful

      Your solution here doesn't really offer anything better than the current grinding systems. In fact, it makes it even more frustrating.

      You move the end-of-battle award to mid-battle and for some classes, you would reward them based on the play of others?

      To take one of your examples: A healer gaining XP based on the party members health. So, the goal here would be to consistently let your party get as low on health as possible before healing them? And you would penalize them for keeping everyone full up? I can't think of a single worse reward mechanism for healers.

    4. Re:usage based by Trebawa · · Score: 2, Insightful

      ....Because its trivial to use a macro to gain combos on monsters?

      Tom is saying that there would have to be mechanisms for actual skill in defeating enemies, which calls for an overhaul of the traditional button-mashing system altogether:

      Of course, that would require replacing the simple "click here for an attack, you'll automatically hit" system.

    5. Re:usage based by Tom · · Score: 2, Insightful

      No, you misunderstood me. That would be rote playing which I specifically do not want to reward.

      It's hard to come up with a good system along this line of thought. The basic idea is that anything that's trivial to do should give trivial (or no) XP. Simply waiting until the others are low on health is trivial to do.

      --
      Assorted stuff I do sometimes: Lemuria.org
    6. Re:usage based by Tom · · Score: 2, Informative

      Yes, that's why anything that can be scripted, etc. should not be rewarded.

      Now I can't say how exactly such a system would look like (if I could, I'd try to sell it to someone). It's a bit like obscenity: Can't define it, but I know it when I see it.

      As humans, we usually know skill from level. Someone who can shoot straight will be more successful in an FPS than someone who can't. So rewarding hitting more than shooting rewards skill. That's the basic idea.

      --
      Assorted stuff I do sometimes: Lemuria.org
    7. Re:usage based by Riddler+Sensei · · Score: 1

      Actually, waiting until everyone is nearly dead would make it LESS trivial, wouldn't it?

    8. Re:usage based by clegrand · · Score: 1

      One simple change could be to make progression depend on skill, not trivial success and grinding.

      .....

      Absolutely non-trivial to implement and balance, so it's probably not the end of the idea. But it might be a start.

      The Trouble With Trivials ....ummm.. which end are we starting at?

    9. Re:usage based by NotJesus · · Score: 1

      What I really want to see is a skill based leveling game. I'm thinking of something like an online Way of the Samurai game where you have to react to your opponents attack by blocking and or throwing in a push to your attack making attacks rely more on precise timing and not just level. Then if you were more skill based you would be able to kill more guys and level faster still. I agree that they need to do away with the just click to attack and and click to do a certain spell type of grinding. Another random thought would be for spells to require you to do random things like those Olympic games for the consoles. Nothing too hard but would reward you if you were good at it.

    10. Re:usage based by castironpigeon · · Score: 1

      How about eliminating the grind altogether by making XP the measure of your highest achieved level of proficiency at something rather than the accumulation of points for doing X thing Y times? So if I can kill a level 10 monster that makes me level 10. Then I have to gear up, learn some tactics, whatever before I can beat a level 11 monster. But if you already know or have that stuff you can just jump ahead. Oh wait there goes the "Over 50 hours of gameplay!" tag...

      --
      mmmm...forbidden donut
    11. Re:usage based by Anonymous Coward · · Score: 1, Insightful

      Because its trivial to use a macro to gain combos on monsters?

      So you change it so that your combat system isn't a simple "press button -} get sugar water" pavlovian setup.

      Simplest way is to make *Ultimate* *Combo* expensive to use. Use a mana/stamina system so you can't grind down the Magma Demon with it. Or more subtly, make it so that using the *U*C* exposes the player to a devastating a counter attack. You *could* grind on the UC, but you'll likely die from it.

      A more complicated, but arguably better way is to make the player react to something that happens randomly. Instead of UC being "hit button A, then 3.59 seconds later hit button B", do something like "hit button B when the dot crosses the line (which happens somewhere between 2.5 and 4 seconds after hitting button A)", or "when your hand just rises to the level of the shield (or something similar)". Or more realistically, have the monster respond to your attacks. Instead of standing there like a lump getting hit by laser beams, have him dodge after the first one. You can even have him dodge in different directions, and which attack you need depends on the direction he dodges.

      These issues are not insurmountable - they just take a little bit of foresight and effort. Unfortunately, it's easier for the programmers to do the "push button, get XP" rather than do a more interesting, realistic settings.

    12. Re:usage based by WinPimp2K · · Score: 3, Insightful

      To stick with the healing example, it is even worse than that. At some point good play by the other characters would involve them taking little or no damage (the tank that gets really good with his shield/parry?) so there would be no healing required for fights that would still give other characters an opportunity to improve their skills.

      In short, the whole "useful use" concept pretty well falls to pieces. Having said that, I must also admit a desire to see an mmo game with advancement based on character skill as opposed to leveling and twitching. My favorite would be the old Runequest system (2nd edition), but I also recognize that would be a very limited niche game.

      --

      You either believe in rational thought or you don't
    13. Re:usage based by zarzu · · Score: 1

      there is a lot of stuff going on in that direction. tabula rasa was the first mmorpg to not have auto targeting, many mmorpgs already have cc like stun etc which you optionally use to interrupt your enemy, in the near future champion releases which does have a block ability and then also mortal online which has no targeting and blocking etc, all in first person. the problem imho though is mostly that many people actually do not want this, the fun in mmorpgs is for most players that it's not an fps like combat, where you have to aim and evade all the time, so most of the mmorpgs going in that direction will either fail (like tr) or simply get a niche.

      and no, i don't think darkfall was worth mentioning here.

    14. Re:usage based by Anonymous Coward · · Score: 0

      I imagine XP for "how well you fought" would end up looking something like this: ACHIEVEMENT UNLOCKED: Skillful Execution (Knight Class) - Execute a 3 Hit Combo ACHIEVEMENT UNLOCKED: Skillful Execution (Mage Class) - Killed ice spider with fireball ACHIEVEMENT UNLOCKED: Really Needed it (Healer Class) - Healed someone with less than 10HP ACHIEVEMENT UNLOCKED: Just in Case (Healer Class) - Group Heal ACHIEVEMENT UNLOCKED: Slow and Steady - Level up by killing 1,000 123exp monsters

    15. Re:usage based by Spyder · · Score: 1

      For some things that might be possible, it might even be cool if that mechanic were used with a motion controller. I think that it might be harder to come up with a good way to quantify high skill in non-melee classes though.

      Having been a dedicated healer in a few MMOs, the skill lies in resource management at least as much as just keeping people up. Letting a tank get down to 10% health (assuming it wasn't a 1 hit) is a sign of failure, running out of power is a sign of failure, in a bad situation, wasting power on healing the wrong guy is a sign of failure.

      --
      Spyder
    16. Re:usage based by elrous0 · · Score: 2, Insightful

      Computer have a very difficult time in understanding the concept of "trivial" unless you could specify it in very concrete terms. And coming up with a version of that that couldn't be gamed would be very difficult. That's why so many MMORPG's keep it simple. Everyone WANTS to get rid of the grind, but in practice it's very difficult not to have it or something like it. Even Eve, with its skills based system, is a grindfest.

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    17. Re:usage based by Tei · · Score: 1

      What you suggest, is a primitive way of how Skill based system work (as oposed of level based systems).

      It almost totally describe a skill based game: Morrowind.

      --

      -Woof woof woof!

    18. Re:usage based by Anonymous Coward · · Score: 0

      When I played FFXI, there wasn't a tremendous amount of skill required, but a certain degree of tactics and timing was called for in order to use "skillchains" and "magic bursts". The reward for this was increased damage, particularly if you knew the enemy you were fighting and aimed for their elemental weakness. The result was far more XP/hour due to killing enemies quicker and more efficiently. Or (in the case of a static party I had) the ability to kill far tougher foes than the average group, for instance our group could kill Notorious Monsters and Elementals in the areas where we were pulling enemies 6-7 levels above us in our late teens. With your average pick up group that type of play was impossible since party members didn't understand, accept, and excel at their very specific role as readily.

      Some games already reward playing well within the game's system... it's just that with MMOs you quickly exhaust the very limited scope of their game mechanics, even in the games with a fairly "in depth" combat system which I feel FFXI has compared to something like WoW or CoH.

    19. Re:usage based by Morkano · · Score: 1

      Actually, it seems more like intelligence. In order to reward it properly you'd need something that could pass the Turing Test. But if you had that, you'd be able to "script" it by using your fancy-pants Strong AI.

      --
      Victory or awesome!
    20. Re:usage based by Prien715 · · Score: 1

      I don't see the issue.

      If 1 hp healed == 1 xp, what difference does it make when you heal them, late vs early? And to account for regen, 1 point healed via regen== 1 xp. Same for prevention.

      Maybe even give a +20% exp bonus while each party member has their health above 80%.

      --
      -- Political fascism requires a Fuhrer.
    21. Re:usage based by subanark · · Score: 1

      If you get xp for killing a monster you are rewarded for making the kill with XP and anything it drops, and for the amount of time it took to kill it (the faster you kill it and the faster you can recover your resources, the faster you can go to your next target).

      How do you measure 'skill of execution', or 'something useful'? Even in WoW, the designers cannot measure pvp skill in battlegrounds, as they don't want to punish players for being with less skilled team mates. They have already said they will modify the battleground areas to reward more honor (currency you can use to buy pvp gear) when defending bases as otherwise you are rewarded less even though you are trying harder to win the match.

      Do you reward players for being able to defeat a mob they've killed 100 times before when they do so efficiently, or do you reward the players that go and try to kill every different mob with different attacks/AI, even if they aren't the best at doing so? Would a system that only grants rewards for completing quests reward players for skill (by seeing how well a player adapts), or would this just be too frustrating?

    22. Re:usage based by Schadrach · · Score: 1

      Why not base healer XP on damage/DPS taken by the group, excluding any damage in the X seconds before a given member dies? IOW, the better the healer keeps the group going, the better. More importantly, this can be modified to work for something like a City of Heroes Defender, where several of them fill the "healer" role by preventing damage from happening in the first place, such as by reducing the chance to hit for enemy units.

    23. Re:usage based by HikingStick · · Score: 1

      When I was a DM with my own AD&D campaign, I tried to work those things in. If the player could describe a special attack or strategy that utilized the environment which was described, he was awared extra XP. Those who just made the rolls and took the spoils advanced more slowly. I think such a system would be extremely difficult to code into any MMO, however, since the logic would need to anticipate certain methods and allocate XP for them. A player could come up with a completely novel approach that works swimmingly, but if the code doesn't interpret it as unique or particularly skillful, they would only get normal amounts of XP. To me, it seems that the XP-for-creativity option is best for the tabletop.

      --
      I use irony whenever I can, but my shirts are still wrinkled...
    24. Re:usage based by lymond01 · · Score: 3, Interesting

      Straight up healers are a lame idea anyway, always have been. Darned health bar voyeurs. I mean, did Aragorn bring along a surgeon in his quest to destroy the ring? Leave the healing-only clerics in the bloody church in the center of town...tithe them when you limp back in after battle and they'll patch you up and send you on your way.

      But if you're out adventuring with me, you better know how to kill something. The D&D cleric, at least the way we played him, didn't just hang out in the back -- he went in with his mace, knocked a few helmets off, then healed people up as he could afterwards.

      To implement this, change the damage system. Aragorn got thrown across a cave into a stone wall by a troll...he got knocked out, but wasn't even badly bruised. Make our characters heroes, not spreadsheets. If we die, make it an epic death -- we're too cool to be chased down and mauled by a rodent. If it doesn't kill us, let us carry on with our quest -- let us be heroes. Dent our armor, even weaken our sword arm, but don't put us on the edge of a virtual cardiac arrest until we get magically healed or wait an hour.

    25. Re:usage based by Anonymous Coward · · Score: 1, Insightful

      I think a decent system could be built off the parent's suggestions.
      In order to encourage players to you know, play together, we could start to stack benefits on them for interacting in the party.
      Of course, the point that healers would get more EXP for healing players in desperate need would be a bad idea mind you. Perhaps instead we could use a scaling EXP system for rewarding healing over time. If you have say, healed this player, and he needed a heal, you get EXP. If the player was truly hurt [i.e. you cast a heal that heals 300 hp, and the player had 300 damage, you fully used your heal. If the player had 150 health, you only used half the heal, so half exp reward]

      On top of this, to encourage the fighter to work with the healer (say in a system where the fighter doesn't necessarily need a healer, which is common in many MMOs these days, such as WOW) if the Fighter is fighting a monster that has the priest on its hate list [priest debuffed the monster or recently healed the monsters target (the fighter)] then we can assume the fighter is 'tanking' the monster, and reward a % bonus to his EXP gain from attacks on the monster.
      To keep the priest from being entirely party independent, they would also need some means of self sufficiency should they decide to solo. [but keep it so if a priest and warrior were to work together, they end up grossing more exp over time.]

      One last thought however, rather than reward players immediately, why not combine this reward for action with the old EXP system. BUT rather than have a set EXP benefit for the monster, the EXP is entirely based on what the players had to do to kill the monster, and the EXP reward is added to a pool for the party. Successfully killing the monster concludes the fight [thus requiring players actually KILL something rather than just hit and run really tough monsters]. This EXP is then divided to the party. Now no one would be gaining EXP faster in the party for being a specific class. Everyone is rewarded for playing well [fighters have to combo, priests have to heal].

    26. Re:usage based by brkello · · Score: 1

      That's fine, but it would not eliminate grinding. People would just find out the fastest way to get xp, post it online, and everyone would do that. It wouldn't change a thing.

      --
      Support a great indie game: http://www.abaddon360.com
    27. Re:usage based by Sparton · · Score: 1

      And the magical reason why this hasn't been done is that it would be damn near impossible (or at least ludicrously expensive) to implement a system like that. The whole reason MMORPG worlds are so expansive is that you can basically get away with using the exact same mechanics for 99% of the enemies throughout the game, but just switch up some attacks and variable numbers. To have enemies you'd need to beat that would require the "actual skill" you and the parent imply, you'd need to make them unique enough from each other so that the same strategies won't work not only against other types of enemies, but against enemies of the same type. Short of adding in random timing (which reduces the game to guessing if you can hit at the right time), this is not feasible to design on this scale.

      This is further compounded by the problem that the majority of the potential audience won't go for it, because A) it's a genre where Macro's are the standard (very few people who like the genre would do without them), and B) synchronizing everything in real time across multiple people's hardware would be a technical nightmare.

    28. Re:usage based by Anonymous Coward · · Score: 0

      Yes, that's why anything that can be scripted, etc. should not be rewarded.

      Uh, the server is going to have to have an algorithm to determine how to reward your actions. Once someone figures out how that algorithm works they can create a script which gets them the maximum xp per mob, making your reward system no different than the other grind-fests (except the script kiddies will outpace everyone else's xp rate).

    29. Re:usage based by rainmaestro · · Score: 1

      Early on, you could do that in SWG. When I leveled a Ranger, I got Survival XP by dropping a camp and sitting in it for 15 minutes. If someone else came along, I'd get even more XP.

      Eventually I learned that in certain spots, I could drop a camp underwater by exploiting the terrain and get double XP by fishing from inside my camp. Throw in an AFK fishing macro, and I could burn through that entire sequence of skill boxes.

      Medics had the whole tumbling craze during the hologrind era, which was another way to automate leveling a particular type of XP via a skill.

      Whether global XP or skill XP, someone will figure out how to grind it.

    30. Re:usage based by Feyshtey · · Score: 1

      If it can be rewarded, someone can automate it.

      That seems simplistic. But it's realistic. The only way you'd be able to avoid that as a truth is to have AI that could identify intent of the players. And if you can do that you'll be rich beyond imagination in realms that have nothing to do with video games.

      --
      "But we have to pass the bill so that you can find out what is in it,..." - Nancy Pelosi
    31. Re:usage based by Tom · · Score: 2, Interesting

      Yes, that's quite true.

      One idea I just had was that it's often easier to specify the opposite. Maybe give monsters an encounter value, but substract from it for everything that goes wrong. If someone in the party dies - less XP for the healers and the tank. If the monsters get to use their skills too often, less XP for the debuffers. If it survives for too long, less XP for the damage dealers, and so on.

      Maybe this way around it's easier to define the specifics, while at the same time making it harder to game.

      --
      Assorted stuff I do sometimes: Lemuria.org
    32. Re:usage based by Tom · · Score: 1

      Not necessarily.

      Complexity is an interesting beast. It is fairly easy to create something that is complex, but very hard to disassemble it into its component parts. That's the basic principle behind cryptography. I don't see why it can't be applied to games. Knowing an algorithm does not always magically give you the solution to all possible input values. More importantly, knowing what the required result is for max XP does not automatically tell you how to create it.

      Very simple example: If the result is "five successive hits with a +5 or higher skill" you still have to actually score those hits. Remember that I also said this only works if you make hitting something that requires player skill instead of just the press of a button.

      --
      Assorted stuff I do sometimes: Lemuria.org
    33. Re:usage based by Tom · · Score: 1

      You missed my point. The whole idea is to make things so that there isn't a rote formula that you can just put in your macro program and go shopping, if you want to go the skill-based route.

      Sure there would be guides. But if it's skill-based, then the guide "have a 90% hit rate to get the X bonus" doesn't gain you as much, you still need to be able to hit.

      --
      Assorted stuff I do sometimes: Lemuria.org
    34. Re:usage based by Tom · · Score: 1

      I don't consider Morrowind to be pure skill-based. It is usage-based. You get XP for using a skill, not for using it well. The best example is athletics - a skill you can quickly raise to ridiculous levels simply by bunny-hopping around all the time (because you get a few XP for every jump).

      --
      Assorted stuff I do sometimes: Lemuria.org
    35. Re:usage based by Tom · · Score: 1

      I don't think that's the case, really.

      At this time, many hundreds of man-hours are invested to make practically identical monsters look, sound, move, etc. differently. Having them behave differently can't be that much additional burden, if you have a fairly solid system in the background. Heck, a lot of single-player games manage to.

      You could even start right now by changing some values that for some mysterious reason seem to be identical for all monsters in all the MMORPGs. Stuff like aggro distance, for example, are tuned to be just within reach of the players long-range weapons, and not tuned to the monsters.

      --
      Assorted stuff I do sometimes: Lemuria.org
    36. Re:usage based by Anonymous Coward · · Score: 0

      Everything can be scripted though...

    37. Re:usage based by Sparton · · Score: 1

      I don't think that's the case, really.

      At this time, many hundreds of man-hours are invested to make practically identical monsters look, sound, move, etc. differently. Having them behave differently can't be that much additional burden, if you have a fairly solid system in the background. Heck, a lot of single-player games manage to.

      You could even start right now by changing some values that for some mysterious reason seem to be identical for all monsters in all the MMORPGs. Stuff like aggro distance, for example, are tuned to be just within reach of the players long-range weapons, and not tuned to the monsters.

      I'm sorry, but I am a game developer (game design, specifically), and you are clearly not a game developer if you think that is a trivial addition. If you so much as want the enemy to spit in your general direction when you get close to it requires dozens of hours of work, from the new animations, to new sight aggro logic, to the emitters needed for the spittle, and the design time needed to explain how all this logic comes together. And that's for something that's completely show; implementing strategy into AI to fight differently based on the player's strategy isn't even implemented in any commercial game that I know of.

      You seem to have this grand illusion that code is magic and that you can do anything you want with it. In reality, you can, but only if you have an infinite supply of time and expertise. What's worse is that most games are built from the ground up, so from company to company, it's standard practice to reinvent the wheel with msot new projects (especially if a company is doing new IP or an unfamiliar genre/platform). All of these factors combine to make it very hard to take risks in doing new things like having AI that's actually meaningful in a manner that you've previously posted.

    38. Re:usage based by Anonymous Coward · · Score: 0

      In Battlefield 2 there was an unlocks system based on points. The fastest way to get points was to revive fatally wounded teammates with the Medic's shock paddles. There was no penalty if you revived them around a corner and they instantly got killed by gunfire (In fact, that was a reward because you could then revive them 2 seconds later). In WoW, once you hit level cap, the primary reward is gear, which you get mostly as a result of your ability to a) be a good team member and b) find enough good team members to do the raid. Metagaming skills are the only actual skills involved in WoW, and they won't help you get to level 80 much faster, but they will help you do raids.

    39. Re:usage based by Tom · · Score: 1

      and you are clearly not a game developer if you think that is a trivial addition

      I am, and I do, in a sense. I know what amount of work goes into 3D models, animation, sounds, etc. - the actual coding is not the main effort in almost every computer game developed in the recent past. I didn't mean "trivial" - but compared to the other stuff that is being done without making a gameplay difference, it would be well doable.

      And that's for something that's completely show; implementing strategy into AI to fight differently based on the player's strategy isn't even implemented in any commercial game that I know of.

      But it's not hard to do. Remember that we're always aiming for apparent intelligence, not real intelligence. As I said, tuning aggro distance based on the monster (maybe its perception, or its own movement speed) along would do a lot to make monsters appear less uniform, because pulling techniques have to change. Changing group behaviour of monsters (e.g. if you pull, does just one come or the whole group?) can be done with a few hours of additional work, essentially adding a few conditionals again based on monster type. Making monsters react more intelligently to the players based on player actions is not difficult. I'm always amazed when humanoid monsters completely ignore me when I'm just out of aggro distance, but even more when I'm at that time busy slaying their comrades. Doubling aggro distance, but only having the monster react when the player in the 2nd "circle" is in combat mode (a distinction most MMORPGs already make, so it's a simple check) would be what? Two hours of work?

      You seem to have this grand illusion that code is magic and that you can do anything you want with it.

      I've been coding for over 20 years. Please check your assumptions.

      I'm talking about the magic of controlled randomness and emergent behaviour here. One more example: It is trivial to use spawn areas instead of spawn points. That technology is at least 10 years old. In an MMORPG it would change tactics dramatically. "Whoops, today we can't pull only mob 1, it's too close to mob 2".
      Or simply giving monsters a "stubborn" factor that affects aggro would change a lot. What if a monster acted more like a player in that it doesn't change its target that easily? A few simple checks would do, along the lines of how players think. e.g. "if you want to switch targets, but your current one will likely be dead in three more blows, give him those three before you switch".

      Changes like that require no new animations, sounds or models, just some coding. Now what would you rather have in the MMORPG of your choice? A new dance, or more challenging monsters?

      --
      Assorted stuff I do sometimes: Lemuria.org
    40. Re:usage based by Jedi+Alec · · Score: 1

      Aura: Skill Training Completed

      * Starts new skill

      38 days left till completion of Amarr Battleship V

      Welcome to Eve Online ;-)

      --

      People replying to my sig annoy me. That's why I change it all the time.
    41. Re:usage based by ScaledLizard · · Score: 1

      Why gain XP for slaughter at all? XP should be gained for solving a problem. Plain use of force should be only one approach, and it's usually not the best one, either.

      You may call this flamebait, but so are games that reward slaughter. I know this is provocative statement around here.

    42. Re:usage based by furby076 · · Score: 1

      why not give XP for successful attacks, combos, or whatever defines your class?

      It is difficult to do this. Of the games that I played (not that many, but a few) the best game to do this is warhammer. In most games of that style killing the enemy gives you experience, items, money, etc. If you are in a party everyone gets an even share. In games like warhammer you share evenly in the items/money/experience but there is influence, renown and contribution. You get more of those for doing your role. A healer who heals a lot gets more of those points then a healer who just hangs out. A damage dealer class obviously gets more points for doing more damage. I have an Ironbreaker...an IB's goal is to defend players (not do damage, and in reality \o damage slightly above the healers). So IBs gets points by attacking enemies who are attacking their allies! Most of the IB abilities are about hampering the opponent - making their opponents do less damage, slowing them down, knocking them down, preventing them from getting to their allies, etc. I've topped the experience/renown/influence charts (the rewards) but looking at the amount of damage I did, and kills I did I am ranked as one of the lowest (obviously no healing since IBs can't heal). So games are acknowledging this -but it's a tricky metric.

      --

      I do not support "The Man". I also do not support your irrational stupidity
    43. Re:usage based by Spacelem · · Score: 1

      I quite like this idea, but it's certainly been used in (non-MMORPG) games before. A quest may require you prove how good you are by killing a certain monster before you can take it. In fact this is pretty much the entire basis of games like Legend of Zelda (albeit with a good degree of plot to restrict your growth and a few bonus hearts thrown in).

      So your abilities and XP come down to which items you've collected, and how much you've practised. You could make a completely different character by equipping yourself with a different set of items. However, I'm not entirely sure how you prevent it from becoming just another 3rd person shooter (sorry action game) with different weapons if PvP happens.

    44. Re:usage based by Anonymous Coward · · Score: 0

      That would be acrobatics...athletics goes up because you are running while you are bunny hopping through the world.

    45. Re:usage based by Ritorix · · Score: 1

      "Dent our armor, even weaken our sword arm, but don't put us on the edge of a virtual cardiac arrest until we get magically healed or wait an hour."

      Sounds like you are describing 4th edition D&D and its healing surge system. Basically, everyone can heal to full if they take a 5-minute rest after battle. Doing so expends 'healing surges'; how many of those you get depends on your class. Its a huge departure from previous versions which relied heavily on clerics and Cure Light Wounds.

    46. Re:usage based by lymond01 · · Score: 1

      That's kind of funny as time is subjective in D&D.

      DM: The last kobold dies on your blade. The tunnel to the dragon's lair lays before you.

      Group: We all take a five minute break to heal. Then we head down the tunnel, rogue first checking for traps, etc etc.

      Five minutes in an MMORPG is like watching an infomercial. But it's a good idea in general -- very movie heroish. Even Rambo, with his arm slashed open, once stitched, wasn't bothered for the rest of the film.

    47. Re:usage based by Trojan35 · · Score: 1

      Meh. Yours sounds like a mind-numbing grind. "Ok you go get wacked by the monster, then I'll heal you so I get more XP. But Don't KILL the monster because then we'll have to find another one".

      I'd rather get rewarded for successes, not forced to manipulate the game or get relegated to your "slow exp gain".

    48. Re:usage based by Sparton · · Score: 1

      But it's not hard to do.

      If it's actually not hard to do, and it would improve the gameplay experience as much as you seem to imply, then why hasn't it been done yet? Either it's not easy, or it's not going to make things all that much better. Otherwise, dozens of companies would have done this by now (or you should make some awesome cash and sell your idea!).

      As I said, tuning aggro distance based on the monster (maybe its perception, or its own movement speed) along would do a lot to make monsters appear less uniform, because pulling techniques have to change.

      To my knowledge FFXI does this in some senses. Some monsters have larger or smaller aggro distances, and trigger through different means (sight, smell, hearing), which allows the user to use different magic to effectively be invisible to them. Also, some monsters don't care if you kill others, but some others do (mostly intelligent humanoids and some territorial monsters, which makes sense). Obviously, the range that they link to you isn't that great, though, otherwise fighting monsters becomes increasingly more dangerous, because that monster you couldn't originally see would all the sudden be too close and kill you for it, when you had no way of preparing against that. That's why most aggro distances are so relatively short; otherwise, it's a huge gameplay concern that most of the userbase would quit over.

      Changing group behaviour of monsters (e.g. if you pull, does just one come or the whole group?) can be done with a few hours of additional work, essentially adding a few conditionals again based on monster type. Making monsters react more intelligently to the players based on player actions is not difficult. I'm always amazed when humanoid monsters completely ignore me when I'm just out of aggro distance, but even more when I'm at that time busy slaying their comrades. Doubling aggro distance, but only having the monster react when the player in the 2nd "circle" is in combat mode (a distinction most MMORPGs already make, so it's a simple check) would be what? Two hours of work?

      Again, FFXI does this. I can't honestly say whether or not this is a standard for MMO games, but... if you're playing games that don't have these features, then you should switch to ones that do.

      Also, sure as hell not likely 2 hours of work overall. Maybe the first pass of code, but bug fixes, setting up variables for monsters, etc make that take way more than two man hours. Remember that MMORPG's are friggin' huge ass beasts, lots can go wrong with one general logic bug.

      I've been coding for over 20 years. Please check your assumptions.

      My apologies. We just seem to have vastly different experiences about what is possible or not.

      I'm talking about the magic of controlled randomness and emergent behaviour here. One more example: It is trivial to use spawn areas instead of spawn points. That technology is at least 10 years old. In an MMORPG it would change tactics dramatically. "Whoops, today we can't pull only mob 1, it's too close to mob 2".

      A nice polish idea, I suppose. Not gonna lie, probably would be better, but I'm really not experienced enough with the logic of the two methods to comment in detail as to why this isn't done, other than, again, as I stated above, if it's actually easy and would improve gameplay as much as you imply, then it should have been done by now.

      Or simply giving monsters a "stubborn" factor that affects aggro would change a lot. What if a monster acted more like a player in that it doesn't change its target that easily? A few simple checks would do, along the lines of how players think. e.g. "if you want to switch targets, but your current one will likely be dead in three more blows, give him those three before you switch".

      Now unfortunately, that feature is a bad one. Most MMO's, especially at higher levels,

    49. Re:usage based by Ifandbut · · Score: 1

      Actualy, in Lord of the Rings Online it is not health but Morale. Healing is based on improving your spirit so you can fight harder and longer.

    50. Re:usage based by Tom · · Score: 1

      That's why most aggro distances are so relatively short; otherwise, it's a huge gameplay concern that most of the userbase would quit over.

      Exactly. That's why we don't see changes. WoW has opened up the MMORPG genre to lots of people who are not computer gamers very much. People whose "other games" aren't Morrowind or Far Cry, but Solitaire and Sims. It's dumbed down the entire genre. Which is exactly the whole point of this discussion: There's little challenge aside from "amount of time invested" in these games.

      I can't honestly say whether or not this is a standard for MMO games, but... if you're playing games that don't have these features, then you should switch to ones that do.

      Apparently, FF is the exception. Almost all the MMORPGs I've played over the years have this problem. In fact, one of the things that itches me most is becoming more common, not less - the fact that if you pull them too far from their original location, monsters "reset" and just go back, no matter what. "Uh yeah, you've killed all my friends and hurt me, but I'm a bit far from home now, I'd better go."

      [Spawn Spheres example] if it's actually easy and would improve gameplay as much as you imply, then it should have been done by now.

      I think the main reason is that it would make gameplay less predictable. For some reason I don't get, MMORPG designers apparently want the gameplay extremely predictable. I think it's a control-freak problem. They want to be sure that, say, the route from A to be B is blocked by at least X monster groups. With some randomness, after all, it would become possible to get from A to B without a fight under the right circumstances. Can't have that, can we? (uh, why not?)

      Now unfortunately, that feature is a bad one. Most MMO's, especially at higher levels, have classes that flat out cannot take many hits (usually, anything that isn't a tank). Were you to have a feature like this, it means that one small screwup on the part of the healer would get him killed almost 100% of the time. How is that a positive improvement? For the sake of simulation?

      Agreed, that change alone would have downsides as well. But it wasn't intended to be the only thing to change, just one example of things that could be changed without much effort. Of course, gameplay would have to be re-balanced. For example, giving healers more options to defend themselves, maybe at the expensive of their main job (i.e. if the group wants to be healed, it should keep the healer out of aggro, because in self-defense mode he can survive a while, but he can't heal others).

      Yes, it starts becoming non-trivial. Then again, quite a few of those problems are part of the problem all by themselves. I never liked the strict class systems anyways. Again, I feel they're part of the control-freak problem. "Uh, we can't allow players to progress on their own. Who knows what they come up with?"

      Clearly, smart enemy AI isn't one in most commercial games, which can be a shame.

      That was the point, yes.

      Heck, you can even integrate it into the mainstream MMORPGs. Who says your hard instances have to be just tougher? Why do the elite monsters have to have more hitpoints, but otherwise be the same? If you don't want to offend the Solitaire players, keep the intelligent monsters in the higher-level raids. But I personally would love if so-called elite enemies were actually smarter, and not just the same generic monster with more hitpoints.

      --
      Assorted stuff I do sometimes: Lemuria.org
    51. Re:usage based by Sparton · · Score: 1

      WoW has opened up the MMORPG genre to lots of people who are not computer gamers very much. People whose "other games" aren't Morrowind or Far Cry, but Solitaire and Sims. It's dumbed down the entire genre.

      Companies that hire copious amounts of people for big ass games want large amounts of money so they can continue to survive. That shouldn't be surprising with this genre of games.

      Nonetheless, games like FFXI or Eve Online both are examples that MMORPGs with a more hardcore bent can still exist, and they will no doubt not be the last.

      For some reason I don't get, MMORPG designers apparently want the gameplay extremely predictable. I think it's a control-freak problem.

      This relates to the whole "these games are bloody huge and complex" think I had in my last post. Also, introducing randomness into the game makes it much more costly to QA, since they must attempt to test every case to ensure no bugs slip through, which becomes more and more impossible the more variance can exist. Please remember that we're talking about people that have to do this, not machines.

      Also, again, maybe it's due to the difference in MMOs that we play, but at least in FFXI, you're hard pressed to run through an area infested with higher level monsters and get away with it unless you're uncannily observant and at least a bit lucky. It has less to do with specific spawn points, and more to do with the fact that monsters wander, sometimes many scores of feet from their spawning point or area. Also, some aggro, some don't, some aggro to different kinds of things... Some of my favourite memories in FFXI were running through holy-shit-I-shouldn't-be-here lands, often dying, but sometimes getting away with it.

      But it wasn't intended to be the only thing to change, just one example of things that could be changed without much effort. [...] Yes, it starts becoming non-trivial.

      You seem to only think in terms of the time spent coding any changes. The amount of time that would have to be spent to figure out the design implications of these sorts of changes, in addition to countermeasures, would take a nontrivial amount of time. When you literally add how much an employer would have to pay for something that could even be considered a minor feature, you're talking about a ridiculous amount of cash to most individuals.

      Then again, quite a few of [the problems related to generic gameplay structure] are part of the problem all by themselves. I never liked the strict class systems anyways. Again, I feel they're part of the control-freak problem.

      Actually, there are two extremely valid reasons as to why we use classes: one, it puts tangible limits on what is possible and what isn't. Without limits like this, balancing an MMO would cease to be feasible. Secondly, it makes the whole system far more approachable to new players, hardcore and casual alike. The only time that truly open-ended systems for RPGs that don't involve classes have worked involve have far less total options (the sum of all abilities/etc for every class) compared to any system that just lets you do whatever you want. I've only seen such cases even exist in small gaming groups that use some form of d20 system; in the video gaming world, they're likely limited to a small amount of indie titles at best. They can exist, and great for the ones that do, but expecting even a remotely sizable amount of commercial games to be as open, when there is no proven market for it (appropriate to the costs needed to produce it at least), is ridiculous.

      Who says your hard instances have to be just tougher? Why do the elite monsters have to have more hitpoints, but otherwise be the same? If you don't want to offend the Solitaire players, keep the intelligent monsters in the higher-level raids. But I personally would love if so-called elite enemies were actually smarter, and not just the same generic monster wit

  19. It's a game. by Mashhaster · · Score: 1

    A game is a game, even a grandmaster at Chess isn't necessarily going to be good at anything else. I would argue that anything that beats the other player (short of cheating/exploting/etc) comprises skill at that game. Of course, that doesn't do you any good outside of the game, so I hesitate to call it a skill. Unless you're one of the few who makes money as a professional gamer, being good at CS/WoW/SC/whatever is just being good at killing time.

    1. Re:It's a game. by skelterjohn · · Score: 0

      Obviously, the only things worthwhile in life are those that gain us money.

  20. Oldschool Ultima Online = Skilled by HerculesMO · · Score: 1

    Skill systems can work, so can level systems... it depends a lot of game mechanics.

    UO back in the day had a system that incorporated twitch skill, combo skill (ie, street fighter), tactics, teamwork, etc to make the game interesting. Everybody would max out eventually and then the game would have balance amongst EVERYBODY.

    The thing in level based games, there are also 'classes', so one class may not be well balanced against another class. For example in WOW, a rogue generally can own a mage pretty fast, while a mage can own large swaths of players too. It's balanced overall, but not balanced for 1v1. UO was balanced for 1v1 as well as team fighting for tactics.

    Either way though, I am looking forward to Mortal Online which is supposed to have balance for individuals like UO did, but we'll see how that works out.

    --
    The price is always right if someone else is paying.
    1. Re:Oldschool Ultima Online = Skilled by Feyshtey · · Score: 1

      Everybody would max out eventually and then the game would have balance amongst EVERYBODY

      And everyone ended up the same. Battle Mage anyone? If that's the goal we can all just play Tekken and circumvent all the cumbersome skillup/levelup stuff entirely.

      This is the fatal flaw in most (if not all) skill-based systems. Someone does an analytical analysis of the absolute most powerful min/max skill combination, and then you have an overwhelming majority of the population moving in that direction. The variety of the game is lost, and with it the personality.

      --
      "But we have to pass the bill so that you can find out what is in it,..." - Nancy Pelosi
  21. Over-Simplification by Spike15 · · Score: 1

    That it boils down to "knowing how to move" and/or "knowing when to hit your buttons" is a vast over-simplification of finesse in video games, and can really be applied to anything. I mean, if you say that these two are not examples of "skill", then what is an example of skill? I am an IT professional, you could simplify my job to "knowing where to click the mouse" or "knowing where to plug in the cables" and say that my job is not therefore "skilled".

    Level-based advancement is fine-and-dandy -- it's a heuristic thrown in your way for several reasons -- but the fact-of-the-matter is, is that most MMORPGs have a level cap. Once you've leveled so far you cannot level any further and therefore this level-based advantage you once had over other players becomes moot, and it's all about skill (or gear). To say that games like FPSes and RTSes have a higher "skill cap" is largely inaccurate, they just rely on different skills and, in many [read: most] cases, are divorced from RPG-exclusive concepts such as "gear".

  22. Faced the same issue on the tabletop by Cogneato · · Score: 1

    Years ago, at the release of D&D 3.0, my friends and I got fed up with the class/level approach in the tabletop games to the point where we decided to develop our own system. To us, it just didn't seem to make sense that you picked a class and then that class defined all that you could do. In real life, it would seem that your individual skills would come together to form your class (job), not the other way around. So, we took that model and developed a system from it. Our original goal was just to have a system that we could play ourselves that treated us like intelligent adults. Now, eight years and hundreds, or perhaps thousands of hours, later, the system has become pretty solid. We took a big cue from the old Fallout games, which did a good job of having the skill drive the character. The book-in-progress can be downloaded at pinwheels.org. We'd love to get some feedback on it.

    We've found that skills driven system are significantly more pleasing to play because they give the player flexibility to be an individual and not solely defined on what items they are carrying.

    1. Re:Faced the same issue on the tabletop by RKThoadan · · Score: 1

      For Pen & Paper RPG's I always liked RoleMaster's approach. The core is skill point based. You gain a certain number of skill points every level (usually around 50-70 points). Your class defined how many points each skill cost you to raise, and most classes could raise some skills multiple ranks per level (at higher cost). Even hit points and power points/mana were gained by skills (and stats). You had several skills that were very easy to raise, but anybody could learn anything, and indeed you could expect a high level fighter to have picked up an occasional spell or two along the way. I haven't checked out HARP, but it's the same company and I expect it uses a similar system.

    2. Re:Faced the same issue on the tabletop by Dan+Ost · · Score: 1

      There are several classless tabletop systems.

      GURPs is probably the most visible example, but the Heroes system and Fudge are both classless. The pre-D20 call of cthulu was also classless.

      Fudge is my current favorite since it's so simple and resistant to rules-lawyering.

      --

      *sigh* back to work...
    3. Re:Faced the same issue on the tabletop by Swordsmanus · · Score: 1

      It's kind of ironic that you mention 3.0 as the impetus for getting fed up with class/level systems, given that version 3.X in D&D bucks the trend of all other versions of D&D. For that matter it bucks the trend of all the class systems of RPGs that I know of except those specifically based off of D&D 3.X. In D&D 3.X you aren't stuck with the first class you pick. You aren't a Fighter from level 1 to 20 unless you want to be. At each new level you choose what class to add to your character, whether it's your existing class or a new one. You can mix up as many classes and prestige classes as you want as you level up to make a character that suits your needs. Each class level in D&D is more a small package of abilities you choose, and at each level you also get to spend skill points as you will - another thing unique to D&D 3.X and games derived directly from it. It's the least rigid, most versatile class system that I know of. It allows you to represent all kinds of character concepts and existing fantasy/game characters accurately if you have enough levels and source books to work with. I can't say the same for other class-based RPGs.

    4. Re:Faced the same issue on the tabletop by Saint+Fnordius · · Score: 1

      Agreed. My experience with GURPS is also good, though I regret that they never incorporated the Bang!/Skill/Specialty system into the fourth edition. (To clarify: Bang! skills were very broad, suited for "cinematic" play, where the Professor from Gilligan's Island is a good example of using the "Science!" skill. Skills were as advertised, and specialties were in finer detail, such as PHP/MySQL being a specialty of the Programming skill).

      Computer game designers often balk at skill-point systems, though, since they introduce too many variables into the character database. As enjoyable as it might be for the players, the servers now have to keep track of the skill levels in every single skill rather than just calculate the skill as a combo of class and level. Even though data storage is no longer an issue, the old prejudices still remain.

      It's easier to make an online D&D character sheet generator than a GURPS character sheet generator. I know, I've tried.

  23. Guild Wars by bhsx · · Score: 4, Interesting

    Once again I think this is an area where Guild Wars does well. There is a lvl20 cap on all players. The game mechanics become very important, it's all basically rock, paper, scissors. Everything has a counter. It makes for a much "tighter" pvp game if that makes any sense. Basically all you have is what's on your bar, and it's only eight skills max, and in pvp you want one of those skills to be resurrection signet. It becomes a game of how much power you can pack into those by "chaining" them together. There's no changing armor in pvp, no potions or elixers to boost your health; those have to be fit into your skillbar as well. I think it's a fine balance that takes so much of the grind out of the game, at that point it's all up to how you like to play, and GW gives you tons of options there through different ways to pvp, pve, and in some circumstances pva(all).

    --
    put the what in the where?
    1. Re:Guild Wars by popo · · Score: 1

      Mod parent up. Guild Wars PVP is pure skill, but it's not a twitchy shooter. There are dozens of play styles -- from reflex driven Mesmers, to infinitely more strategic builds. For those who like the grind, there is always PVE, and rare armor sets, rare weapons, etc.

      --
      ------ The best brain training is now totally free : )
    2. Re:Guild Wars by Aladrin · · Score: 1

      This was the first game I thought of, too. It was designed from the ground up to depend on the 'skill' of the player, rather than stats, for competitions. Everyone has access to everything (with a little effort) and the level cap is low and easy to reach within a few hours.

      I think it's a great game, and I still play it occasionally... I can't say that about any level-based games.

      --
      "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    3. Re:Guild Wars by PieSquared · · Score: 1

      Yar, I prefer the GW model of skill. You take a week or two to level up, pretty much an extended tutorial and gradual easing into the real game. By that time you also have the best armor and weapons you're going to get. After that to get better you have to... get better. Picking a good personal and team build for what you're doing is certainly a big help and you could argue that the next way to "level up" is just to learn all the skills and mechanics...

      But then you get into PvP and you realize that two teams with the exact same weapons, armor, skills, and attributes can still be horribly unequal.

      --
      Does a line appended to your comment give your post meaning in and of itself, or only in relation to those without?
    4. Re:Guild Wars by Lord+Juan · · Score: 1

      The one thing I love about Guild Wars it's not the fact that there is no grinding, because, there is grinding, a lot of grinding, but the fact that the grinding does not affect PvP in any way, neither other add-ons you may buy. As people previously mention, in a pair of weeks you are PvPing, even sooner if you create a PvP character.

      I can stop playing Guild Wars for a month, get back online, and join some PvP matches with friends who spend that month playing, and I don't feel like an outcast. Sure, if they were into PvE they may have a new shiny armor/weapon/title, if they were into PvP they may have a shiny new title, but I am by no means underpowered and unable to go have fun with them.

      Guild Wars got it right, the fact WoW have more players only means there is a lot of people who loves grinding, but when it comes to competitive playing, Guild Wars so far is the only game that got it right.

    5. Re:Guild Wars by Anonymous Coward · · Score: 0

      For the same reason GW is a horrible game for casual players. Heroes (NPCs you can take to missions) are much better than most human players and if you want to actually play with human players, MMO style, it can take hours to find a group that doesn't consist of retards if you don't have a good guild / friends list.

    6. Re:Guild Wars by HikingStick · · Score: 1

      I am a casual GW player, and have been for almost three years. Graduate school, work, and family responsibilities often keep me away for months at time. My biggest gripe when trying to play PvE with other players is that many of the groups are built around one or two characters with specific skill builds (e.g., a specific type of necro, a specific type of healer). The groups form and then wait for the *one* player they need, who often has someone else with which s/he already wants to play. Someone gets booted, then his/her buddies get annoyed and leave. Then, because the special character is in a hurry, they accept an invite from another group and go with them. So, the original group is back where it started.

      It seems to be a classic case of groupthink. Someone, somewhere, came up with a great build, or a great strategy for a specific mission, and then everyone elese who reads about it in one of the online forums decides that's the only way to survive the mission. The ones that have been most fun for me are the ones where I end up in a party that should have no chance of survival, yet we manage to pull it off. Those are the other misfits with whom I play. To me, the rest of the players are just out to grind. Some of us are there to have fun.

      --
      I use irony whenever I can, but my shirts are still wrinkled...
    7. Re:Guild Wars by HikingStick · · Score: 1

      I'm with you there. I can be away for months and yet get back into the game. It is, admittedly, harder to get back into groups with other players, but I have some heroes and pick up a live companion from time to time. I like finding the other misfits who are also online only periodically, because when they are on, they are usually online to play and seem less likely to bail in the middle of something.

      --
      I use irony whenever I can, but my shirts are still wrinkled...
    8. Re:Guild Wars by Anonymous Coward · · Score: 0

      Or people like jumping, and having 3-dimensional spell effects.

      But seriously... the biggest complaint I had with GW, was the 8 skill bar. The game had so many interesting and useful abilities... that never get used.

  24. knowledge of game mechanics and skill by Anonymous Coward · · Score: 0

    Lurk through any competitive community and you'll see a trend. Those who spend countless hours dissecting the game to understand its mechanics tend to be the ones who never really develop any skill in the game. Much like playing an instrument: You can spend your lifetime studying theory, scales, and progressions, but if you never pick up the instrument and play it you'll never be worth a damn.

    1. Re:knowledge of game mechanics and skill by Datamonstar · · Score: 1

      Wrong! I'm both a competitive Street Fighter player and musician and I've taken both quite far at one time or another and I can tell you that the best are rounded out in all respects. There are things that you do at that level without thinking about it because if you're thinking of them, then you aren't at the level you imagine yourself at. For Street Fighter it's doing special moves. You don't think, shoryuken motion just comes out. In music it's breathing. You just breath, correctly, and play. Of course there's more: fingering, reading music; learning spacing, reading your opponent. But, once you've mastered the basics a TOP player will go into the mechanics, in fact, they should have already done so by now and are now on their way to mastering them. Memorizing frame data and counting frames for Street Fighter, memorizing theory for musicians and learning how to implement it. The ones who dissect and understand are far ahead of those who don't. That's the difference, you see, understanding. If someone spends all that time dissecting and never comes to understand any of it, then yes, I agree with you. They are never going to develop much real skill.

      --
      The eternal struggle of good vs. evil begins within one's self.
  25. levels by Anonymous Coward · · Score: 0

    You guys notice they are talking about skill 'levels' in games and not skill in the sense of a twitch gamer, right?

  26. Dear idiot Slashdot editor by Overly+Critical+Guy · · Score: 5, Informative

    The article is talking about skill-based character progression systems in RPGs (e.g., Elder Scrolls), not player skill in the general sense. There's a goddamn paragraph on the first page that clarifies this, but apparently that wasn't enough.

    --
    "Sufferin' succotash."
    1. Re:Dear idiot Slashdot editor by Beardo+the+Bearded · · Score: 2

      Indeed.

      The article probably compares the level-up system seen in DnD (or apparently, WoW) compared to the gain-by-use system seen in UO.

      Both suck.

      --

      ---
      ECHELON is a government program to find words like bomb, jihad, plutonium, assassinate, and anarchy.
    2. Re:Dear idiot Slashdot editor by Anonymous Coward · · Score: 0

      What, you really expect the editor to RTFA?

    3. Re:Dear idiot Slashdot editor by Hognoxious · · Score: 2, Insightful

      You really expect the editor to RTFA?

      No, but you'd expect the submitter to.

      --
      Confucius say, "Find worm in apple - bad. Find half a worm - worse."
    4. Re:Dear idiot Slashdot editor by SL+Baur · · Score: 1

      You really expect the editor to RTFA?

      No, but you'd expect the submitter to.

      You must be new here.

    5. Re:Dear idiot Slashdot editor by Anonymous Coward · · Score: 0

      That's why I play Call of Duty online (PC version of course, those Xbox lusers are a joke.) rather than some stupid MMO. You actually have to be able to aim. It all comes down to the player, (You either suck or you don't.) not some magical skills or level based system.

    6. Re:Dear idiot Slashdot editor by Anonymous Coward · · Score: 0

      By aim of course you mean point, click, shoot with a mouse and 100% accuracy. When a game lets players snipe with a handgun, from 300 yds, something is broken. (looking at you, CoD) Then a "sniper" bullet will kill you instantly while a .45 to the chest just tickles. Of course it has to be weak because if you click slow enough, all the shots are accurate to a ridiculous range, so that balances it out right? Every game with a "realistic" damage model gets worse and worse it seems. Why don't they just say fuck it and go full on arcade style. Skill... pffft.

      How about a game with guns that are NOT as accurate as a mouse, with bullets that really fucking hurt, even from 'little' guns. Oh my gosh, you might have to do some critical thinking and look for cover once in a while. Maybe the cover will even work when the enemy can't shoot your nose off from a football field away. What will we do with our 'spin the character in really tight circles while running and shooting' skills?

    7. Re:Dear idiot Slashdot editor by mcvos · · Score: 1

      The article probably compares the level-up system seen in DnD (or apparently, WoW) compared to the gain-by-use system seen in UO.

      Not just that. There are a many different approaches to skill-based systems. There's also systems where you buy skills with experience points, for example. Then there's EVE where you buy skill books with money and then spend time to learn those skills.

    8. Re:Dear idiot Slashdot editor by Anonymous Coward · · Score: 0

      I think this paper is just another Ad in a long line. How much did you get paid to get people to take about this game? it only talks about two games. Why is that? MMmmm.... I wonder. I love it when Ad's for popup on my screen!

    9. Re:Dear idiot Slashdot editor by Anonymous Coward · · Score: 0

      You're right--the Slashdot editor completely missed what this article is actually about.The quoted excerpt explains that, as well. It wasn't even necessary to READ the article; just the submission. But...no. FAIL.

  27. MMOs with Leveling are inherently broken by vertinox · · Score: 3, Interesting

    The problem is that levels themselves are throw back to a system where it would be very difficult to measure success another way on pen and paper.

    Since the first MUDs and CRPGs just emulated the pen and paper systems, they never considered that there might be better ways.

    Ultima Pagan and Ultima Online (and plenty others that it would take too long to mention) tried other system, but it developers unfamiliar with anything else kept with the old model in future MMOs because the formula worked.

    Now the key problem with leveling in MMOs is that it first and for most segregates your gaming populace with what content they can share and interact with.

    Warhammer Online resolves this simply by making it easy to grind to level 40 so everyone really just play the games at that point. The games go other problems but player segregation isn't one of them.

    Now this is nothing to be said about skill at this point, but there other ways a game can have progression rather than arbitrary levels.

    Personally if a publisher handed me a bunch of cash and said "Go make a game" I would opt for something along the lines of giving out 1000 skill points to a player at the character creation and that would be it. They could design him anyway they choose (and go back and redesign later) and let them go with that instead of level grind. There would need to be something else that involves them to keep playing so you would have to create player made content and politics at the same time finding a way to prevent over greifing with said content.

    People are getting bored of the level grinding for sake of leveling... I mean I'm bored it of it. I don't want to play those games anymore. Give me a breathing world without mob killing to level.

    Maybe Ultima Online spoiled but its been 10 years and no developer has done better.

    --
    "I am the king of the Romans, and am superior to rules of grammar!"
    -Sigismund, Holy Roman Emperor (1368-1437)
    1. Re:MMOs with Leveling are inherently broken by Anonymous Coward · · Score: 0

      Personally if a publisher handed me a bunch of cash and said "Go make a game" I would opt for something along the lines of giving out 1000 skill points to a player at the character creation and that would be it. They could design him anyway they choose (and go back and redesign later) and let them go with that instead of level grind. There would need to be something else that involves them to keep playing so you would have to create player made content and politics at the same time finding a way to prevent over greifing with said content.

      Just thought I'd throw in my two cents, since I have indeed seen something like this. My younger brother is a big fan of the MMO guildwars, and aside from going rather quickly from levels 1-20 (usually no grinding required, just play the game through) there is no leveling. 20 is the cap, and the majority of the games players are at it. A large part of the game is PvP, and is focused on selecting the right distribution of ability points (once you get to level 20 you can't get any more ability points, you can only redistribute them) and selecting the weapons and 8 spells or skills you are going to bring into battle. I got bored of it, but he's been playing it for years now.

    2. Re:MMOs with Leveling are inherently broken by selven · · Score: 1

      This might work well. New players would just shove their skill points into what looks like it's good and end up with a hodgepodge of abilities that don't work well, but as they gain experience (human experience, not points) they would start to understand how abilities interact and how the synergies work and they would further and further refine their characters until they get something that perfectly meshes with their playstyle. Or they would look up speccing guides online and grab what the min-maxers say is 0.13% better than anything else and fail utterly as they don't know how their skills work since they're essentially playing someone else's character.

    3. Re:MMOs with Leveling are inherently broken by Sparton · · Score: 1

      People are getting bored of the level grinding for sake of leveling... I mean I'm bored it of it. I don't want to play those games anymore.

      Your anecdotal evidence is not reflective of the market's desires. People like to level up, because that gives them a feeling of progression. And that's all that RPG's are: artificial progression. Usually in RPGs, this is levels, but it also extends to other facets such as character skills or loot.

      Take away the (artificial) progression from an video game RPG, and you don't have an video game RPG anymore. Such a game would quite literally be defined as a different genre of game. Go ahead and try it; take any RPG you know, but take away leveling, skilling up, loot acquisition, etc. What do you have left?

    4. Re:MMOs with Leveling are inherently broken by Anonymous Coward · · Score: 0

      People are getting bored of the level grinding for sake of leveling... I mean I'm bored it of it. I don't want to play those games anymore. Give me a breathing world without mob killing to level.

      Been out hiking lately? There aren't XP, so to speak, but as you gain more experience, you can reach higher and more remote places. You tools are limited to what you can cary in a pack on your back and you must make a trade off between tools to adapt to weather and conditions and higher mobility w/ a smaller toolset. You do research and talk to other players in game to work out efficient routes and ways to avoid raids by bears and other wild beasts. Much like the RPG, many hikers form clans and make regular raids on touristy destinations and make attempts at more remote desirable locations.

      So.... It's lots of fun. Check it out some time.

    5. Re:MMOs with Leveling are inherently broken by Terrasque · · Score: 1

      I have been thinking a bit about a skill based leveling system.. Where your level doesn't show how much time you wasted on the game, but rather how well you can play your character.

      The basic idea is that you kill mobs and do quests to get gear and get experience playing the class. Then you go to an arena-alike area where you have to defeat a specific mob. First levels will be rather easy, but it will steadily be harder and harder. At the end you not only need the best gear, but will also have to have a deep insight into your class. You can still have talent points and spells for each level, and level dependant armor and similar.

      The first rounds would be really easy ones, maybe starting (as in WoW's start areas) non-agressive weak mobs, and then go up from there. The last fights should be akin to soloing Heroic bosses.

      --
      It's The Golden Rule: "He who has the gold makes the rules."
    6. Re:MMOs with Leveling are inherently broken by Anonymous Coward · · Score: 0

      Warhammer Online resolves this simply by making it easy to grind to level 40 so everyone really just play the games at that point.

      That's like saying a bandage on the stump resolves a severed limb. Sure, missing an arm's a bit inconvenient, but it's easy to put a bandage on it and get back to work.

  28. Who wants Real Skill in an MMO? by decipher_saint · · Score: 1

    I'm asking because really I can't imagine any MMO getting popular if players had to do something repeatedly based on actual skills earned through playing the game itself.

    Imagine a lush fantasy setting with all the higher level players as thoroughly addicted CounterStrike players.

    --
    crazy dynamite monkey
    1. Re:Who wants Real Skill in an MMO? by orkybash · · Score: 1

      As opposed to all the higher level players being thoroughly addicted WoW players?

    2. Re:Who wants Real Skill in an MMO? by Broken+scope · · Score: 1
      You are absolutely right, a popular MMO would never have players who spend massive amounts of time playing the game.

      Sorry guys, I don't have time to eat, I've got a raid in ten minutes and I have to get two more motes of shadow. Then I have to farm more honor with that other faction.

      You are absolutely right

      --
      You mad
  29. Fix Summary! by Jartan · · Score: 3, Insightful

    Please fix the summary. Nobody is going to RTFA and now we'll never have an interesting discussion. Stats vs Twitch is an old convo that happens every time games are even discussed on slashdot. Ultima Online skill system vs Everquest leveling is something that would be interesting though.

    1. Re:Fix Summary! by Lunoria · · Score: 1

      IMO there isn't a big difference between Ultima Online skill system and Everquest Leveling. Or between EVE Online and WoW. They all take time to get to the part where you can finally enjoy the game. They use a different system, but in the end they are the same; a time sink.

    2. Re:Fix Summary! by Jartan · · Score: 1

      That's not really the discussion though. Frankly even the article messed up it's own title a bit. They really wanted to talk about class archetypes vs open ended skill systems.

  30. Rule of Megaman 2 by 192939495969798999 · · Score: 1

    Fixing it is easy, just compare it to winning Megaman 2 without cheating. That game is so hard, there is no way to win just on getting items alone. It will take you multiple tries, and there is not a video game expert in the world that could sit down cold and beat even the last "level" of that game without having to try at least twice.

    Button-mashing won't do it, knowing the timing of things won't do it, you still can easily slip and miss a jump, select the wrong weapon, or any number of other things, and then bam, dead.

    However, if you actually beat the thing, you really feel like you did something that not everyone can do just by dumb luck or gold farming or whatever gameplay your choice of modern games has.

    --
    stuff |
    1. Re:Rule of Megaman 2 by Khashishi · · Score: 1

      I'm pretty sure there are experts who can play through Megaman 2 with no lost lives. Maybe even no damage. Now, Battletoads, on the other hand..

    2. Re:Rule of Megaman 2 by Chad+Birch · · Score: 1

      I'm not sure, but I think he was trying to say that someone that had never seen the game before wouldn't be able to beat it on their first try. That's definitely true, too many things that you have to know are coming.

      However if he actually was trying to say that it's impossible for anyone to beat the game without dying, he's certainly wrong there.

      --
      Sturgeon was an optimist.
    3. Re:Rule of Megaman 2 by Anonymous Coward · · Score: 0

      ??? Megaman 2 is the easiest Megaman game. If you're having problems with that one, I recommend you stay away from NES games in general.

  31. WoW...no. by Anonymous Coward · · Score: 0

    Are you serious?

    WoW is considered the MMO for the masses. It is boiled down to cater to the casual or unskilled gamer. My 5 year old was able to level a hunter into the later game with only occasional input from me. It largely has very little to do with character skill, let alone player skill. Admittedly, some of the instances and raids require both....but for the most part the game caters to simple enjoyment. It's like CSI on television....formulaic and boring on the outside, but somehow enjoyable while you're doing it.

    To address the remainder of your post.... They will not defunct the game as long as it is profitable. Considering tha SOE still has EverQuest up and running, I think we can all rest assured that you will see WoW servers up and running for another 5-10 years easily. And unless you're new here or to gaming in general, you cannot be serious about thinking that Blizzard will allow for your own gaming server. After their bloodthirsty legal pursuit of Bnetd and the recently reported lack of LAN play for Starcraft?

    Blizzard has become the cliche evil moneygrubbing corporation....having evolved from a hip, community loving game shop. It reminds me of Games Workshop on the tabletop..... Kind of ironic that Blizzard stole all of GW's IP to create the original Warcraft....now they've stolen their outlook on milking their now enamored gaming community.

    1. Re:WoW...no. by Abrisene · · Score: 1
      The problem with WoW is that classically, once a character reaches the maximum level, the content is really only catered to a small percentage of really hardcore players in ultra large guilds. The average guild size is around 11-17 players depending on server type, so WoW really isn't as casual as it claims to be. In fact empirical research done in WoW surmised that it was probably the smooth gameplay at early levels that was responsible for WoW's popularity, not so much any catering done to casual players.

      I wrote an article about this a few days ago, but the problem is that all of the studies are from 2006, and a lot has probably changed since then. I used to play WoW myself, but this was years ago before any of the expansions were released, and I really don't have any clue what endgame is like anymore. One of my co-workers told me that massive raids have been replaced with smaller ones, and that the massive ones are fairly rare now, which kind of screws with the premise of my article. If anyone who currently plays WoW could be so kind as to give me a brief overview of what endgame is like today, I'd be really appreciative.

      In relation to TFA, when I was writing my article I came upon a study which developed a typology of guilds. They determined four different types; social guilds, player-versus-player guilds, raiding guilds and roleplaying guilds. Really I interpreted this to mean that people in primarily social and roleplaying guilds tended to have a more casual outlook towards the actual core game mechanic than people in PvP and raiding guilds. Now, this isn't always the case, but really people in the raiding and PvP guilds are required to be more knowledgeable about how the game works than their more social counterparts.

      Overall it depends how you define skill. If skill is how well a player takes advantage of the system of rules given to them, then these people can be very skilled as they do everything they can to maximize their ability. On the other hand, if skill is associated with how creatively a player makes use of their in game abilities, potential for skill is significantly lower. Personally I tend to think it tends towards low skill, given that anyone with eyes and a brain can read posts on the WoW forums about how to make an ultimate character build. The people organizing the huge high end raids are the people with real skill; that takes a lot of coordination.

    2. Re:WoW...no. by pwfffff · · Score: 1

      End-game has gotten significantly better since the old 40-man days (not 60, as stated in your article... might want to fix that). I started raiding in BC (Burning Crusade, the first expansion) so I can't speak from experience about the differences, but I've done all the raids since then, so I should be able to give you a good picture of how it is currently. If I get one of the facts wrong I'm sure someone will be along to correct me shortly.

      In BC they changed the instance cap from 40 players in the largest raids to 25 players in the largest raids. This was, all in all, a good thing, as getting 40 people together for even an hour at a time via internet is horrendously difficult and should automatically reward you loot whether or not you do anything. However, the new instances were harder in the sense that they tended to require all 25 people to know what they're doing. This varies with gear, of course, but the impact of having to take an 11-year-old rogue (no offense, young'uns) who is likely to be swimming in the lava for fun while you're trying to kill a giant fire elemental is much smaller on the raid when you have 39 other people to carry him versus 24 in the new system.

      While this helped, it still wasn't enough (apparently). As stated in your article (I'll trust these numbers, they're probably still the same - human groups in general seem to gravitate towards this number), the average guild size was between 11 and 18 players. This is pretty far from the 25 reliable people you need to raid, so with WotLK (Wrath of the Lich King, second expansion) Blizzard changed the instance cap to 10 players, and allowed 25 man raids if you changed the instance difficulty to 'heroic' (this setting had previously only been used in their 5 man dungeons, but it would only change the difficulty and not the player cap). 25 man raids still give the best loot and are generally more difficult, though there are exceptions at the extreme end where the encounters are tuned very tightly (for the same reason mentioned above regarding 40 man vs 25 man). This has made it easier for smaller guilds to experience the content that the developers worked hard on, and has, I believe, fixed the problems you bring up in your article.

      There was another problem that arose in the midst of this, however: while more people were able to actually form a group and attempt the content, very few were able to clear all the way through it and see the 'final boss'. I don't care how hard you try rationalize away the fact that you suck at video games by saying that raiding takes no skill (not directed at parent), the experts at Blizzard know that it takes skill, and to them it's a problem. Having 25 warm bodies in front of their keyboards will not help you if the encounter is tuned so that one mistake can wipe the raid. Bad guilds would get through most of the content as long as that one idiot with poor pattern recognition skills didn't get the horrible debuff that could kill everyone, but when they got to the really 'hard' stuff that required everyone to do their part they would fail again and again, and eventually fall apart.

      Blizzard has attempted to fix this in the latest expansion with the advent of 'hard modes'. Most of the encounters in the newest dungeon are fairly difficult, but most guilds have been able to beat them and see the new dungeon in it's entirety. However, most of the bosses also have an alternate, optional 'hard mode' in which you defeat the same boss, but you have to face new or stronger abilities. In return, you get better gear and, above all, bragging rights. This has generally satisfied both the hardcore raiders and the casual raiders, as the content is easy enough to experience it all, yet (in some areas) hard enough that there is still one hard mode that has yet to be beaten (some even say it's mathematically impossible - that's the kind of hard mode I like).

      So, as of now, there are essentially 6 (yes, 6, I forgot to mention one) of your 'phases' to WoW. Leveling is the first and longest (and should be remove

    3. Re:WoW...no. by pwfffff · · Score: 1

      OK so I can't count to 7. Sue me.

    4. Re:WoW...no. by ITJC68 · · Score: 1

      The real problem now is that the instances you usually have to wait now. With most of the 'veteran' players running end game content there is no resources left for lower level players including some that want to experience all the dungeons to do it except on off hours. I have played for almost an entire year and with LK this is my only gripe. There should be a reserve for lower level players to get in some of the now unplayed areas so they can experience the game and level faster. Not going to happen anytime soon however. Blizzard is too busy trying to cater to people who complain about a specific class having abilities that make them OP so they nerf them and another class now becomes OP. I have played many games (this is the second MMO) and my only comment is there are some WOW players that QQ too damn much. Death Knights were awesome when they came out. The first hero class. Now they are nothing more then glorified huntards with some abilities. My 2 cents.

    5. Re:WoW...no. by pwfffff · · Score: 1

      Yeah, they were awesome when they came out -- if you were a death knight. They were overpowered and you know it.

    6. Re:WoW...no. by Abrisene · · Score: 1
      Thanks for you comments guys they really help a lot. I have a bit of revision to do now, but I'm glad to see that Blizzard addressed some of those issues.

      I remember when I used to play WoW that Blizzard catered a lot to the classes that were most vocal, so I'm not really surprised to hear that it hasn't changed any.

      I should also mention for credit's sake that I didn't come up with the phases. They were proposed by Williams, Ducheneaut, Xiong, Zhang, Yee & Nickel in their 2006 paper titled, "Building an MMO with mass appeal: A look at gameplay in World of Warcraft."

      Unfortunately I had a hard time finding any contemporary articles about MMOs, so I ended up with some data with was a bit dated. Either way, I suppose looking at what went well, and what didn't go so well is still useful. Thanks again everyone.

  32. Neither by erroneus · · Score: 1

    If I were doing a system of ranking and the like, I would create some sort of standardized testing that would include areas of knowledge and different types of skills. It would be only through testing that players could advance themselves to different tiers.

    This would nearly eliminate the need to "build and grow" characters and bring it back to the player himself. This would be rather like the martial arts ranking system of belt color ranking in a way. So you could still have achievements and stuff, but people could classify themselves through testing and train themselves more to achieve those higher ranks. This way a user who wants to create a new character in WoW, for example, could immediately bring him up to "black belt" (or whatever equivalent) by running through some tests that he had passed before using an older character. The age and experience of a character might still be factored in there somehow as well, but it would really go a long way to eliminate some of the tedious aspects of the games that lead to gold farming and the like.

  33. I still favor Asheron's Call. by Shivetya · · Score: 4, Insightful

    You had levels which gave you experience points which you used to buy up skills with. The levels gave you points in which to buy skills. At first the points to buy skills come quickly but quickly tapered off to 1 skill point per 5 levels, the highest priced skill was 16. Since not all skills shared the same attributes you could not be totally reckless with your points. Also, buying up the skill also slowed as each point cost more and more experience.

    What did it lead to that was negative. Well since both stats and skills cost experience to raise people would have absurd starting stats. You initially were given 270 points to spend across six stats (or was it seven?) which meant that 10/100/10/10/100/100 combos appeared. (think strength endurance quickness coordination intel and self:wisdom) . It was easy to over come the low stats with just a few levels worth of experience to bring them up to comfort levels. The reasoning behind this was that there was a cap to what you could spend experience wise in any stat - once it was hit no more could be bought so you started it as high as possible. Stats contributed to the base rating of each skill you bought - which again had a cap on how much they could go up.

    Overall it was a great classless system. It however was placed in a world of great lore but the mobs were different enough to keep people from readily connecting to it. Tradeskills worked just like any other skill so it was not uncommon to have trade only characters who got experience by pass up through allegiances. Initially allegiances acted like the worst MLM, the guy at the top got a portion of everyone below, at different ranks in the chain you got percentages of everyone below you. They tweaked it later to prevent the huge trees people built out of allegiances to exploit experience pass up.

    By giving people distinct classes and levels it does provide an ease of entry for new players. They know their role and how to progress. It does make for a simpler game - which hopefully has complexities elsewhere to make up for it . Think WOW. While many begrudge the ease of play they ignore the complexity of raiding.

    --
    * Winners compare their achievements to their goals, losers compare theirs to that of others.
    1. Re:I still favor Asheron's Call. by LaminatorX · · Score: 1

      PnP Rolemaster used a similar mechanic, but solved the min/max problem by having initial stats above a certain threshold start to cost more, and having the potential maximum to which a stat could rise be a determined based of the initial score. High initial stats would have less growth potential in addition to their higher initial cost, while very low initial stats would have greater potential for growth, but might never be able to get much above average. You could heavily imbalance yourself if you wanted to, but the incentives were towards being balanced over all with a couple of mild strengths and weaknesses suited to the character profession.

      Rolemaster also bridged the class/level/skill divide in a similar fashion. Anyone could purchase any skill, but those that were in keeping with your profession (fighting for a warrior) were less expensive, while those out of step (magic for a warrior) were more expensive.

      Evey time you leveled-up, you would check for stat increases based on the spread between your current and potential scores, and get a budget of skill points to spend. Raising skills to high levels didn't get more expensive, but the benefit to your die rolls declined instead.

    2. Re:I still favor Asheron's Call. by Rhys · · Score: 1

      Most of AC's problem with skills can be traced back to the way the developers originally priced them. Pricing was determined by ... popularity of the skill in beta! (or at least so I was told by one of the beta testers) That means you get awkward things like trying to balance the 4-pt dagger skill vs 16-pt sword vs 28-pt war magic.

      For a long time magic was the be-all-end-all. Mages didn't need to worry about melee defense or burden issues. They just buffed themselves to the stratosphere and walked around like gods. Everyone else whined and then the mage nerfs and loot inflation started. Now it seems melee defense is the be-all-end-all as the quantity of mobs who ignore magical protections has been rising rapidly to try to keep the challenge in the game.

      Still, I've never seem more diverse "classes" in a game than AC. And for added benefit, nobody has to sit back and be the (boring!) healer. Everyone has the capability to heal in combat. There's no such thing as the tank because aggro doesn't work like that. There are positional tactics: players and monsters block travel, though players can co-occupy space. There is a lot more problem solving in the quests in the game too than WoW or similar.

      --
      Slashdot Patriotism: We Support our Dupes!
  34. Asheron's Call? by Anonymous Coward · · Score: 0

    It's quite possible that I don't understand the problem put forth. Some people seem to be speaking of skills as in player skills, while other are speaking of skills as in character skills.

    Either way, I think it's important to realize that some games play better using one form or another. Likewise, most games can benefit from a leveling up type feature. For two examples, consider:

    1. Legend of Zelda: Adventures of Link. This game could be completed (theoretically) without leveling up, but a leveling system is included in the game to help the player overcome difficult challenges, speed up gameplay, and provide the user with a sense of satisfaction as Link becomes stronger.
    2. Asheron's Call (1): This game uses both a character level and a character skill. Much like an above poster suggested, player skills are increased when the player uses that skill (for some skills). At the same time, when the player kills an enemy, that player gains experience to increase his level, which provides basic status boosts (more health, more strength, etc), but that experience can also be used to increase a character's skills or attributes. This allows players to customize their skills and create a niche for playing. Certainly this still follows the level-up notion to an extent, but the levels transition from your character level to your skill levels, so it feels more rewarding that way.

    I think it's pretty clear that both systems have a market, and a dual system can work as well, so long as the player skill can be executed within a latent environment.

  35. The lack of skill is why I stopped playing DAOC by Anonymous Coward · · Score: 0

    Dark Age of Camelot is too this day the most PVP intense MMO. I had a level 50 Scout in DAOC, one of the hardest classes to level up because NOBODY wanted you in a group with them ever.

    Anyway, it came down to click on enemy, load a crit shot, fire, repeat, stealth, run away.

    Skill amounted to almost nothing. The only "skill" I saw was knowing how to exploit the engine, such as having certain items you can use even when stunned/mezzed even tho you are not supposed to be able to do ANYTHING when Stunned/mezzed.

    Battles also came down to this:
    A group of 20 runs into a group of 14, guess who wins 95% of the time unless the group of 14 don't press their hotkeys fast enough.

    Now compare that to a 5 vs 5 counter-strike matches where you actually have to know how to aim and such.

    MMO PVP is not a skill based game.

  36. Doesn't matter by pnumoman · · Score: 1

    What it really comes down to is an awareness that these games are all about playing with other people. Human interaction is rich and nuanced; yes, there must be a minimum level of game mechanics to play effectively. However, there have been numerous times when I, as a lower character level/skill level player, will go out and beat higher level players in resource collection/pvp/what have you, simply because I try to figure out how they will approach this challenge, and act accordingly. To make a WoW analogy, just like the game of WoW really begins at max level, a player's skill in a multiplayer game merely starts with an understanding of game mechanics.

    As such, future mmo's looking at skill or level based character development should really look at the context in which this system operates. What system will be more fun for the player?

  37. I've never had to use skill to level a character. by N1tr0u5 · · Score: 1

    It seems to me that there are very few games that award advancement based on skill, as the summary seems to indicate. To do so would imply that there is a test of some sort before the character advances (after having proved said skill is possessed). I actually can't come up with any. The skill needed to play a game comes from knowing what you can do, and how to use those abilities to most effectively achieve an end. It's not used to literally advance a character as much as it is used to simply play the game and gain experience (not the level up kind, the life's lessons kind). To remain on pseudo topic, a skill based advancement, such as in UO, would be great if it could be combing with the vision of the WoW dev team in that 'every character should feel powerful'. Imagine taking each of the talent trees in WoW and turning them into a set of skills. Now take another, more basic, set of skills that would determine the type of armor you could wear, the schools of spells you could cast (if any), the weapons you could use, and combine it with the talent 'skills' to give you a mesh of player class creation that provides a wide berth of possiblity and customization. Of course, you'd have min-maxer combos, but properly balanced you'd only have a few real powerhouses (and that would be expected). Still, the devs would be able to nerf or buff abilities to taste. The players would be able to drop the abilities they didn't like or didn't want, and take the abilities that were needed for the actions they wanted to perform (pvp, pve, whatever). I picture a balance concept in this case similar to the way the colors are set up in magic: the gathering. You'd probably get 3-7 top performing 'builds' with counter-talent/skills for the other top builds, and still have others sacrificing 'top 5 power' for their preference. Who knows, maybe player SKILL (as in the ability to play a game) would allow one who played a style that fit them to triumph over one who picked a build purely because it was one of the 'top 5'.

  38. Re:I've never had to use skill to level a characte by N1tr0u5 · · Score: 1

    Damn.. wall of text... It's kind of entertaining to read, honest. I'm just not good with /. posting. Sorry. :(

  39. EVE Online's approach by DrXym · · Score: 3, Interesting
    In EVE there are no levels in the conventional MMO sense. Instead you learn skills, of which there are hundreds in a skill tree. Want to mine? Then you need to learn the mining skill? Want to fly a frigate? Then you need piloting skills and then frigate skills for the class of ship you want to fly. Want to trade on the stock market? Learn trading, day trading etc. Some skills obviously have pre-requisites on others.

    Training all the skills to their maximum level is impossible so most people get a core and then begin to specialise. One nice thing about them is they train up in the background, even offline. Most skills are easy enough to get to level 3 or 4 but level 5 can take days. So if a skill took 10 days to learn you could plan it to coincide with a real life holiday, or just have it going while you do something else.

    So there is no levelling. There is no class system either although there are factions and you can put points into attributes that make a character for certain roles over others.

    1. Re:EVE Online's approach by Pharago · · Score: 3, Informative

      Not to mention that skills only enable you to use some kind of new equipment, it does very little as to how, where and when to use it. In fact, being a highly skilled pilot has more to do with real skill than anything the game provides, i.e.: the new Tech 3 class of ships, they are awesome, quite expensive in terms of money and skillbook requirements, but they don't make you invincible, a good skilled Tech 1 cruiser pilot could kill you if you are not careful, using equipment worth only less than 1% of the cost of your t3 cruiser.

    2. Re:EVE Online's approach by Own3d-You · · Score: 1

      EVE's approach is even more broken, because at least grinding rewards the player for playing the game. In EVE, you are rewarded for queuing skills and logging out. Not to mention that a highly skilled player in a small ship can beat a less skilled player in a large ship. Or the fact that it takes months and months to actually get anywhere in the game, let alone start being fun.

    3. Re:EVE Online's approach by Dan667 · · Score: 2, Interesting

      I think you have missed some of EVE Online. There are three things you need. Skills, which you have to pick and wait for. Money, which you more or less have to play the game in some fashion to get. And friends if you want to do anything but mine or missions. It is a very good balance and that with the real functioning economy make it a great game.

    4. Re:EVE Online's approach by JDAustin · · Score: 2, Informative

      But in Eve, rarely is any PVP done solo anymore. When your in a gang, a newb can still tackle and hold a target down for the more experienced players to kill. Unlike traditional level based MMOs where 5 day old newbs are about as effective as a ant against a 5 year old player, in eve the 5 day old newb can make a difference. One of the earlier Titan (largest ship in game) losses was due to a 2 month old newb being able to decloak him.

    5. Re:EVE Online's approach by hypergreatthing · · Score: 2, Informative

      And thus was created the most boring game to play. Having to wait real time in order to gain skills is not very fun, however it makes for a great business model.

      I mean the concept of skill is that a better skilled player will win. Applied to eve it means whomever created their character earlier has a greater chance to win unless completely outnumbered. So it's not a whole lot of skill involved. The specialization is great until you realize that a core set of skills are needed to fly ships, which in a space ship combat game should be everyone's main focus. The life of a eve scientist who flies from station to station in shuttles queuing up research projects is pretty lame. So is waiting a month to level up a skill to get 5% more damage.

    6. Re:EVE Online's approach by tetromino · · Score: 1

      a highly skilled player in a small ship can beat a less skilled player in a large ship

      Not at all surprising if you consider that making a good fit for a small ship may require far more skill points and money than an idiotic fit for a big ship. There is no point in flying around in a giant metal vat when you haven't reached the skill levels necessary to fit it with the proper guns and armor. Unless you want to be a killmail statistic, of course.

    7. Re:EVE Online's approach by merreborn · · Score: 1

      EVE's approach is even more broken, because at least grinding rewards the player for playing the game. In EVE, you are rewarded for queuing skills and logging out.

      EVE just moved the grind from experience to ISK (money). The grind is still there, which rewards players with lots of time.

      EVE's skill system at least does a little to help casual players keep up with everyone else, if only a little. It also gives you an incentive to log in periodically, and stay subscribed.

    8. Re:EVE Online's approach by rgviza · · Score: 2, Informative

      Eve is a tactical and situational game. If you suck at tactics (as in managing your RL squad mates) you die, no matter how good your ship is. If you have some leadership and tactical skills as a person, you'll win fights, even if it's only by using sheer numbers. Better in game skills mean you do more damage and take less. I can beat a noob in a battleship with an assault frigate, because I do a crapload of damage and he can't even run his shields right or hit me.

      Sounds about right to me... A decent analogy is that a US Naval cruiser captain could easily sink a aircraft carrier (1vs1) if the carrier captain didn't know how to run his ship and didn't have the knowledge to give his men orders. If the carrier doesn't get planes in the air, it's a big giant defenseless target. If the carrier captain knew what he was doing, he'd have the cruiser sunk before the cruiser could fire on him.

      Thats why you don't fly battleships unless you can _fly_ battleships. Just being able to pilot the hull around is easy, but it doesn't mean you'll win fights. You need the skills to use the thing.

      Meh it's a boring game anyway. Even when it's "fun" it's only fun for minutes at a time between hours of boredom.

      -Viz

      --
      Don't kid yourself. It's the size of the regexp AND how you use it that counts.
    9. Re:EVE Online's approach by x78 · · Score: 1

      It's not like in that month there is nothing you can do while it levels!
      And it's not like any one skill could really have determined the outcome of a battle, unless you were exactly equally matched in ship, ship equipment, etc.
      It's certainly not a boring game to play once you get into the social aspect of it all, something not nearly as important in any other game I've played, even other MMOs (WoW for example).
      If you go into it and float about doing level 1 missions by yourself not talking to anyone then yes, I can see how it would be the most boring game!

      --
      Don't panic
    10. Re:EVE Online's approach by Pharago · · Score: 1

      and there is the issue of money, and there are a lot of issues. eve is a sandbox filled with possibilities for everyone, where grinding doesn't make you 'better' but gives you money which in turn gives you power in the same sense it does in rl.
      The life of a eve scientist who flies from station to station in shuttles queuing up research projects is pretty lame.
      Thats your opinion, nothing else, there might be people that enjoys doing exactly that.
      So is waiting a month to level up a skill to get 5% more damage.
      The only skills that take a month to give a 5% more of damage are those that upon completion enable you to use Tech 2 weapons, which do more dmg and require more skills and so on.
      Then, there is the point of diminishing returns, you can train a skill that is going to give you a 20% more damage output in 5 days, it takes a month to give you an additional 5%, orbiting a target ship far from your weapons optimal range takes 100% of it, orbiting faster than your weapons tracking speed, takes 100% of dmg output.
      I mean the concept of skill is that a better skilled player will win.
      Yes, but that kind of 'skill' is not in the game to be bought, train or bargain with. Its earned with gaming experience and only if you are smart enough to earn it.
      The proof to this is that a n00b can go a buy an old character that has lots of skillbooks and sp, and he will be a n00b anyway and will fall in all traps and be killed by being a n00b or by using 'honor tank' (lulz).
      While a skilled player can make a new character from scratch, a toon that has no skills and can barely fly a t1 frigate, and make many great things.

    11. Re:EVE Online's approach by DrXym · · Score: 1
      EVE's approach is even more broken, because at least grinding rewards the player for playing the game. In EVE, you are rewarded for queuing skills and logging out. Not to mention that a highly skilled player in a small ship can beat a less skilled player in a large ship. Or the fact that it takes months and months to actually get anywhere in the game, let alone start being fun.

      Not true at all. Skills give modest bonuses to your ability to fight, trade etc. and are the foundation of play, but at the end of the day its up to the player to buy a ship that suits their style, and to have financial resources or connections to obtain parts, and to have the skill to know which weapons & kit to fit that makes them a good player.

      Besides, if a highly skilled player in a small ship can beat a less skilled player in a large ship, that's a good thing. Too many MMOs have been ruined by twinkers and gold farmers. If you suck as a fighter pilot, go get another profession or use better equipment for the next battle. Some people in EVE even spend their whole lives in the corporate side of things, or mining, or on espionage missions etc. If you suck in head to head battles, run away or don't get into them in the first place.

  40. Difficulty VS Market by DarthVain · · Score: 1

    I see this as a question of Difficulty vs Market. Blizzard had done a very good job positioning here.

    Skill you can define in any "game" by using knowlege correctly.

    Leveling is progression of Avatar to "harder" portions of a game or sometimes just "different"
    portions of a game.

    Basically in WOW you have two types of people (there are more I know, but in a very high level general sense only two).

    One are those players Leveling. The other are those players who are finished leveling and are now raiding.

    They are two significantly different portions of the game and really have little to do with each other, other than one must do one before the other (wow three "others" just like that!, that's gotta be bad English).

    Leveling is pretty easy and really doesn't take much skill. It is more about learning the controls and spending time. Raiding is about knowing what to do, teamwork and social networking, and does take some skill.

    Not everyone is all that serious about it. So you keep you high level players happy by having content that rewards skill, while at the same time have some non-skill related game play for those that just want to play a bit.

    If you think about it, the skilled players are going to storm through the leveling to get at the end game raiding part of the game, while those that are not really into that will likely take some time just to finish leveling. So you keep both segments of your market busy and playing, and paying until you come out with your next expansion. Then you raise the level bar by 10 and repeat.

    Its more about knowing your market and keeping players happy than skill vs leveling. Blizzard is interested in making money, and keeping people happy to come back for more so they can make more money. Its not really an academic discussion on game type, it really is moot.

    1. Re:Difficulty VS Market by Schadrach · · Score: 1

      You left PvP out of that picture, and the continuous arguments about changes to one effecting the others as well as the PvE (small group), PvE (raid), and PvP segmetns all claiming each other require no skill to succeed.

      Personally, I'd like to see them do a good job at balancing an encounter to be equally difficult for X people (with X being an arbitrary number, up to maximum raid size), and hand out Y rewards/person (with fractional rewards being a chance at an additional reward), with no distinctions to reward based on group size because the encounter scales to group size.

      For example, let's say we take Malygos (10/25 man raid with a single boss). He might hand out 0.2 items per person, giving one drop in a 5 man, 2 in a 10 man, and 5 in a 25 man (the 10/25 man numbers are about the number of actual drops he has, mind you). If you bring a full 40, he scales up to match it, and drops 8 items (but they are still the same drop list as in 10, 25, or even 5).

      Of course, all this rant comes from Blizzard being terribly inconsistent in difficulty vs raid size vs reward. For example, there's a dragon named Sartharion who you can increase the fight difficulty in order to get better rewards. Doing this is much more difficult in 10 man than 25, as it requires every individual to be more capable, and means you also cannot spare room to include an extra tank. The 10 man version drops substantially weaker loot than the 25 man (both also drop a special dragon you can ride, which the 10 man version is less attractive but yet a bigger thing to show off with because it's harder to get), by virtue of being a larger group of players. Other encounters it's the other way around (usually those where one person failing can ruin the fight, and a smaller group means fewer people that need to be competent), and still others are similar difficulty in both versions.

    2. Re:Difficulty VS Market by DarthVain · · Score: 1

      Yeah I didn't mention PvP as I don't really ever do that. From my experience most dabble, but few do that as their primary form of entertainment in WOW (Battlegrounds and Arena I mean). They are also the group that requires skill and sort of ignores leveling for the most part, as they will want to create "twink" toons at the high level of each level category and stay there.

      You are correct in the raids however. I have done the Sartharoin difficulty battle with one and two drakes, I don't think we ever got the 3rd one. While yes better gear drops, we were doing it for the achievement mostly I think.

      One thing that Blizzard hasn't done a good job at is balancing raid instances after an expansion has been dropped. Basically the older ones are harder to do with little reward, so everyone stops doing them altogether except for a novelty.

      I remember when BC came out everyone dropped Scholomance like a bad cold. Yet to get the epic pally mount you MUST do it, and you also need mats from there. Finding the mats on the AH go up in price by 1000 percent because no one runs it anymore, and having to beg people to run it with you just so you can get your mount was a bit of a jerk move by blizzard.

  41. Skill in MMOS by Azaril · · Score: 1

    There is a reason a system based upon actual skill by a player is not implemented in MMOs. The appeal of an MMO stems largely from the fact that the ability to succeed in the games comes from the time and hard work put in, not from the level of natural skill a player possesses. This puts it at odds to almost every other activity we partake in - from real life where the most naturally gifted (and fortunate) succeed, to an fps, where those with a naturally lower reaction time flourish. MMOs, on the other hand, level the playing field - beating the hardest bosses is just a matter of grinding and learning strategies. This approach appeals highly to a world in which perhaps 1% of people are naturally gifted, and the other 99% of the population can toil endlessly without any great success.

    1. Re:Skill in MMOS by edremy · · Score: 1
      I'm a bit confused here- yes, people have differing abilities and some folks are just better at some things than other people. But to become great at anything in RL requires practice, and usually tons of it, no matter how much innate skill you have.

      I'm trying to teach myself guitar right now. I have no innate musical talent (I know this from previous experience on the viola) but I'm gradually gaining skill through practice, much of it pretty boring. I'm going to do endless chord change exercises, play the same songs hundreds of times, run the same scales over and over and so on.

      I can look at someone like John Petrucci, a truly great guitarist and think "Wow- talent". True, but it's built on an enormous amount of work exactly like what I'm doing now. Myung and he had an agreement that they'd practice 6+ hours a day, every single day. I've read lots of comments from pro guitarists that add up to "Anyone can learn to shred. Start practicing scales and arpeggios and don't stop"

      This is true for everything else in the world- want to learn to speak French? Speak it for hours a day. Learn to code assembler? Start programming and keep going.

      Talent is overrated. Grind is everything.

      --
      "Seven Deadly Sins? I thought it was a to-do list!"
  42. I remember the old days .. by koutbo6 · · Score: 1

    I don't think anything out there requires skill besides quake
    I would have said kaboom from the Atari days, but I dont think many gamers would remember that
    ahhhh, those were the good ol' days
    now get off my lawn!

    --
    You speak London? I speak London very best.
    1. Re:I remember the old days .. by Damvan · · Score: 1

      Kaboom was a great game. I think success in Kaboom was all about concentration and getting into the 'Zone'.

  43. The end all solution!! by Rooked_One · · Score: 2, Informative

    Don't play MMO's. Seriously - I don't know what else to say... Being a FPS guy from when id first released wolfenstien, I never could understand the point of a chat room with graphics where you are rated on your popularity by how long you've played the game.

    If you like to see how a "system of play time vs skill" is done properly, look at Battlefield : Heroes.

    No - I don't particularly care for the game, but when it starts up it matches you up against people of similar level and skill so you aren't getting pummeled by a level 20, and you are a lowly level 3 or 4.

    1. Re:The end all solution!! by Anonymous Coward · · Score: 0

      Some of us can't play FPSes because we get horrible simulation sickness after a few minutes of play. But not in most MMOs.

      You insensitive clod!

    2. Re:The end all solution!! by Anonymous Coward · · Score: 0

      would be great if it worked like you describe, but alas it doesn't. I'm level 8-9 and I play with people that are level 30 -- How's that for a difference?

  44. The summary is describing skill by somenickname · · Score: 1

    'The standard argument is that it just boils down to "knowing how to move" or "knowing when to hit your buttons."'

    That sounds like the very definition of skill to me.

    The real metric is adaptation. I remember being a rogue in WoW back in the day and evasion tanking MC bosses. Not because that was part of the game plan but because the tank would die and the raid needed to adapt to the situation. When the tank got back up and was healed, I'd vanish and let him start tanking again. Raids are saved by peoples ability to adapt to the situation as it unfolds. It doesn't matter how fast you can click your buttons if you don't understand the situation you are in and how you should act during that situation. Although, I suppose you could actually qualify that as skill.

  45. Mod parent up by Prien715 · · Score: 2, Informative

    I really think Guild Wars is the only MMO where something like skill, as opposed to bunny hopping, loot gathering, and spending 3 weeks of your life getting a character up to 80, only to discover the class categorically sucks at PvP. I also think the class definitions are more complex than the traditional tank/healer/dps.

    I also really really love the multiclass aspect which yields a much larger amount of viable and interesting builds, combined with the free skill rebalancing, makes tweaking your character/skill setup part of the game. Unlike other MMOs where you essentially go to a website and download the build for your class based on the most recent patch.

    --
    -- Political fascism requires a Fuhrer.
    1. Re:Mod parent up by Draek · · Score: 1

      I really think Guild Wars is the only MMO where something like skill, as opposed to bunny hopping, loot gathering, and spending 3 weeks of your life getting a character up to 80, only to discover the class categorically sucks at PvP.

      Or spending 3 weeks of your life grinding for consumables. The reason I stopped playing Runescape was when I realized I lost two-thirds of PvP encounters merely because I used bread as my main healing item, and everyone else used the far more effective healing potions (why bread? 'cause the process for making it was cute as heck so we did it almost everyday with my girlfriend), and in fact it was a testament to my skill and reflexes that I didn't lose the remaining third.

      Which is one of the reasons I love Guild Wars so much. I lose in PvP when I suck, I win when I don't, and that's how it should be. Not because my guild is swimming in money and the other guy is a virtual bum.

      --
      No problem is insoluble in all conceivable circumstances.
  46. pointless by Jack+Sombra · · Score: 1

    " To ensure that we're being absolutely crystal clear, this article isn't focused on the discussion concerning the differences between the pure RPG levelling system versus "player skill-based" games."
    Yet that's exactly what the article mainly focuses on., even after taking out the most obvious comments by contributors that "cross the line"

    It's a pointless debate really, because unless all things are equal (same level, same class, same gear, same skill tree, same amount of skill points or whatever other flavour of advancement/customization the game might have) and there is minimal RNG, "player skill" can always be called into question.

    Simple fact is, once you know a game well, you know who is good and who is not, at least in your opinion, because if you ask around you will probably find 20 people in a few minutes who disagree with you

    Certain aspects of any MMO will require player skill, majority will not (otherwise they will locking out too many potential paying customers).

    Best to just accept it and move on as debating who/what/where requires/has skill or not, especially on such a grand scale, is totally pointless

    1. Re:pointless by nedlohs · · Score: 1

      I see one mention of player skill in the article (other than the intro saying that that isn't what it is about) and 7 pages of skill versus level discussion.

      None of the meat had anything to do with player skill, it was all about skill based systems being harder for the developers and more confusing for the players and yet lots of people like them.

  47. Anonymous Coward by Anonymous Coward · · Score: 1, Insightful

    Q: At what point does intimate knowledge of a game's mechanics make a player skilled?

    A: When you play EVE online.

  48. Of COURSE it's a Skill by Anonymous Coward · · Score: 0
    " The standard argument is that it just boils down to "knowing how to move" "

    The same argument can be made (more accurately even!) about chess. That doesn't mean chess isn't skill based, knowing how to move is a skill. The Heigan fight in World of Warcraft proves it. I think knowing the mechanics of ANY game, be it an mmo or a board game or poker, is absolutely key to being a skilled player. How can you be particularly skilled if you don't understand how the game works?

  49. wrong skills by Ephemeriis · · Score: 1

    Relatedly, I've seen a growing trend of players saying that such games don't really take much skill at all. The standard argument is that it just boils down to "knowing how to move" or "knowing when to hit your buttons." In the MMO community, people often make references to FPS or RTS games, saying they have a higher skill cap. However, the same complaints also come from within those communities, with comments like "you just need to know the map," or "it's all about a good build order." At what point does intimate knowledge of a game's mechanics make a player skilled?

    Wrong skills. They aren't talking about player skills vs. character level in game... They're talking about character's skills vs. character's level in game.

    Some games use a level system. You kill rats for a while, get XP, and eventually ding you're level 2. You get more HP, you do more damage, etc.

    Some games use a skill system. You swing your sword for a while, and your sword skill gets better, so you do more damage. You hide behind a shield for a while, and your shield skill gets better, so you take less damage.

    Personally, I prefer a purely skill-driven system as it puts fewer restrictions on the player. You want to swing a sword and wear plate armor? Go right ahead. You change your mind and decide you want to hurl fireballs instead? Sure thing. The problem is that this almost invariably leads to some kind of "perfect" build. Someone decides that the best way to do it is to put 10 in swords, 11 in shields, and 15 in fireballs...and all of a sudden that's what everyone is playing. So you wind up with absolutely no variety. The counter to this is to make cross-training painful. Make it take enough time/effort/money/whatever to develop your sword skills that you'll have to actually choose whether you want swords or fireballs.

    Player skills certainly enter into the equation... Though I don't know if I'd call them skills so much as knowledge. Someone who knows where the best place is to hunt will do better than someone who doesn't, regardless of how powerful their character is. Someone who knows what kind of damage to use against the monster will do better than someone who doesn't, regardless of how powerful their character is.

    --
    "Work is the curse of the drinking classes." -Oscar Wilde
    1. Re:wrong skills by ivan256 · · Score: 1

      Skill + Decay

      Use your sword a lot? Sword skill goes up. Switch to a gun? Over time you lose your swords skill...

      Unfortunately, systems where players can 'lose' tend to be less popular.

    2. Re:wrong skills by Ephemeriis · · Score: 1

      Skill + Decay

      Use your sword a lot? Sword skill goes up. Switch to a gun? Over time you lose your swords skill...

      Unfortunately, systems where players can 'lose' tend to be less popular.

      I remember EQ... The first time I de-leveled... "Welcome back to level ##" ...so frustrating.

      I'd be fine with skill decay though. Don't use it, it goes away. Makes sense, as long as the decay wasn't crazy-fast. Of course, you'd still wind up with some kind of "perfect" build... People would just have to remember to use both their swords and guns periodically, to keep them from decaying.

      --
      "Work is the curse of the drinking classes." -Oscar Wilde
    3. Re:wrong skills by julesh · · Score: 1

      Someone decides that the best way to do it is to put 10 in swords, 11 in shields, and 15 in fireballs...and all of a sudden that's what everyone is playing. So you wind up with absolutely no variety.

      One solution to this is, of course, to design the PvE encounters so that a variety of different skills are needed, and _different players have to have them_. Sure, you need a player who's good at fireballs, but he needs to be standing back and handling the horde of little monsters that will heal the boss monster if they get too close, while your guy who's good with his sword and shield gets up close and finishes off the boss. Or other scenarios like that where you need two or more players who are good with just one or two different skills, rather than one ultra-powerful player who can do everything. And each encounter will require a different combination of skills. Some skills will be useless in some encounters; sometimes a particular skill will basically be essential. Design the game to encourage specialisation and cooperation rather than individual players learning everything.

    4. Re:wrong skills by Ephemeriis · · Score: 1

      One solution to this is, of course, to design the PvE encounters so that a variety of different skills are needed, and _different players have to have them_. Sure, you need a player who's good at fireballs, but he needs to be standing back and handling the horde of little monsters that will heal the boss monster if they get too close, while your guy who's good with his sword and shield gets up close and finishes off the boss. Or other scenarios like that where you need two or more players who are good with just one or two different skills, rather than one ultra-powerful player who can do everything. And each encounter will require a different combination of skills. Some skills will be useless in some encounters; sometimes a particular skill will basically be essential. Design the game to encourage specialisation and cooperation rather than individual players learning everything.

      That doesn't exactly address what I was referring to... I'm not talking about a single player doing everything, but rather a perfect build for every player to use.

      If you look back to something like Diablo I or Dungeon Siege (both of which allowed just about any character to learn just about any skill) you'll see that perfect builds appeared. Folks figured out that if you trained X points in this and Y points in that and Z points in something else, you did the absolute best DPS for your time/money/effort.

      For your scenario:

      Sure, you need a player who's good at fireballs, but he needs to be standing back and handling the horde of little monsters that will heal the boss monster if they get too close, while your guy who's good with his sword and shield gets up close and finishes off the boss.

      You'd see both characters with 12 points in fireballs and 3 points in shields and 5 points in swords - or whatever. One of them would be dealing with the boss while one of them deal with the little guys. But they'd be playing essentially the same character because their skills would be identical.

      Do not underestimate MMOG players. They'll analyze every single boss fight, every single monster, every single skill. They'll come out with the mathematically perfect skillset for any collection of encounters.

      And each encounter will require a different combination of skills. Some skills will be useless in some encounters; sometimes a particular skill will basically be essential.

      This is very difficult to do. You cannot exclude anyone from any encounter. Nor can you make any encounter rely on a single skill or ability. If you do that, people get excluded. Joe can't go because you need someone who can use a shield. Suzy has to go because she's the only person who can heal. Which, ultimately, encourages people to learn as many useful skills as possible, so they don't get excluded - which again means everyone is playing the same character.

      --
      "Work is the curse of the drinking classes." -Oscar Wilde
  50. It's a role by SEWilco · · Score: 1

    Just play the role of someone who is skilled and of high level.

  51. It's all about the algorithm by Apreche · · Score: 1

    Think about Sudoku for a second. Let's say you never played it before. Someone gives you a board and the rules. The first step you have is to figure out how to solve it. Eventually you develop an algorithm that can solve any sudoku. Once you have developed this algorithm, sudoku is no longer an intellectual exercise. It is no longer a matter of solving a problem, but merely executing an algorithm. It becomes manual labor. Likewise, if someone gives you the algorithm, you can bypass the first part entirely.

    An MMO is very similar. In the beginning you don't know what to do. You have to learn the game and solve problems. Many of the rules of the game are hidden or secret. Thus, it can take awhile. However, eventually, you learn it. You know exactly what to press in order to do the maximum damage per unit time in any given situation with any given character. You don't even need to learn this, either. Someone can just tell you.

    At some point you switch from developing an algorithm to executing an algorithm. You switch from developing a solution to executing a known solution. You switch from skill to knowledge.

    This is why there is such an attraction tïo eurogames like Puerto Rico, Agricola, Caylus, Power Grid, Tigris and Euphrates, etc. These games tend to have little to no randomness, so they aren't games of chance. They are complex enough that it is very difficult to solve them, though perhaps not as complex as Go. They also have a significant theme and other elements that make them more "fun" than a game like Go or Chess.

    Even so, many eurogames are solvable. We have a shelf full of games, but we only actually play about half of them. For the other half, everyone already knows the algorithm for optimal play. When we play with each other, it becomes a perfect Nash equilibrium. When we play with anyone else who hasn't solved the game, they are completely crushed.

    The answer is to never play a game you have solved, and never play games that are easily solvable.

    --
    The GeekNights podcast is going strong. Listen!
  52. Jade Empire by Anonymous Coward · · Score: 0

    The Jade Empire system ruled and should be used more often, but please do it in a nonsucky way. Thanks

  53. Re:Dear irate Slashdot user by Anonymous Coward · · Score: 0

    There's a word at the beginning of the editor's first sentence that clarifies this, but apparently that wasn't enough.

    Relatedly, I've seen...

  54. Irregardless of genre, skill requirements vary... by Anonymous Coward · · Score: 0

    ...and anyone that doubts the level of skill required by [some] MMOs should seriously try holding an administrative position in a top 1% tier guild. Taking 50 random people from across the globe and getting them to move and work seamlessly as a team is quite a feat.

    But even on the ground level, some of the most skill-intensive games I have ever played were Korean MMO betas. Helbreath, for example, had PvP so demanding that I could regularly get a full-on adrenaline rush from it.

  55. Comparison with Pen and Paper by lymond01 · · Score: 1

    In D&D, your character's progression was level-based. Your character performed the actions, while you did the thinking, the plotting, the decision-making, the talking. But sometimes even your decisions depended on a dice-roll, depending on how you explained yourself:

    "I try to convince the blacksmith to sell me the sword." "That's a charisma roll," says the DM.
    "Hmm, this sword has a notch near the hilt...how about I take it off your hands for 2 silver?" "Thou art frugal!" and here's your sword.

    With MMORPGs, the concept is the same -- but you're even more limited to dice rolls. You can harangue the blacksmith all you like, he's still going to charge you 10 silver. Crack all the jokes you want, the NPC baker won't sleep with you and won't drop the price on her cherry pie.

    With a skill-based system, the results are the same though people will argue they aren't. Skill-based is essentially a custom template rather than a pre-defined one. But the results are the same, even if the method of arriving is varied. Both disallow the n00b halfling from backstabbing the sitting ancient warrior for 1000 points of damage. But that makes sense -- an ancient warrior is always aware, and wouldn't let someone sneak up behind him. Irritating for the halfling as this creates that gap between friends who don't keep up.

    I used to have all these great* ideas for MMORPGs but I realize they all require that players put in a lot of time. I choose not to anymore, so it's tough to get behind those ideas. Getting rid of hit points in place of genuine damage, relating the environment, levels matter less, etc etc.

  56. Skill = ? by dhermann · · Score: 1

    I think the overarching question ought to be what you define skill as.

    Premise 1: Skill is not time.

    Or is it? One of the largest complaints about a level-based system is that without a significant penalty for failure, eventually, everyone can pass the level. Therefore, anything that anyone can do does not require skill.

    The counterargument is that time builds muscle memory, which is a vital element for most games. Though I hate to draw the comparison, professional athletes use repetition to increase performance. Care to guess at the number of balls that Tiger Woods has hit in his life? Thousands? Hundreds of thousands? Now, Tiger Woods is an awe-inspiring athlete. He has natural talent and is (arguably) the most skilled golfer of all time. How much of that "skill" is based on repetition?

    Do you think the world's best Starcraft player is actually looking at what he's building? Do you think the top Counterstrike team is actually thinking about the menu structure when purchasing weapons at the start of a round? Similarly, take World of Warcraft PvP. It's not enough to understand that the Warlock counter to a Death Knight's Death Grip is Demonic Circle. You have to have the presence of mind to see the spell graphic and immediate react with the teleport. Regardless of your understanding of the mechanic, it's muscle memory that will play the primary role. So, in a way, time breeds skill.

    Premise 2: Skill is not money.

    Or is it? It's easy to empathize with the anger of people who expend a lot of energy (I'll refrain from calling that energy "time", see above) competing with others who take the shortcut of using cash to upgrade their avatar. Regardless of the morality of a game company allowing such actions or the potential effects on the game's economy, it cheapens the former's accomplishment when it is made to be easily accessed by those who have the resources to skip the work.

    The counterargument has two basic facets:

    1. A lot of people have called the level-system of World of Warcraft "a 79-level tutorial to prepare your character for the real game". Under that theory, what if you're already familiar with your character? Shouldn't you be able to skip the tutorial since you are already just as skilled as someone who went through the leveling process? Or, if that analysis doesn't suit your fancy ("No one would choose to go through levels if they didn't have to!"), how many of those 79 levels did you need to get as skilled as you are at your character? Did you need them all? Would 50 suffice? 25? 10? Do you think you'd be able to try a new class and pick it up in 10 levels? Before you answer, keep in mind that Blizzard starts Death Knights at level 55!

      Now, apply that logic to other games. If you've been playing FPS's for the last ten years, how much practice would you really need to become familiar with Team Fortress 2?
    2. Dude, you just called the game "work". It's right there. You don't want people to be rewarded for not doing the work. I don't know about you, brah, but I get enough work at work. I'm not in college / high school / the military / the Siberian Tundra anymore. I don't have unlimited amounts of time. And if I can plop down $20 to avoid 100+ hours (and, in some cases, this is a ludicrously low estimate; see also: Lineage II, Vanguard) of mundane, mindless tasks solely designed to make me want to play more, do you take Visa?

      Plus, you mind telling me how me doing so affects you in any way? Even if my gear doesn't mark me as a twink and we look the exact same, what were you hoping for? Recognition of your accomplishment from other players? Seriously, is that what you're playing for? Validation that all that time (see above) was well-spent? Are you really that desperate for popularity that you'd waste months of your life trying to garner it from people you don't even know?

    Personally, I'd like to see a variable level system. In theory, you would enter level 1 an

  57. WoW, EVE by onedobb · · Score: 1

    So what this sounds like is kinda like WoW level based versus EVE Online individual skill based leveling. I've played EVE Online and as I have played City of Heroes among other level based games, and I see the advantages and downfalls of both. It would be nice to see skill based leveling more often as I believe it allows more variety of game play options and more thought in your ability selections.

  58. Depends by Anonymous Coward · · Score: 0

    MMOs often don't really encourage the players to acquire skill, because in many parts of the game you just don't need it. The target audience are noobs.
    In high-end PvE areas or PvP however, you'll quickly notice the difference between a good healer and a bad one. Same goes for most other classes, although some classes are definately easier to master than others.

    When you compare MMOs to FPS/RTS games, you have to consider that in FPS and RTS all players have pretty much the same setup (balanced for 1vs1), while in MMOs the classes are mostly designed in a scissors-stone-paper way (balanced for mass battles). That means a certain class may have an advantage over the other in small scale battles, no matter how skilled the players are.
    This often leads to the conclusion that the game doesn't take any skill, because one class always wins, but actually the losing player just picks a bad matchup.

    The main skills in MMOs, except knowing the game of course, are timing and good positioning. These skills won't make you invincible when you're alone, but the more good players play together the bigger the difference will be.

    Skill based vs level based: I prefer level based games... in skill based games' PvE you rely more on other players and I don't like to rely on noobs (target audience, remember). Play Guild Wars with random groups and you'll kn- ... no, don't. It'll give you nightmares.

  59. How do you define "skill"? by GodfatherofSoul · · Score: 1

    There's the caginess of veterans who know the best sniping spots and combinations of casts that'll set up an opponent for the fatality. There's also the developed muscle-memory that helps you cycle through weapons in a close-in fight while dodging bullets. Caginess is far more important to the mechanics of WoW, while reflexes are more important in Battlefield. But, you can't treat either as mutually exclusive. I could be a complete noob sitting in the best sniping spot in the game, but not have the coordination to get the kill shot from range. Or, I could have the fastest mouse in the west yet always go for the knife kill when a cagey vet knows that the pistol is the right call.

    --
    I swear to God...I swear to God! That is NOT how you treat your human!
  60. BF2142 is a great example by Anonymous Coward · · Score: 0

    Of both game mechanics. The difference is that when you join, and everyone has advanced weaponry you are forced to develop the skills which will make you a better player, and gain the advanced weaponry that much faster as a result. You may have to spend the first few days helping out with a medkit or resupplying before you get to have a cloaked sniper, but those actions are still valuable and required. Depending on how your team is playing you may not end up using your higher end level based unlocks because thats what the situation calls for.

  61. Summary is kinda misleading, actually by Moraelin · · Score: 4, Informative

    Actually, I think the problem is that the summary makes a hash of it. The "advancement through skill" from the quoted part, is not the same meaning of "skill" that the following submitter rant uses.

    The "skill" in the "skill-based vs level-based MMO" debate, is not about the [b]player's[/b] skills, but about the [b]character's[/b] skills. _Major_ difference.

    A "skill-based MMO" (or MUD) does _not_ mean you have to learn to circle-strafe or be a cyber-athlete or anything. They can be just as mindless affairs as WoW. (And I'm actually not saying that as a bad thing: I actually like WoW.) They just mean it has no levels, but they have a bunch of skill numbers and you spend your xp directly on the skills and stats.

    Heck, you could even make a turn-based skill-based games if you wanted to, and in fact some have actually been made.

    A good example of a skill-based system is Vampire: Bloodlines. It doesn't have levels at all. You get some xp and you spend it directly on raising your strenght, or your dexterity, or your melee skill, or your lockpicking skill. Having more experience doesn't automatically make you tougher at some point. You could buy only social abilities for a long while for example, and be an elder vampire that can't fight worth Jack, but could probably convince the Pope and Arafat to get married to each other. Or instead you could be the toughest kung-fu master but unable to talk even your best friend into seeing things your way. Or learn a lot of spells right from the start. Or anything in between.

    A good example of a level-based game are most old D&D games. You inherently have a to-hit modifier or access to spells based on your level. Inherently being higher level makes you better.

    And Fallout 3 is actually a hybrid rather than just level-based. At its heart, what matters are your character skills, not your level. The level just gives you points to put in your skills.

    Or if you want an example based on WoW, imagine a game that plays exactly like WoW, but has no levels. Instead of your sword skill automatically raising its cap by 5 points each time you level up, you don't level up, but spend xp to buy more sword skill. Or instead of getting a new spell every 2 levels, you have no levels, but buy spells with xp. You don't get +1 this stat, and +2 that stat, etc, when you level up, you buy stat increases with xp.

    That would also mean that all restrictions on equipment have to be skill based instead of level based. In a skill-based game you don't have some sword that requires minimum level 39, you have a sword that requires, say, minimum 195 sword skill. If you want to use it, you dump your xp into sword skill. If you want to be a mage, you dump your xp into spell skills instead and don't get to use that sword too soon.

    That's really what a skill-based MMO would look like.

    But other than that, the game would still play exactly like WoW. You wouldn't need any more player skill to go do the Lakeshire quests in that setup, than you need in the real level-based WoW.

    --
    A polar bear is a cartesian bear after a coordinate transform.
    1. Re:Summary is kinda misleading, actually by hesiod · · Score: 1

      Thanks for that description. As a long-time MUD player (and only ROM/Circle), I never understood how skill-based games worked.

    2. Re:Summary is kinda misleading, actually by Dragonslicer · · Score: 1

      The first game I thought of is Secret of Mana, which is somewhat of a hybrid system. You gain levels by killing monsters, and those character levels increase your hit points, strength, etc. Your weapon and magic skills, though, gain levels through use; X kills with a sword or castings of a type of spell increases your weapon or magic skill level by 1, giving you more powerful attacks or making your spells more effective.

    3. Re:Summary is kinda misleading, actually by mr_mischief · · Score: 1

      These two systems (skills vs. levels) actually come from the pen-and-paper RPG games of the last thirty years. That they are big news in the computerized games is just evidence that you can never please everyone with a single choice. Now, when the computer game people discover dice pools and talent dice that some pen and paper games have, the issue will get even more muddied in computer-driven games.

    4. Re:Summary is kinda misleading, actually by Kral_Blbec · · Score: 1

      Sounds a lot like Dungeon Siege except that your skill levels rose as you used them, so what you used a lot you progressed in while others fell behind. Items were restricted based on skill and attribute level.

    5. Re:Summary is kinda misleading, actually by Moraelin · · Score: 1

      Many games indeed use the skills-raise-by-use system insted of buying with xp. Oblivion and its predecessor Morrowind also did that. So maybe I should have just explained it as: the focus is on the character's skills, not on the level. Thanks for the point either way.

      --
      A polar bear is a cartesian bear after a coordinate transform.
    6. Re:Summary is kinda misleading, actually by Roman+Coder · · Score: 1

      Agreed. When I think of "advancement through skill" I think of Ryzom or how SWG was when it first came out, and for "advancement through leveling" I think of WoW.

      --
      "The future can only affect the present if there is room to write its influence off as a mistake." - Yakir Aharonov
    7. Re:Summary is kinda misleading, actually by thrash242 · · Score: 1

      Oblivion and its predecessor Morrowind also did that

      Are you aware there were two games in that series before Morrowind?

      I believe what you meant was "The Elder Scrolls series".

    8. Re:Summary is kinda misleading, actually by Moraelin · · Score: 1

      Are you aware that Arena was xp and level based and was not using the same system? I.e., that it wouldn't illustrate the point I'`m talking about?

      --
      A polar bear is a cartesian bear after a coordinate transform.
    9. Re:Summary is kinda misleading, actually by mcvos · · Score: 1

      I think the main practical difference between level-based and skill-based (or maybe it's the difference between class-based and skill-based, but classes and levels usually go together) is that classes give everybody his own niche to specialise in, whereas skills give you the freedom to completely customise your character to whatever playstyle or perceived niche you prefer.

    10. Re:Summary is kinda misleading, actually by Whorhay · · Score: 1

      I really liked the way SWG was skill based before the NGE patch or whatever. It was unbalanced as hell and I'd hate to be the developers responsible for making more builds of simliar power. But the ability to train your character however you saw fit was very fun. And the fact that you could undo that training to learn something else, and maybe eventually go back to the original, was just awesome.

      I've been playing a good bit of Diablo 2 recently and I wonder if you couldn't make a Diablo 2 clone that could work in the same manner. Instead of levels your character gains specialized exp depending on what abilities they use. That exp can be used to further improve the skill level of that ability or abilities dependant upon it. Or spend twice as many exp points to develop an ability that isn't dependant upon the first. And say let them spend four times the amount of exp to develop abilities that are completely unrelated. And say ten times the amount of exp to develop stat points.

      Put a hard cap on how high you can raise any one skill and how many points can be spent over all. And allow for unlearning of skills to free up points to develop other abilities. But keep the cost for raising an ability that you unlearned so that you can't just switch on a whim like talent points in WoW.

    11. Re:Summary is kinda misleading, actually by Moraelin · · Score: 1

      Well, some vague traces of a class can still exist in skill-based systems too. E.g., in Vampire The Masqurade you're stuck with the Disciplines and other advantages and disadvantages of one clan. (Well, unless you commit diablerie, but let's not go there;)) E.g., in Morrowind and Oblivion you get to select a set of skills which are easier to raise than the others, although you still can raise the others too.

      But, yes, you're right about the main point: skill based systems do allow a lot more customization.

      --
      A polar bear is a cartesian bear after a coordinate transform.
    12. Re:Summary is kinda misleading, actually by thrash242 · · Score: 1

      All the Elder Scrolls have levels. You just gain levels by improving skills.

      It's been years since I've played Arena, so my memory on it is vague, but Daggerfall definitely had the hybrid skill/level-based system that the Elder Scrolls series is known for.

  62. Skills. by zippthorne · · Score: 1

    It should be about skills, both user skills and numerical skills. But numerical skills should be conservative: The base skills (before magical items are taken into account) should sum to the same number. Improving in one area comes at a cost of atrophy in another area, so that no matter how powerful your character becomes, there's always some kind of weakness that you need to overcome through cleverness or friends. Even magical items should always come with some kind of negative effect, even if it doesn't affect your stats.

    Also, the RNG shouldn't be involved in the damage equation. The NPC move-decider, sure, but the damage equation should be deterministic based on the actions you and the thing you're fighting with decide upon.

    --
    Can you be Even More Awesome?!
  63. Meh, depends on what you call "skill". by DdJ · · Score: 1

    If by "skill" they mean twitch-based skill, then any game that's too skill-based is going to drive me away.

    Yeah, I can play those games, and I can do decently at some of them even on high difficulty settings sometimes (XB360 achievements sometimes prompt me to do this), but the effort-to-fun ratio just isn't there for me, and such games don't keep my interest for long.

    But if "skill" means min-maxing, unraveling hidden game mechanics, optimizing progression paths, et cetera, then that's incredibly fun for me.

    Basically, think of skill in three areas: strategic, tactical, and execution. I'm a big fan of things that require skill in strategy ("cut off the supply lines before attacking the base", "if a faction controls a resource you need, either build a good relationship with them or destroy them utterly"), and also of things that require skill in tactics ("fight ice-based foes with fire", "attack from stealth where possible", "don't get within arm's reach of the ogre"). But I do not want to be bothered with games that require too much skill in excecution (ie. reflexes, physical coordination, reaction time).

    1. Re:Meh, depends on what you call "skill". by DdJ · · Score: 1

      My bad, I started reacting to the editor's summary before I finished reading the article.

      The article is about an old, old argument that I remember from my tabletop gaming days. Basically, which is better, a system like 1st edition D&D before the "Wilderness Survival Guide" and "Dungeoneer's Survival Guide" came out (those are the books that added non-weapon proficiencies to the game), or a system like GURPS or the original "Call of Cthulhu" or StoryTeller (ie. White Wolf)?

      In the one case your "power" is to a large extent based off a single scalar value that grows as you progress (ie. when comparing a 5th level magic-user to a 12th-level magic-user in original D&D, everything is improved -- hit points, saving throws, combat rolls, spell damage, everything), while at the other extreme, you've got a bunch of completely distinct abilities that progress separately.

      The level-based system can result in absurdities. Why is a 12th level mage more likely to survive a fall down a flight of stairs than a 3rd level acrobat? Why is that 17th level warrior extremely resistant to a disease he's never been exposed to, while a 0th level peasant indigenous to the area has almost no resistance?

      However, the skill-based system can have emergent complexities that the designers can't forsee. One example: what happens when the designers intend for characters to pick a mix of abilities that make them more potent and that make them more durable, but some players ignore durability at the expense of pure potency? You have these glass canons that obliterate everything they come across before it has a chance to interact with them, and thus their low durability becomes irrelevant, potentially resulting in a degenerate, unbalanced situation that just isn't a fun game.

      When the skill-based systems do work, there's no question in my mind that they provide a richer and more fun experience. But there's also no question in my mind that a level-based system is far easier to balance around, and also far easier to communicate about -- you don't have to measure "e-peen", the system will display its value for you right there!

  64. Editing for the win! by nedlohs · · Score: 1

    Take an article that goes out of its way to state up front that it isn't about player skill since that would be an easy mistake to make.

    And have the slashdot discussion torpedoed (for those of us who find the actual article topic interesting) anyway by an idiot editor who decides to write about that completely unrelated aspect of video games.

    But I guess "relatedly" makes it all fine, even though it's not even vaguely related other than happening to use the same word in the description.

  65. Skill better, but harder by Anonymous Coward · · Score: 0

    Having both played Guild Wars and World of Warcraft, I would have to say skill based is the funnest, but unfortunately requires the most content to keep the player occupied. Without the gratification of a skill level to display to others, you are left with the need to conquer more and harder areas and wear more unique and rare gear. If you're a business, having a level based game is the smartest most economical solution.

  66. Memorization!=skill by Prien715 · · Score: 1

    I'd disagree. Take Chess or Go.

    Mechanics are simple, but it takes a lifetime to master.

    Take WoW. The mechanics are complex, require a tome, a wiki, and a calculator to figure out.

    Trying to figure out "where can my king move to get out of check" is infinitely easier, and requires fewer mechanics than "How much damage does my mage's spell do?" ("Which spell?" "Frostbolt level 8", "What stats do you have?", "[stats]", "Can you give me your build?", "Man, you'd get +1.429% DPS if you used this staff I read about that came out yesterday!")

    The only thing up for debate then, is whether rote memorization is a skill, which I'd say it's not.

    Versus, ya know, actually figuring out complex strategies, using psychology to outwit your enemy, and hell, even twitch gaming.

    --
    -- Political fascism requires a Fuhrer.
    1. Re:Memorization!=skill by autoevolution · · Score: 1

      Props for even knowing what Go is, IMO its pretty much the best strategy game next to starcraft.

  67. EVE isn't the standard example... by scotsalmon · · Score: 1

    As noted in the article, EVE isn't a classic example of skill-based levelling because in EVE skills level in real time only and independent of what you do in the game. There's no skill "grind", for better or worse. The more classic example would be UO.

    You have WoW (and most other MMOs) where you gain XP from almost everything you do, and with enough XP you advance a level and your character gets better in many ways. Or you have UO where if you hit something with a sword you get better at swords, if you block with your shield you get better at shields, etc. Or EVE where you get better at whatever skill you specify, regardless of what you're doing in game (or even, in EVE's case, if you're not playing at all).

    --
    101010, 222, 52, ...
  68. Stone vs Clay by Balau · · Score: 1

    The choice here is not really "level vs skill" but "stone games vs clay games":
    Stone Games: Your character's abilities are set in stone when you choose a class, and you level up to grow those abilities and you can equip the items of your class.
    Clay Games: You choose your character's abilities and grow them with time independently, sculpting your creation like clay, and choose the items that fits your own style and planning.

    I'll never go with a Stone game when there's a Clay game available.

    --
    Working to work less.
  69. Blame the FPS demographic by petrus4 · · Score: 1

    The "skill" issue has only ever really been brought up by FPS gamers who have a need to feel superior to everyone else.

    Truthfully, I've always tended to believe that WoW's pre-Arena PvP actually involved a lot more skill than the FPS games I'd played prior to that. The simple reason is actually because in WoW's PvP, you were able to stay alive for a certain period of time.

    In a conventional FPS, it's one hit = dead. You don't have time to be skilled or unskilled; most of the time, death has absolutely nothing to do with you at all. You'd still die whether you were a decent player or not.

    The FPS demographic won't agree, of course; and they have now destroyed WoW's PvP as well. The Arena was brought into the game specifically to cater to them, and it destroyed the game not long after.

    So it's a moot point either way. The CounterStrike crowd get listened to and get what they want because they scream the loudest, not because they're actually right. Blizzard (sorry, I mean Activision) listened to them with regards to the Arena, because they thought that's where the money was.

    Also, for any Arena players who feel like responding to this and telling me about what awesome fun the Arena is, and how I'm wrong about that, etc etc, don't bother. The entire thing is exploit based and always has been; it's based on composition and healer skill if anything, not offensive player skill. It's CounterStrike with bubbles and HoTs if the Priest or Druid you've got with you is able to get them off in time.

    If you don't have a healer in your comp, you're screwed, and it won't matter how good you are.

  70. some advantages of class-based system by Khashishi · · Score: 4, Interesting

    The class-based system lets the developer balance whole sets of skills at once, which means that the advantages of one skill could be offset by the disadvantages of a lack of skill or even a penalty in a class. This means that not every skill has to be balanced relative to each other; only the classes themselves need to be balanced.

    Disadvantages include stuff like, inability to wield bladed weapons, or inability to wear armor, etc.

    Disadvantages are difficult to incorporate into a purely skill-based system because nobody is going to pick a disadvantage unless forced, and so the developer has to arbitrarily staple them onto a skill. Like, wielding weapons means you suck at casting spells, or wearing armor means you can't sneak around. Congratulations, you've just implemented classes in a skill-based system.

    It seems like most games these days are using primarily a class-based system with some "accessory" skills, which is essentially a class-based system with some extra flavor. It's because people haven't really figured out how to balance a purely skill-based system.

    1. Re:some advantages of class-based system by josath · · Score: 1

      Disadvantages are difficult to incorporate into a purely skill-based system because nobody is going to pick a disadvantage unless forced,

      That's an interesting idea...force the players to pick disadvantages. Say start them off with zero (or even negative) skill points, and picking disadvantages increases your available skill points.

      Or maybe another way is to simple require them to allocate X disadvantage points for every Y advantage points given.

      I can see it adding a whole other level of strategy to things.

      --
      sig? uhh, umm, ok
    2. Re:some advantages of class-based system by argStyopa · · Score: 1

      I'm not sure that's it.

      I recall having an indepth discussion on this at an E3 with Jack Emmert before City of Heroes came out.
      CoH was originally planned as (and I think through early beta was) a skill based game without levels. Or there may have been levels, but they gave you skill points to buy powers without a guiding archetype.

      In beta, they were extremely disappointed as the beta players quickly resolved a "best set" of talents for each archetype (tank, dps) and everyone migrated to those with only trivial differences between characters. No matter how they tweaked the skills to be balanced, there was always SOME advantage to one over another, and the beta players would very quickly resolve which was most useful in most instances, and everyone would switch to that.

      So after much agony over the decision, the dev team relegated themselves to the current level mechanic.

      It really wasn't so much about balance (there was no PVP at that time, as I recall) but about the dirty-little-secret of "CRPG" MMO's - they're frightfully one dimensional. Everything relies on COMBAT and surviving it. You can't negotiate your way to a resolution, you can't sneak into places and accomplish anything (except skipping some trash mobs, perhaps). NOTHING significant is accomplishable without bashing heads, and thus the skills that are most useful to this end become the flavor of the month.

      You even see this in level based games with talent points allowing variety within the classes. For WoW, look at talentchic.com - despite 10 classes, 3 talent trees per class, and 51 points of talents in each tree so 153 choices to spend a character's 71 talent points, there are at BEST 3, perhaps 4 "best distribution" of talent points for each class. Some, like Warrior or Hunter, have ONE...yes ONE theorycrafted "best" allocation of talent points.

      So no, I don't particularly think its about balance, although that may be part of it. The root problem is that there is ONE solution to every challenge in an MMO, so is it any surprise that of the varied choices players (supposedly) get, that they resolve a single way to 'win'?

      --
      -Styopa
    3. Re:some advantages of class-based system by Krieghund · · Score: 1

      But with a skill based system the disadvantage of any given skill is that you didn't spend your skill points on something else. A classic fighter type spends all his points on weapon and armor skills, so he can't use magic. A classic mage type spends all his points on magic, so he can't use weapons and armor. And a classic hybrid spends just a few points in each skill tree so he isn't great at anything. And if you want, for setting or balance reasons to say that if you take a certain skill then you can't take a certain other skill, that is trivial to implement.

    4. Re:some advantages of class-based system by Hythlodaeus · · Score: 1

      Disadvantages are really just lack of advantages. Most skill based systems don't allow you to build up every skill at once. So for example if you're a mage but you want to pick up a sword, you can build your swordmanship skill, but at the opportunity cost of some ancillary mage skill that increases your magic damage - and you still will not have the ancillary sword skills that would make swordsmanship a powerhouse.

      --
      For great justice.
  71. Money milking MMOs can be spotted by Anonymous Coward · · Score: 0

    WoW is a great example of money centric MMO game: everything else is secondary. Every change and addition they make to it, is to get more players and more playtime sold.

    It follows a philosophy of 'good profit means good product'.

    With that philosophy, some of the most significant movies, books, music would be bad.

  72. Levels are so last century by Kalendraf · · Score: 1

    The concept of levels in RPGs primarily arose from the table-top pencil and paper versions like Dungeons and Dragons as a way to reduce book-keeping. The actual meaning of levels is rather ludicrous, but they eventually became a motivating force for players of those games as a way to measure their progress, and often to boast.

    In a computer-based RPG, there is absolutely no need for this type of book-keeping convention. The computer can easily track minute details across all manner of character actions & statistics. As a result, levels could be (and IMHO should be) abolished entirely. A game using a skill-based advancement system (which tracks all these minute character details) is much more dynamic and offers a greater range of customization and choice for the player.

    Unfortunately, decades of games featuring levels have in-grained player's thinking that levels are the be-all, end-all of RPGs, and it is very difficult to explain to them that levels are actually an archaic and unnecessary way to track character advancement. In addition, the term "skill-based" is often confused with playing skill, which is mostly unrelated to a skills-based advancement system in an RPG. Even the original summary seems to show this confusion.

    I'd like to see more RPGs that ditch levels entirely, and switch to a skill-based advancement. It's time to move past the outdated level-up...ding!

  73. Except that GW has less MMO PvP than CS by Anonymous Coward · · Score: 0

    What's the maximum number of players that can participate in same battle at once?

    Isn't it even less than what Counterstrike has, for example?

    Is GW a MMO game at all?

  74. skill? by drazed · · Score: 1

    First a simple example:
    * WOW (worldofwarcraft.com) - level based combat
    * VO (vendetta-online.com) - skill based

    Reasoning:
    WOW:
    Now matter what you do, there is a higher chance of hell freezing over or world peace tomorrow then you beating a level 80 character with your level 20 character. PERIOD!! Hell, there's pretty much no chance of beating anyone more then a level or two above you. This logically implies that the combat model is based purely on levels and not on skill. I'm not gonna argue if WOW actually requires skills because it doesn't matter, unless you're a level 80 like all the other endgamers there's really absolutely nothing you can do to beat them, no matter how good you are.

    VO:
    When I first tried this one I leveled up all my licenses (these are used to unlock better ships/weapons), when I finally did you know what? I got blasted by someones alt, he was in a free ship with free guns vs my super leet top-of-the-line technology. It's not only possible to kill someone in a bigger/badder ship then the one you are flying, it happens every day! And you don't need a large possy of noobs in with free ships to do it, you just need skill that comes from experience and practice and a single ship.

    Don't get me wrong, even in a skill based game it's very unlikely (arguably impossible) to just jump into the game and attain this skill in minutes and start killing long time players. Skill, in the case of VO anyways is twitch reflexes and 3d orientation/strategy, much like flying a real plane or driving a car. The first time you jump behind the wheel of a car and race against a seasoned pro you'll lose, aside some sort of freak-of-nature cat-gene reflexes there's nothing you can do about this.

    The real difference between skill and level based games, skill based games you practice to get good, level based games you practice to get levels. Levels are like a fake skill reward for practice that anyone can get, thus keeping the "skill" for that game based more-or-less on how much you've played it (or in the case of games like EvE, how dedicated you are with logging in and setting your account to auto-grind the next skill, funny game that one where you don't even really play to gain skills or levels), and not transferable to other characters even in the same game. Both types of games will end up with some grind, just one is a grind where you're guaranteed to improve (your level), the other is like practicing a piano for years (you will get better, but some people are just more capable in the end then others). I think that's the real distinction between skill and level based, and also the reason level based games are generally more popular, that in a level based game anyone can become godlike to those less powerful then them (those that haven't played as long) while a skill based game not everyone is guaranteed to attain this level of power over others (you need to actually be godlink to appear godlike which is somewhat rare these days).

  75. Lack of cleverness/open ended game play by seifried · · Score: 1

    To me the whole leveling idea is just a brute force solution to the problem of how do we reward people for spending a LOT Of time in the game grinding away. Which makes sense if you're charging them 20-30$ a month to level up and want to keep them paying. But as an occasional game player (occasional due to a lack of interesting games to play) I really wish they would a) take more of a skills based approach (which is still leveling, but in a more discreet fashion) and b) have more open ended game play so that those skills could be used cleverly, i.e. setting traps, using illusions, using spells in interesting ways and so on (basically all the stuff that makes tabletop D&D fun). In other words take out the suck and replace it with some fun. My solution to this desire to game but lack of fun computer games has been simple: I bought myself some games like Risk and invite friends over to play and drink and eat every once in a while. Personally I've pretty much given up on computer games (even my Nintendo Wii sits unused), there's a real lack of open ended games (which is understandable since that type of problem is surprisingly difficult to program for).

  76. Re:Dear irate Slashdot user by julesh · · Score: 3, Funny

    There's a word at the beginning of the editor's first sentence that clarifies this, but apparently that wasn't enough.

    So, let me get this straight, you're expecting Overly Critical Guy to be fair in his criticisms?

  77. What? No. by Estanislao+Mart�nez · · Score: 1

    They are games for a reason. They're entertaining. They do not require a great deal of skill, or they would be a sport.

    This is just wrong on both counts:

    1. There are hard games that they require lots of skill to play well. Prime example: chess.
    2. Lots of people who aren't terribly skilled play sports because they're entertaining, and their lives tend to be better for it.
  78. Article/Summary Poster Didn't Read TFA? by CyberNigma · · Score: 1

    Contrary to what the original poster posted in the summary, the article is not relating level-based MMOs to games that require player skill (the FPS/RTS reference in the summary). The article is referring to games like Ultima Online that use a character skill-based system. For example, Ultima Online uses skill-points and Guild Wars uses a low level cap(tutorial i a sense) to emphasize the skills you pick up. I believe EVE is also skill-based in the sense that you build up your characters in-game skills as you play. That is not something really related to most FPS/RTS games since they arguably rely on out-of-game player-based skills, not in-game character-based skills.

  79. Meta Mechanics by Anonymous Coward · · Score: 0

    "Knowing the map" -- "knowing the build" -- "following the recipe" -- these are the first layer of understanding the mechanics of the game. They are learning to balance a bicycle or to push off with roller blades.

    There is almost always deeper mechanics involved with a game.

    The layout of a map may favor a particular weapon, but that weapon will have its weaknesses. A shotgun can be kited. A sniper can be ambushed. The accuracy and evasiveness of the player are infinitely improvable.

    The long build strategy can be rushed. The rush strategy can be blocked. The short range unit can be defeated by the long range unit. The long range unit can be defeated by the stealthy unit.

    The more mechanics that are included in the game, the more skill is required to be competitive. Some people enjoy a game requiring high skill, but most people do not.

    Most people play games for success-gratification, and not for quality-of-success.

    That's why the kid likes to cheat. He just wants to win and he doesn't care if it was fair for the computer.

    That's why people like MMOs. The game presents a system where success is guaranteed as long as you put time in. Players don't feel like they are cheating, and they constantly get the gratification they desire.

    I used to be an MMO addict when I was a teenager, but now Guild Wars PvP is the only MMO I've touched in years and I play it maybe a couple hours every few months. I think it has something to do with the fact that at the time I needed to feel successful because my life sucked. -- I'm a level 55 in real life now, so I don't really feel the need for extra gratification.

  80. mmo's aren't good for twitch gaming by jollyreaper · · Score: 1

    Given the state of the net, it's not really built for twitch gaming, at least in certain mmo's. Eve Online makes you fly your ship through autopilot. How fun is that? I want a joystick! Well, joysticks would suck. The game is laggy and you couldn't possibly enjoy it like that. Using autopilot and hotkeys, less twitching is required.

    That being said, there were specific reasons why I found EVE difficult and un-fun and quit. The ship customization system didn't make a whole lot of intuitive sense to me. A lot of people enjoyed it but I found it illogical and counter-intuitive. The grinding to get anywhere lost appeal and I didn't have the time to devote to becoming a member of an elite company to do stuff. Then there's also the amount of time it takes to build a character. You need to be familiar with the game or have a friend who knows how to advise you to become useful at anything. Players said they could get a month-old account combat-worthy with the right skills learned but someone trying to make a rounded character would suffer for it. Obsessives would multi-account and have a miner, fighter, industrialist, etc.

    In EVE you could really stack things against noobs. PVE setups aren't always good for PVP. The PVP guy comes into the fight with the ship rigged for exactly that. Carebear goes lowsec to hunt pirates, the PVPer is sitting there running probes. Finds out where the noob is, warps in, noob starts to panic because he sees a new hostile. PVP guy already has scramble drones out, has a real good chance of nailing the target down before he can warp out. He has optimized weapons for the fight, knows how to tank his shields or armor, carebear is soon dead. Carebear likely won't know why he's dead but is furious that he lost a ton of isk just trying to get rats.

    The problem with EVE is that a certain set believe that harshness is a good thing and want as grim and unpleasant an environment as possible. But to have fun with that, the wolves need sheep -- carebears in this case. And so carebears just want to have some fun, build up some nice ships, not do anything hasty or risky. But it's difficult to get anywhere in highsec and so forays into lowsec are made, wolves pounce and say the game is great. Carebears eventually get fed up and leave.

    I gave up on EVE because it required a ridiculous investment of time to learn the ropes and get everywhere. Yes, I could probably have mastered all of the intricacies of politics and equipping my ship and learning how to pvp properly but jesus christ, I've got shit to do! Real life shit! I want my video games to be relaxing, not a second job.

    --
    Kwisatz Haderach
    Sell the spice to CHOAM
    This Mahdi took Shaddam's Throne
    1. Re:mmo's aren't good for twitch gaming by geekoid · · Score: 1

      it depends on how big of an area you want to fly in. That protion of the game could be done locally while a timer on the server is running to calculate when you arrive.

      Also, I ahve played online flying games with 100's of people with minimal lag.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  81. Starcraft by rehevkor5 · · Score: 1

    I've been watching a lot of pro Starcraft casts lately (hooray for Cholera!), and to me it's clear that skill is a major factor.

    Using a build is just like using an opening in chess. It helps you make the first, say, ten moves. After that you're in uncharted territory. In fact, Starcraft players have it harder than chess players when it comes to the opening. If the player isn't timely with a scout into the enemy base, and then skillful with microing it, the player will have no idea what build the other player is using. Chess players can just see it on the board without any effort or probe/drone/scv micro skill. If you don't have that skill, you're not going to be able to adjust your strategy to account for the other players strategy.

    A lot of the game also depends on your meaningful APM (actions per minute). Pro players have an APM around 250-400. The sheer concentration and quick thinking needed to maintain such a hectic rate of play isn't something that just anyone can step up and do. Using a good build has nothing to do with it. If you don't have good APM one or both of micro and macro will suffer.

    Along with APM comes micro. In Z/Z, for example, a single well-placed plague can turn the game. For protoss, micro of a shuttle/reaver combo or of high templar storms can be crucial. I can't come up with a good example for Terrans, but basically in Starcraft your units are only as good as your micro.

    Personally I'd take a skill-based game like CounterStrike or Starcraft over a level-based game like WoW any day.

  82. SKill based is better by geekoid · · Score: 1

    but it's much harder to implement and balance and developers always have to get lazy and take the easy route: Capping skills based on a level.

    Skill based is better because they allow for a more diverse player set.

    For example:
    Lets say the skill range is 1-1000, and you have 200 different skills.

    So I can have my sword master spell thrower. By the very nature of skills, the character would progress towards being a master swordsman/spell slinger slower then some one just focusing on swords.

    Of course, if you only ahve 9 skills, then it doesn't really matter. I would prefer a skill for every type of item. For example: you wouldn't have a sword skill, you would ahve a long sword skill, short sword skill, dagger skill, and so on.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  83. Cookie Cutters by Anonymous Coward · · Score: 0

    My main problem with MMORPGs is that everyone is a cookie cutter image of one an other. everyone eventualy gets to the top level, and gets most of the same top end gear as everyone else, and uses their skill/talent/whatever points that they are allocated in the same exact way as everyone else.
    I think instances ruined MMOs ... where you can log into an instance over and over any time you want with your guild/group and kill the Bosses over and over.

    I miss the original Everquest. Only a select handfull of players got the top gear, the end game encounters were incredibly difficult, loot drops were rare, and everyone had to compete for the bosses. No instances, the top end boss spawned once a week ..total .. no instanced copies. You were either on a server where people behaved in a civil manner and guilds rotated the opportunity to attempt the boss each week, or you were on a pvp server where the best guild would dominate the zone and keep the other guilds out while they farmed the boss. If you were good you were good, and if you could get into the best guild you could get the good loot. .. to me WoW is like socialism/welfare whatever you want to call it, blizzard just hands out gear. thats what is not fun. getting stuff handed to you. and having it be basicly the same stuff as everyone else.

    Remember in Everquest the ONE guy that had the Soulfire or Fiery Defender or whatever that palidin epic was. That was cool.

    Not to mention in that game when you died you lost about a weeks worth of EXP lol, so there was incentive to NOT die. I.E. fight skillfully and learn when to RUN.

    Anyway, I guess in summary the main problems with the newer MMOs are that there are no truly rare items most of the time, everyone gets the same stuff, and the risk vs. reward is non-existent.

  84. Character abilities should equal level. by DigitalReverend · · Score: 1

    I play WoW. I used to play UO. Skipped EQ/EQ2 altogether. I think a combination of things should result in a character gaining a level. It should be XP + some other requirement. Some ideas off the top of my head would be a certain amount of XP plus, raising some other set of skills to a specific point and you gain a level. So in WoW, you to go from level 10 to 11 you would maybe need 20,000 XP, plus your cooking and one of your weapons skills must be at x amount of points and you must have earned Y amount of gold. As you gain more levels, the requirements to go to the next level increase. By the time you hit the level cap, you would have really learned all aspects of your character, become a productive member of at least your guild and truly get a sense of accomplishment.

    80 levels of button mashing isn't an accomplishment.

    --
    I read Slashdot for the headlines, because the headlines, unlike the articles, are usually original and never duplicated
  85. Indeed by Moraelin · · Score: 1

    Indeed, they've been done for ages in pen and paper games. Thanks for making that point.

    --
    A polar bear is a cartesian bear after a coordinate transform.
  86. I prefer skill based games.. by Jastiv · · Score: 1

    Many typical RPGs and like games, such as Crossfire, have a level system. This system frequently has levels that can go as high as in the 100's or as low as ten (but frequently this number is scaled up and up in order for the developers to create more content without doing any real work). When a character gains a level, she also gains stats. She might gain in strength, dexterity, intellect, or whatever other attributes are put into the game. The problem is she has 100 levels, so say she starts with 20 strength, and then gains a point in strength every level, now at level 100 she has 120 strength. The newbie character logs in with his 20 strength newbie. The problem is she is going to really be 6 times more powerful, so then, what happens if she decides now that she has maxed out her character, her new mission in life is to grief newbies. The newbies don't really have much of a chance against her.

    But the real issue is that instead of 100 levels, there might be thousands of levels. By the time you get a maxed leveled character, that is several years of work. No lifers play day in and day out to get max level, and some games don't even really have a cap on levels, so the no lifer has this character that is several times more powerful than that of the casual player. The no lifer then dominates everyone, and everyone else realizes they will never get that powerful, so they quit. This is bad for the game, because eventually the no-lifer realizes that he is the only one left playing it, and he would rather rank up on a chart where he has some real competition, not just who had no life for so many years.

    Ultima Online did it well. Swing a sword, gain points in dexterity and strength, cast a spell, gain a point in intellect, up to a reasonable cap for your total stats. I think it was something like 255 total, with a max of 150 in any given stat, and up to 25 more points with stat scrolls. But this way there were no uber l33t character with thousands more hit points than the newbie. Sure, maxed our characters were more powerful than the newbies, but anyone could easily get a maxed out character with just a little bit of time and effort, so most people had maxed out characters. The games focus was not on character development, beyond tweaking your template for a given game play change. The focus was on actually playing the game, going to dungeons, finding loot, crafting, and finding resources, socializing, and trading. People did not think of it as a grind game where the primary focus was character development. How you played your character mattered far more, as did customizing your template and equipment for your play style.

    I've also reposted this in my blog http://wogralddev.blogspot.com/ , along with a lot of other game development and design posts.

  87. Skill in FPS: Q2 vs TF2 vs COD4 by JonnyBlade · · Score: 1

    Skill is a pretty generic term when you think about it for really, there are different types of skills; mainly motor vs academic. RPG is mainly bound to the academic skills; computation and critical reasoning.
    FPS on the other hand, is more of a mix of both motor and academic skills. Being an old school FPS gamer, I found this conversation interesting in light of ... well getting old and the evolution in FPS in general.

    There is little doubt to the significance and magnitude of online multiplayer Quake2.
    Even today, I would rank Q2 as one of pre-eminent motor skill FPS games. Power ups did not come in some sort of coded advantage such as access to better weapons or increases in probability skills, but manifested themselves in proficiencies in the mechanics of the game.

    The fast mouse, slightly exaggerated jumping and, of course, the game changing grappling hook allowed for players to develop some truly sick skills over time that could even be appreciated by those who would end up being abused by them.

    Perhaps no greater example of an earned motor skill in FPS was the legendary Railgun.
    Easy to use, difficult to master, the Railgun was rarely used (although available) by novice or intermediate players but could dominiate in the hands of an expert.
    While there were certainly academic skills involved, Q2 was truly one of the great motor skill FPS games.

    I see Team Fortress in the same class as Q2 but for very different reasons.
    While motor skills have always played a significant part in the game, it really was the FPS to introduce game changing academic skills into the mix. I think that trait has only gotten stronger TF2.

    Having said that, there is really a sliding scale of motor vs academic skills based on character selection in TF2.
    At one extreme you the highly motor dependent scout character and at the other, the highly academic dependent engineer class, with the other characters falling somewhere in between.
    TF2 is perhaps the poster child for the motor vs academic balanced game, there is truly something for everyone.

    Thinking about it, you might be able to say that tactical FPS really defines the pinnicle of academic skills in FPS.
    Whether it be CounterStrike, Rainbow6 or COD tactical the idea of stratigic positioning (i.e. cover) being the game changer has finally emeraged as a viable skill.
    I find in my older age and declining motor skills, this to be the venue where I can still truly dominiate 0.00009 sec reaction time of 12 year old.

    Interestingly enough, I also find COD (esp. non tactical) to perhaps be the most collaberative FPS with respect to age. I tend to gravitate toward support roles, holding strategic positions, while my younger and more agile minded teamates initiate the attacks.

    I think academic skill will continue to push the FPS paradigm in the future. Of course, motor skill will always play a significant role but in general, I think we will see more tactical advancements such as command structures and coordinated attacks as the future of FPS.

  88. If you want to play chess, go play chess. by Anonymous Coward · · Score: 0

    End of Message.

  89. The concept of levels is daft. by Anonymous Coward · · Score: 0

    I've been playing fantasy role playing games for years. Both on-line and the more traditional face to face type.

    I started with D&D, then AD&D, then MERP, then finally Rolemaster. They all have their strengths & weaknesses. After a *lot* of playing, I and a few friends eventually got tired of having to look stuff in the 30 different volumes and the artificial concept of levels.

    We eventually decided to take the best of the stuff that we liked, and ditch the rest. What we ended up with was a game where skills end experience progressed as skills were used. The entire concept of levels were abandoned and things just seems to run smoother now.

    The other thing the we cut back on were the concept of professions (or classes), there are just a few very basic classes and everything else is a sub-class.

    The difficulty of actually learning a 'skill' is based on a characters physical stats. Stats are loosely tied to a player class. Best stats are given in the areas that are advantageous to a players character class. So the result is that the difficulty of learning a skill is directly related to the players stats & class.

    Clear as mud?

    The game balance seems to be pretty good.

    Eventually, we plan on perhaps publishing the system either as shareware or whatever.

  90. Some are better than others by Kohaku+Nanaya · · Score: 1

    There's one MMO I play that balances Level and Skill somewhat. It's called Pangya. It's a Korean Fantasy Golf MMO with some RPG elements (levels, stats, equipment, items, etc). However, while having good stats and using items can be beneficial, they are not required to play well. Nor does having a high level say anything about how well you play. In Pangya, the lowest level player with no items, base stats, and no equipment could defeat the highest level player with high stats, the best equipment, and all the items the game has to offer. Sure, that high level player can make all those special shots a lot easier, and maybe have better curve and spin, but while that's all fine and dandy, the low level player can do those same things (with some added difficulty mind you, but it can be done). Like with many golf games, it's all about the calculations and math; something that requires skill. Take a look at player records to tell how skilled someone is, rather than looking at their level. You can see their win rates, putting success rates, chip ins, hole in ones, and etc. I've seen my share of 'National Pros' with such low success rates that rely on items and equipment to substitute doing the math and calculations, but that doesn't work too well and it shows. There should be more MMOs that show you a list of things that the player has done rather than just showing you their level.

  91. Puzzle Pirates by gmuslera · · Score: 1

    Once upon a time in that game what mattered was real player skill solving game puzzles. Even if you create a new char or a new account, what matters is your own skill, and you get some sort of status and even better chances of in game profit because of that. Then they added poker and what mattered most was accumulated wealth and puzzles went into second row.

  92. I will not move when flame wreath is cast... by twoallbeefpatties · · Score: 1
    Knowing is not enough, you must apply.

    Granted, that was one of the strengths of WoW after the Burning Crusade expansion, in that there were much less "tank and spank" encounters and more requirement for interaction amongst members of the group and their environments. You could read all about encounters on wowhead and thottbot and have all the right gear and still end up dying repeatedly if... well, how hard was it to NOT move when flame wreath is cast?

    --
    Libertarians somehow believe that private businesses should be stronger than governments but weaker than individuals.
  93. Research, Strategy, and networking as skills by jwhitener · · Score: 1

    I've always found that the people "on top" in an mmorpg, are those that stay ahead of the knowledge curve.

    You gain that knowledge by researching, socializing/networking, and coming up with effective strategies to use that knowledge.

    The advancement system really doesn't matter when talking about what takes more skill. Either a level based or skill-point based system could be implemented requiring equal skill to play, assuming the learning curve and required knowledge set was equally large.

  94. Know how to move and hit buttons"knowing how to mo by billysweetness · · Score: 1

    "knowing how to move" or "knowing when to hit your buttons." Congrats! You just described video games.

  95. I hate these discussions by greymond · · Score: 1

    If you want enjoy playing with people online and taking your time with no where to go or nothing in particular to kill then play an mmo, if you want immediate hack and slash action and gratification then play a rts or fps or something other than an mmo.

    I don't understand why this topic keeps coming up UGH I AM PUKING NOW.

  96. Tabletop RPG's have the same divide by kzieli · · Score: 1

    Table top RPGs have the same divide. Take D&D and Gurps for example. The first started out as a purly class and level based system. the Latter started out as a purly skill based system. In practice they have tended towards eachother with D & D adding multiclassing and eventually a skill system to give more flexibility. While GURPS added a system of racial and career templates to give some consistency and make NPC creation easier.

    Incidently I believe that class & level based systems came first. and Skill based system came later. Perhapse we will see the same thing with MMORPG's

    In terms of rules on paper a class based system is harder as you need a lot of special case rules for different classes. Original D & D had a lot of mechanics. While Skill based system are easier and can get down to we have contested and uncontested skill checks. end of story.

    When you move to writing software the class and level system is much simpler to implement. the ruels are fairly clear cut about what each caracter can do. And Individual character profiles are reletivly simple.

    Skill based systems are harder as their is a lot more combinations of skills actions to take into account, and the abilities of particular caracters are more variable. At the table top heavy reliance is made on the players and game masters understanding of how skills can be used. Computers do not however possess common sense so every permutation needs to be coded.

    --
    read my mind at http://the-willows.blogspot.com/
    1. Re:Tabletop RPG's have the same divide by CannedTurkey · · Score: 1

      It doesn't matter how complicated we make the systems now, we have computers.

      --
      Ingredients: Turkey, Mechanically Separated Turkey, Water, Salt, Flavour.
  97. One Thing... by kitsunewarlock · · Score: 1

    One thing people seem to be forgetting is that level is supposed to represent skill of your character. Personally I believe balance is required--your character shouldn't be able to get new skills unless he or she masters her old skills. Some people will argue that low level skills are pointless at higher levels and some people just want to master the higher level content...but I see that as a problem of level based games in general vs. point-buy style games.

    Unfortunately, making a game too challenging to enforce this idealism would drive away a large customer base. In fact, it would only attract a certain type of elitest/"hardcore" consumer that, given its naturally small base, would likely cause the game to die due to lack of players and income.

    Some people will argue that making an ability harder to use might help this. Make it harder than a single click and people will have to practice mashing the keypad in a particular rhymthm...of course then one has to wonder what the point of calling these games "-RPGs" is in the first place. Most tabletop RPGs tend to reward creative players who can combine one of nearly countless amounts of skills, feats, attributes, etc... to get different types of abilities that are neither stronger nor weaker than other abilities. While this seems nearly impossible to do in an MMORPG (which, having access to the internet, would wind up with everyone getting the optimal abilities), it could be done with a complicated enough elemental/rock-paper-scissors type system. Of course, then the game becomes "you don't need skill to win, just the luck of having the right elemental caster at the right time".

    But I see that as the core problem with MMOs in general.

    Anonymity + Opportunities to Show Off + Ability to Use Other's Ideas = Everyone Being the Same

    --
    Ginga no Rekshiya Mata Each page.
  98. Not just level/gear gaps. by Anonymous Coward · · Score: 0

    It's not just the level/gear gap in MMOs that muddies up the actual skill difference between players. The typical MMOs Auto-aim + 1.5 second global cool down = less aiming and fast reflexes/button presses required = less skill than other real time games. One of the reasons MMOs are so appealing is that players are guaranteed to have more in-game power the more time (and money) they spend in it, allowing them to 'pwn noobs' in a way they would never be able to in a game of Quake Online or Starcraft.

  99. dev perspective: MMOs not made to challenge player by lanner · · Score: 1

    Subbie didn't read article, but I have something to say about the subject anyway.

    I worked at a couple of has-been MMO shops that either could not publish or published poop-in-a-box that could not keep them in business.

    Either way, their game design is the same as the big popular/profitable MMOs. MMOs are NOT written made to challenge the player in anything more than a very trivial way.

    MMOs have certain aspects that require some critical thinking and basic challenge, but that goes back to what "success" is in the game. Often, it's open-ended. The story for most MMOs is so weak you hardly know what the point the stupid game is anyway, but it doesn't matter, because that's not why you're there...

    MMOs are just a big, fancy, complicated chat client. It's the social experience that counts, and not much else. When one game shop's product drifted too far from focusing on the social aspect of the game, I knew it was a looser product because people would not play it.

    Nobody needs hand-eye coordination to play most MMOs. They make it complicated to seem like you do, but timing matters little due to uncontrollable network latency for the players. Thus, levels are needed to determine how much time you are willing to invest to have a higher social status.

    As for mental challenge,.... well, you can't be much dumber than the customer base that I know of.

    The point is to throw a bunch of people in a room, make THEM do all the work of entertaining each other, and you get paid the subscription costs to sit in the room and play tea party with each other.

  100. No superstar players in MMO and this is why by Golbez81 · · Score: 1

    I've played in competitive gaming since Quake 1 hit the internet. I've also played every big RTS and MMO game to hit the net. IMHO the best way to go for competition is FPS > RTS > MMO. Does anyone really want to sit around and WATCH a WoW Arena match? Unless you play wow and just like drueling over gear and seeing high numbers pop up I don't see how. I mean its just a bunch of tunes running around casting spells and spamming macros. In Asia they have almost made Starcraft a sport to watch just like soccer. Here in the US, I remember when Quake and Tribes matches were broadcast like huge sporting events. Huge prizes like Ferraris and thousands of dollars. You will not and will never get that level of excitement in watching a competition in MMO. It's the difference between watching baseball vs football or basketball. The plays and "Ooohs and Ahhs" that you get from watching a high level FPS is just amazing. I think a lot of the unskilled players tend to sway toward MMOs because, honestly losing sucks so they just go to the easiest medium for them to succeed. I've never seen people have world wide reputations in the MMO community such as Thresh did for Quake or Agent911 for Starcraft. When you play against those players, it's not their gear, everyone knows they are good so they almost have an aura when you play against them unlike in MMOs on who had the right paper rock scissors combination. You know you have to be smarter and play better than them to beat them, and for this reason, MMOs will never have true super stars that emerge from higher skill based games like FPS or RTS.

  101. Time Invested by RazorSharp · · Score: 1

    The amount of time invested in a MMO is all that matters (assuming that time is actually spent doing things which benefit your character). You pay for game time so the company rewards you for buying more time than others. That's why I quit WoW and why I'm afraid of Diablo 3 (damn you D1 $ 2 for all those hours you stole from me!). I don't feel so bad about being addicted to Starcraft because that's all strategy, reflexes, and control. Realtime chess :) But yeah, MMO's are pretty much a contest of who's got the most time to blow.

    --
    "From the depths of my skeptical and rationalist soul, I ask the Lord to protect me from California touchie-feeliedom."
  102. Re:Dear irate Slashdot user by Anonymous Coward · · Score: 0

    you're expecting Overly Critical Guy to be fair in his criticisms?

    no, mr julesh, i expect him to die

  103. Knowledge vs. Skills. by bronney · · Score: 1

    "you just need to know the map," or "it's all about a good build order." At what point does intimate knowledge of a game's mechanics make a player skilled?
    .
    OP logic is flawed:
    .
    Know the map or the build order or any game mechanics IS part of the skills. This is like saying, knowing which bus to take or knowing the operating schedule of MacDonald's guarantees a fat ass. Wait...

  104. Walkthroughs by Zalminen · · Score: 1

    I use walkthroughs (mostly in single player RPGs) for exactly one reason. I hate missing out on content.

    It's very annoying to find out later on that if you had just taken the other road in the beginning of chapter 3 you'd have found the rare weapon X. Or that gaining skill Y would have required you to choose the third conversation option with NPC Z.

    Sure you could find many of these hidden extras if you played through the game several times, searched everywhere and tried everything but how many of us has time for that?

  105. Neither. Progression is a terrible idea. by MisterMashu · · Score: 1

    What a player wants in any game is control. Control of their player, control of a situation, control of a powerful weapon, what have you. All progression does is limit players from being able to function at their maximum potential. I see "skill-based" progression as being the exact same as "leveling up" or any other term you want to stick on doing something for the purpose of making your character be better at it. When you do something, you as a person in real life should get better at doing it. "Learning" a skill should consist of a player actually learning how to do it, what ingredients are required for a potion, what materials are required for a legendary armour, or whatever. When you attack with a sword, you as a player should learn how to more effectively handle the sword. The game shouldn't have to say, "Hey! You're better at using a sword now!" and you give more damage. When I play any game that requires leveling up, I drone on about how boring it is to level up, then there isn't much for me to do when I've fully leveled up. This system is inherently flawed because I'm not really having fun. It is extremely fun and satisfactory to be good at something. Being good at something means having the same chances as somebody else, and winning by either a hare or complete domination. It doesn't mean you've spent 3 months of your life toiling about doing something boring then being able to easily dominate somebody without trying.

  106. Innovation vs Algorithm not MMPOG vs RTS/FPS by harl · · Score: 1

    It's all about innovation rather than algorithm. PvP vs PvE not MMPOG vs RTS or FPS

    PvE MMPOG, RTS, and FPS are all the same. You are presented with an algorithm that you need to learn. Once you've learned it you adapt your behavior in a way that the algorithm can't handle. Then you win.

    PvP MMPOG, RTS, and FPS are all the same. You are presented with an innovating opponent. One able to both present new and unique challenges and to adapt. You cannot come up with an algorithm to beat it.

    A computer program is programmed to be challenging.

    A human wants to beat you.

    --
    I find being offended by me offensive.
  107. WoW PvP... by emanem · · Score: 1
    My 5 cents on WoW skill+PVP. I've played that game for 4 years mainly PvP (1.5 years with a mage and 2.5 years with a rogue).
    Skill in WoW PvP doesn't exist. Why? Because you depend on this:
    • a) counter class/balance
    • b) RNG (Random NUmbers Generator)
    • c) gear
    • d) luck (miss/dodge/parry/resist an important special attack or for example an ability - Vanish - doesn't work when intended)
    • e) lag

    Even in case to duel against the same class b,c,d,e are still valid.
    Countless times I've been able to pwn opponents with lesser gear, or I've been pwned by people with better gear or luck.
    In vanilla WoW, where the infamous CC trinket wasn;t the same for all classes the usage of some abilities required skill/originality. But since the new PvP trinket all came down to a,b,c,d,e.
    If you compare this to a proper PvP game like Street Fighter 4 or Warsow only e is valid.
    Even in Arena factor a,b,c (and even d) matter a lot most of all given the fact that the combo of classes can be a win-win situation.
    Add to all this racial abilities, or some other factor, like some items that allowed you to jump from one side to the other of the arena map, forcing the opponent to follow you while you have DoTted him...
    What ruined the PvP part of WoW has been pretending to fix these points, while given the nature of the game can't be fixed.
    Blizzard should have focused on PvP or PvE.
    Nothing more nothing less.
    I bet when a good PvP game comes out for PC (StarCraft II rings any bell?) they will lose all the PVP playerbase.
    They tried to make WoW a e-sport but they miserably failed.

    My 5 cents,

    1. Re:WoW PvP... by Anonymous Coward · · Score: 0

      At first, i was hoping you had something informative to say but alas, you failed. I'm not really sure what the point of your rambling when you don't even know that random numbers and luck aren't separate categories.

  108. Re:dev perspective: MMOs not made to challenge pla by CannedTurkey · · Score: 1

    The point of MMO's isn't skillful play. MMO's are more like Snakes and Ladders, keep rolling the dice until you get to the top. And yet, Snakes and Ladders is still a successful game, you can still go out to a Toys R Us or Walmart and purchase it. The real draw of Snakes and Ladders, (like MMO's) is that everyone can win, and it's something you play socially.

    --
    Ingredients: Turkey, Mechanically Separated Turkey, Water, Salt, Flavour.
  109. Answer 8 questions, _SpRoCkEt_... apk by Anonymous Coward · · Score: 0

    Sprocket, 8 small questions (& please, no wall of text w/out documented backing @ least - quit evading answering them, especially the 1st one, & then we can refer to what is @ the bottom of my "p.s." below, vs. your evasive walls of text):

    ----

    1.) DEFINE THE WORD PERFECT or PERFECTLY, won't you? (which is what Mr. Ken Richmond, VP of market data systems @ NASDAQ said MDDS performs like, verbatim quoted below & that it provides "Enterprise Availability")

    2.) CAN YOU PROVE THAT NASDAQ IS NOT SEEING 99.999% UPTIME ON MDDS? (NASDAQ's OFFICIAL TRADE DATA DISSEMINATION SYSTEM (which is what I said from the get go, not anything else, though you attempted to IMPLY that I did, & yet you had to admit I did NOT say that here -> http://slashdot.org/comments.pl?sid=1290967&cid=28583581, lol))

    3.) Did I ever once say that MDDS is the quote system @ NASDAQ? If so, SHOW US ALL, where I did... (you already admitted I did not, right here -> http://slashdot.org/comments.pl?sid=1290967&cid=28574671 so that "argument" of yours (straw man type b.s.) fails on that alone - failure to provide PROOF, which is also what you also fail to provide to prove that MDDS does not give 99.999% uptime for NASDAQ, lmao! Sprocket? Putting words in others' mouths they never said is NOT good debate, it always FAILS, as you have, because you do that)

    4.) Does any other program @ NASDAQ do what MDDS does @ NASDAQ? (composed of SQLServer 2005 + Windows Server 2003) inclusive of the TIBCO + custom programmed trading floor quote system?

    5.) Did you have to ADMIT that SQLServer 2005 + Windows Server 2003 can provide 99.999% uptime? Sure you did, right here -> http://slashdot.org/comments.pl?sid=1290967&cid=28582575 especially after the XEROX example, which does many orders of magnitude more transactions PER DAY than NASDAQ's MDDS even (& that alone says NASDAQ is pulling that easily enough, alongside the QUOTED testimonials of Ken Richmond of NASDAQ below (which is what I always provide, quoted verbatim testimonials, & All YOU have? Is what your "trollish delusional brain" interprets (without backing & purely opinion - don't like that? Well, show us PROOF that NASDAQ's MDDS is not doing 99.999% uptime then, simple!)))

    6.) What EXACTLY is your role in this field/science (computing), professionally, & how many years of it do you have under your belt, + how many degrees around it or certs @ the very least also?

    7.) Have you EVER been published in written publications such as "trade rags" as they are often called, for work you have done?

    8.) Has work you done ever been featured as a finalist @ Microsoft "tech ed" or like trade shows, & for 2 yrs. in a ROW, as a finalist in that show's hardest category?

    ----

    You're going to love his evasions - they're classic humor! Get ready for a "wall of text" style evasion, everyone... lol!

    (However, of course, our "favorite troll" will evade answering them, short & sweet style, because all he will be able to do, lmao, is put up a 'wall of text', complete with evasions of these simple questions... like usual: Trolls - they're TOO predictable, easy to manipulate with facts, & TOO easy to "push their buttons" (especially when they're proven WRONG, as Sprocket here has been))

    Also, there IS the simple fact that you had to resort to name calling as well, directed MY way, here, which you "prided yourself" on NOT doing, quoted verbatim, below next (but that THIN veneer has been cracked, TOO easily (trolls - they ALWAYS "fold under pressure" & use "pot calling the kettle black" tactics + put words into others' mouths they never said also)):

    ----

    "It'

  110. The problem isn't with leveling systems by Anonymous Coward · · Score: 0

    The problem isn't with leveling systems--and I consider skill-based progress a leveling system just as much as "gain xp, increase level." Whether your stat increases come from experience points, usage based skill improvement, or some hybrid, your character is getting better at what s/he does through experience. Just like in the real world. There has to be some system for a character to improve in an RPG, otherwise the RPG fails an the essential realism test. It's also failing to provide lasting interest.

    But *that* is where the problem really lies. Game developers do not create enough interest beyond leveling and do not emphasize the experience at *all* levels. As a player at level 1, one's goal is to get to the maximum level and improve one's character's skillset and equipment. All activities really emphasize that goal: kill mobs to gain experience/items, go on quests to gain experience/items Then the player must look at what is left--that is the game's meat and potatoes.

    To use WoW as an example, what are players expected to do once they are at a high level? Raid to get more items in order to continue to improve a character whose level has peaked. But people eat this up! Either improving a character is the main attraction of playing a MMORPG or the attraction is the story of each area and community and cooperation required for raiding.

    I'd venture to guess it's a bit of both. But, again using WoW as an example, I find that unfulfilling. The community of WoW players, as a group, are immature, insulting, and arrogant (though as individuals WoW players are not necessarily so). Once I realized that, unless I found endlessly tweaking my character entertaining, all I would be left with was interacting with WoW players in raids, I quit playing. There was not enough interest beyond the dubious attraction of obsessively-compulsively improving a character. The quests were only useful as leveling or learning aids and lacked any independent entertainment value.

    The games I find most fun are The Elder Scrolls. They aren't perfect by a long shot and each successive generation brings as much devolution as improvement, but they do provide me with enough variety and interest to make improving my character entertaining and playing without paying much attention to improving my character entertaining as well. (Oblivion, for all its advantages in some areas, forgot a lot of the things that make TES *fun*.)

  111. Re:_SpRoCkEt_: Quit evading 8 simple questions... by Anonymous Coward · · Score: 0

    Mod down all you like but that doesn't make what was said incorrect. What was stated was correct in its points and used the poster he was replying to and his own words against him as the backing evidence. These trolls are collecting up mod downs of his posts to use against him is what I see because I have seen them disappear after he does exactly what he has done here, driving them off. Then they simply begin trolling him again under different usernames in order to continue doing so.

  112. How did he get Modded up +5 for THAT b.s.? by Anonymous Coward · · Score: 0

    Who the HELL modded Sprocket up to +5 Insightful for that line of PURE "b.s."?

    I say this, because I play this game avidly, in chess (e.g.-> @ least 1,000 games the past 5-7 yrs. now or so with my pals & for around, oh 35 yrs. total time) & it is a HELL OF A LOT MORE THAN JUST "knowing how to move the pieces around the board"...

    It teaches you to THINK, before you move those pieces, and how to setup an opponent as well... which lends itself to many other things in life, if you THINK about it.

    APK

    P.S.=> This only leads me to believe that either you work in collusion with others for "mod ups", or more likely, that YOU Sprocket-Troll, use "alternate logon sock puppet accounts" to get your mod ups, because it's eithr that, or whoever modded you up for the witless comment is an utter fool... period! apk

    1. Re:How did he get Modded up +5 for THAT b.s.? by _Sprocket_ · · Score: 1

      Exactly. The concept that "baking is just knowing the recipe" is just as (in)valid as "chess is knowing how to move pieces around the board." The point being that deconstructing any activity (I used Chess as a game example to be a bit more on-topic) to it's base components can be misleading.

      Of course, you already know that since I already stated that in the reply that you yourself replied to. You're really just trying to make personal attacks here. But at least you're on-topic this time. I approve.

  113. Who attacked WHOM, first? by Anonymous Coward · · Score: 0

    See my subject-line, first, & realize something: I am ONLY defending myself, however in THIS case?? You were, way, Way, WAY "off base"!

    By the by? I see you are avoiding answering the 8 questions here -> http://slashdot.org/comments.pl?sid=1294609&cid=28612123 which were in response to an attack by yourself, upon myself & the points I raised (where you put words into MY mouth I never stated, & my words had verifiable concrete quoted evidences backing them, not from myself only (as YOU are "wont to do"))

    I sent you those question, & many times (& you have not answered them @ all, or in 1 place, with actual documented proofs backing your "personal interpretations" which were off, & you ADMITTED it even on a couple of them)

    SO... why is this? Why avoid 8 simple questions & answering them, + getting it "over & done with"??

    (Oh, I think I know why (hubris & realization you WERE wrong)... & so do you - as does anyone else reading!)

    APK

    P.S.=> However, in the interests of "enough IS enough"? I will leave you be, & you and I will have to "agree to disagree"... this was only to show YOU, how it feels, when the show is on the other foot, & when the person attacking has no substantial evidences backing he (personal opinions & anecdotal evidence, imo @ least? ARE NOT ENOUGH... men make mistakes or overlook things others may have caught, even if in limited scenarios only, I guess is my point there - so evidences help strengthen a case you try to make (you never provided those, only YOUR view, & doing so my saying I said things I never once did (would you like me to do THAT to you? Probably not!))

    Nuff said... apk

    1. Re:Who attacked WHOM, first? by _Sprocket_ · · Score: 1

      You can do whatever you want. I stand by everything I said and all criticisms I provided. I'm confident anyone who'd wade through our exchange would see this and agree that your "evidence", while prolific, was lacking (which is ultimately my point).

      We can agree to disagree. And I wouldn't be surprised to find at some other point we'll find something on which we agree (like Chess).

    2. Re:Who attacked WHOM, first? by Anonymous Coward · · Score: 0

      sprocket your failure to answer his 8 questions only seems that you are evading answering questions as was stated, and that doing so on your part will make you appear wrong and you are afraid to do so when asked because of it. I read his reply asking you to answer questions and your own words on a few of them indicate you have already admitted fault on your part and that you also cannot prove your points where his use of the vp of nasdaq's market data systems seeing perfect operation as well as enterprise availability tends to prove his point. I have to agree that the word perfect means what the merriam webster dictionary definition of it said in being without fault and flawless. Thst is not a lack of evidence. It also that you lack it. Nasdaq does show enterprise availability and perfect operation of its mdds system per the gentlemen who is the vp of market data systems being quoted as stating both points and sprocket you did put words into his mouth based on your erroneous interpretation of his first posting which indicates your reading skills are lacking if anything was. You assumed and made an ass of yourself sprocket because his very first post in the exchange noted shows he spoke only of mdds and not the quote data system and neither one does everything for nasdaq. Each performs a discrete task. Personally after reading it all I have to go the ac's direction on this instead of yours sprocket.

    3. Re:Who attacked WHOM, first? by _Sprocket_ · · Score: 1

      Assuming that this isn't apk I'm replying to...

      The series of questions are distractions. The real issues are:

      1) The discussion was about trading systems. If apk was aware that the NASDAQ system (MDDS) wasn't a trading system, why put it forward for comparison? Either apk made a mistake and refused to give up ground after realizing it or they were intentionally attempting to mislead readers. I assumed the later.

      2) The 99.999% figure given could not be attributed to MDDS. All this talk about "enterprise availability" and the definition of "perfect" are attempts to weasel out of this fact. Yet apk continued to state that this figure was an accepted fact.

      It should also be noted that this challenge to put forward evidence to disprove apk's claims is bogus. It is enough to question the evidence apk claims supports their claims. Burden of proof is on the one making claims. One does not prove a negative. As I noted before, one can not claim unicorns exist by demanding proof that they do not.

      At the end of the day, if you prefer apk's position then mine, then so be it. I've put forward my argument and it is up to the reader to decide which one makes more sense. I'm not in this to stroke my ego or win popularity.

  114. Re:_SpRoCkEt_: Quit evading 8 simple questions... by Anonymous Coward · · Score: 0

    APK's quote and evidence are bullshit and his off-topic posts should be modded accordingly.

  115. About players skill by son1dow · · Score: 1

    Yes, it's kinda offtopic, but many of people here already got character\player skills mixed so I'm going to throw my two cents anyway.

    MMOs do not take skill. It's a fact. Not that they don't take any skill whatsoever, but they cap the player's skill in so many ways that it's really hard to excel. And it's only natural - today, most popular games are the casual ones (a.k.a. braindead ones. Even FPS'es get stuff like grenade detectors - it's just sad).

    Now, there's different games. Take a good 1v1 FPS Deathmatch game for example (Quake Live?). Take a good strategy game (there's only one RIGHT answer for this - Starcraft). There's allso teamplay FPS'es, but they tend to be all about aiming, map knowledge and teamplay - both starcraft and quake require much more. If you think theese are skill-less I dare you play a match of Quake Live against me - and I'm not nearly as good as the worst of the players attending torunaments. And it's not only aiming\micro\macro\etc - there's just so many ways to outsmart your opponent, I was just amazed when I discovered how high level Quake 3 matches are played for example.

    The problem is, that apart from few successful titles (starcraft and hopefully, Quake Live as it's the hope for all deathmatch players), they're not really worth the effor balancing\etc - people like simple games and this is how the world rolls. Some would say "Get over it", but I hope that Starcraft 2 and Quake Live will gain some mainsteam success - people should at least know what competitive gaming is about. I'm not saying that everybody should be playing, but those 13-year olds playing every new braindead FPS should either try their chances on a game that takes skill or just shut the fuck up.