Showing posts with label player motivation. Show all posts
Showing posts with label player motivation. Show all posts

Friday, July 20, 2012

Uncapped PvE Content and Prestige

Spinks pointed out the irony of WoW's 10-man raids: namely that the raids are too small to sustain a guild around a 10-man raid team. Raids were reduced in player count because of logistics and accessibility concerns. Now they are so small that they cause logistics and accessibility issues. /ironic

This reminded me about uncapped PvE content. WoW used to have uncapped encounters in the form of world bosses, and it will be getting some new ones in Mists. Rifts are uncapped, as well as other forms of Public Quests. PvE content in Eve has no player count limit. Many of the original raids in EQ and FFXI were also uncapped.

It's important to note that there are no "balance scaling" mechanics in these systems. Mobs don't receive extra HP with every player at the fight. Nor does more money or gear drop depending on the raid size.

There are some advantages to unrestricted PvE encounters:
  • Bring as many friends as you want. No one has to be second string or on the bench.
  • Bring as few friends as online. You don't need to cancel the raid if one player doesn't show up, because the encounter is not necessarily attuned for X number of players.
  • Risk and Reward are inherently balanced. Larger the party, the less risk involved, but fewer payouts per person.
  • Challenge is self-ordained. Make the fight as easy or hard as you want.
  • Pick-up-groups could do any content. ++Accessibility
I see four reasons that players raid:
  1. Story/Content
  2. Power (e.g. character progression, money, gear)
  3. Challenge
  4. Prestige
Players interested in fulfilling the needs of Story, Power, and Challenge will have their needs met by the uncapped system. Players can easily experience any content they wish; they simply need to bring enough bodies. They can toy with risk and reward to modify the power payouts. And they can adjust the difficulty by inviting a different number of raiders.

Those seeking Prestige, however, will not be happy with an uncapped raid. If the encounter were a signal of prestige, and because of its challenge or accessibility, predicates that the access or completion of the content is rare, then Prestige players would want as few people in that elite club as possible. The scarcer the resource, then the more valuable it is deemed. The rarer the achievement, then the more distinction it bears. 

Some times there is confusion regarding the difference between Prestige and Challenge. Prestige certainly can and often does derive from Challenge. If a task is difficult, then fewer people are capable of completing it, thus making the success rarer. But Prestige can come from a time commitment: e.g. level 99 in Diablo 2. If everyone were dedicated enough to reach level 99, it would not be prestigious (like level 85 in WoW).

The Achievements you unlock, the gear you wear, and the stories you tell are trophies that signal your prestige. The more people with those trophies, then the less special they are. But the players seeking content, money, and challenge will all be having fun.

From a development and design perspective, less time needs to be allocated to meticulously balance and rebalance fights. Obviously the encounter payouts need to be in line with other content so that players have an actual choice. But there is no need for a scheduled nerfing or complex algorithms that adjust the difficulty based on the number of players. Let us decide our level of risk, reward, and challenge.

Saturday, November 5, 2011

There's Something in the Water

We don’t want level-85 players to have a reasonable shot at level-90 dungeons and raids (or PvP opponents) just because that content is balanced for gear that isn’t much better than what the level-85 players have.
--Ghostcrawler

What a truly baffling sentence. Ghostcrawler is reflecting on the exponential attribute power progression in WoW, and I think this sentence says, "We don't want level 85s doing what is designed for level 90 characters." He never goes into the reason this is a design mantra for WoW, but I can't help but think of the movie Idiocracy:


Unquestioning and steadfast in their decisions, the WoW designers make seemingly contradictory choices. Why doesn't GC want level 85's to do higher level content? I could only assume it's so players do the leveling "content" first. Yet they constantly assault the leveling game, "The amount of experience needed to gain levels 71 through 80 has been reduced by approximately 33%." That's a patch note from the recent PTR, and those keeping score will know that they've already reduced that experience curve before.

It's almost as if Ghostcrawler trusts no design of WoW-past, not even his own. Only the current design and content is relevant to Mr. Street.

The article goes on, discussing various methods which could bandage WoW's broken attribute system, and then he unloads this gem: "If your answer is that stat budgets don’t have to grow so much in order for players to still want the gear, our experience says otherwise." Silly plebes with your naive remedies; I have data to dismiss your predictable suggestions!

Ignoring the arrogance, what metrics could they possibly have to discredit this simple solution? They can't use data from PTR, because that has bitten them in the ass before (There are huge discrepancies in motivation between PTR and live realms. Honor item costs had to be adjusted after players were getting them in a few hours on live realms.). They can't compare vanilla raiding to BC raiding because there are way too many variables. The only timeframe that I think they could refer to would be the beginning of the Burning Crusade, when after much bitching by players, they increased the attributes on T5 gear to make them more "worthwhile" than T4. (Aside: People don't know what they want, often desiring the opposite of what they say.)

But even this event isn't in a vacuum. Let's assume that after T5 attributes were increased, Blizzard saw a huge swell of players entering T5 raids. Ghostcrawler would like to say this was caused by an increase in reward value. What if players simply finished the T4 content and moved on the T5? What if players had every intention of doing T5 for the marginal rewards, obliged to work their way there slowly by using T4 as a stepping stone? With the margins highly increased, raid leaders rightly assumed T4 was useless and skipped it. Blizzard is in the business of making content obsolete as quickly as possible.

Tuesday, August 2, 2011

Time, Money, and the Journey

A discussion of the Diablo 3 $AH took place on our TF2 forums, and someone commented:
it all just seems silly to me.. why play the game if you're going to buy your way to the end result? I've spent $4 on tf2.. and I still look at it as a waste.. items will come and go, and there is always trading.. same goes with diablo3, why pay for pixels that you can obtain yourself and they're obviously going to continue releasing bigger and better weapons that you're going to replace said weapon with, and I see it happen in WoW all the time.. people pay for gold, buy the new shiny off the auction house, and the next day they win a drop in a raid thats better.. $20 down for a days' virtual satisfaction. Its all fickle to me lol
The following was my response.

Diablo, like other action-focused computer RPGs, is designed to be very Achievement oriented. The heavy Goal-Oriented-Play coupled with high-accessibility (and very few set backs, i.e. punishment) fosters an environment where the ends of playing the game are the achievements themselves. For many Achievers, there is no longer any fun in the journey--they want as many vacuous trophies as quickly as possible. There is nothing wrong with getting your jollies from virtual shinies, but here is where the contention lies.

Traditionalist gamers have been, I believe, vaccinated from these psychological lures. They have seen leaderboards and Skinner boxes for decades. If they play a game, they enjoy learning the system, assuming that system is complex enough to hold their interest. If they play strategy games, they enjoy complex resource management. If they play RPGs, they like the journey. They are OK with gating content, with stratifying players into Haves and Have-Nots.

They have been trained to believe that Time and Skill equates to Power. To Traditionalists, games are a great equalizer. The Real World does not leak into their synthetic worlds, and each player's reputation (and Power) are built via in-game means only. This is a fallacy.

The person playing the game has a certain amount of real world resources and real world dexterity. Resources come in the form of Time and Money. Dexterity is both Mental and Physical. Different game genres tap these 4 attributes differently. MMORPGs typically require Time. TF2 takes Physical and Mental dexterity, as well as practice Time. What we are seeing in the Game Industry is the incorporation of Money resources.

This transformation is occurring because many Traditionalists are opting for other responsibilities: jobs and families. They no longer have 10 hours a day to throw at Everquest or StarCraft. They can't wait around for 2 hours to get a game started; they need high-accessibility games. Lowering the barrier to entry is also allowing brand new players to enter the scene. This is the explosion of Casual and Social gaming. These players have Money, but no Time. And quite a few of them are willing to trade their Money for Power. Believe it or not, there are markets that enjoy Paying to Win. This makes Traditionalists exclaim, "WTF ARE YOU DOING?!"

The Time-rich no longer have the upper hand, and that makes the status quo feel as if their time isn't as valuable. And they are correct: with the inclusion of Money, it inflates the resource supply. Buying characters, power leveling, and gold was and still is seen as cheating in various online games primarily because it devalues the achievements (i.e. Time) of players.

To more directly answer your question, "why would someone drop $20 for such an ephemeral trophy?" we really have to answer why humans trade resources for ANY status-signalling good. Fashion, competition, self-worth, belonging to a group: all of these are deeply rooted social instincts. The next time you do a farming run for a piece of loot, ask yourself why are you trading your time for these synthetic goods. And then ask if you'd rather trade money instead. If the goal is the trophy, it really doesn't matter how you got it. If you value the story attached to the trophy, then hopefully the journey is worth taking--and that is something money can't buy.

Tuesday, November 17, 2009

Accountability System for Dynamic World MMOGs

Let’s think about how society holds people accountable for their actions and why. We’re not going to be able to directly model this in a game, but understanding how morality and social structures maintain themselves in real life can provide us with a basis for the mechanical social structure in a game world.

What (most likely) separates human beings from other animals is that we can calculate consciously the affects our actions will have on others. We can conceive of systems to judge actions on a scale beyond our own self-interest. These conceptions are institutionalized through religion and law. Societies dynamically generate and modify moral codes that their members tacitly understand. When there are enough people in the society, institutions arise to enforce moral codes and perpetuate, beyond the scope of the family, certain moral standards.

Accountability and moral agency are tightly bound. If we can be held accountable for our actions, we have the capacity to make moral decisions and be held to moral standards. We want the morality of actions to make a difference in what a player chooses to do when he interacts with others.

Societies in online games take on much of the morality of the real-world society in which the game is played. The effect of morality is deadened significantly in online games, though, leading to plenty of negative, uncooperative behavior that leads to undue pain and suffering.

Active morality promotes social order and cooperation, which, in general, leads to a much better social experience and a more enjoyable gameplay experience. In order for morality to matter in the game world, though, there needs to be accountability. Actions taken against (or with) other players need to have consequences, positive or negative, in order for the morality of those actions to matter to the player. Consequences cannot be enforced by players without knowledge of the precedent action.

Accountability in MMO dynamic worlds is deadened by several factors. Dynamic world games have to mitigate these factors significantly to make accountability work.

  1. There’s no way to teach the morals of the game’s society to newbies without them experiencing it. Newbies are given a character that should have a solid understanding of the moral framework, but it’s impossible for the newbie to have that level of understanding.
  2. There’s no ultimate punishment in the game world because death has little meaning. This has far-reaching consequences and cannot be overlooked.
  3. The cost of abandoning a character and creating a new one isn’t prohibitive. Griefers only lose time when they are forced to make a new character, and those griefers usually have more free time than those who are being griefed.
  4. Players don’t play every waking hour, so decisions that may need to be made have to work around when a player is online. The player’s perceptions and actions are limited by how long they spend online—there’s no analog for this in real life.
  5. Survival is not a motivator for belonging to social groups. I-game groups are much more ephemeral and the bonds between players are much looser because there aren’t many pressing needs, and no need is as pressing as survival.
  6. Membership churns in social organizations. As a result of weaker bonds between players in social groups, a player can jump from group to group at little penalty.

An accountability framework for a dynamic world needs to have several parts:

  1. Event capturing and fact collection. The game engine can provide plenty of information about what characters have done. This information can be factually perfect—which is actually better than the general imperfection of information in real life. Collecting data can be difficult in games that have a lot of ambiguous actions available to players, but if players’ actions are relatively well defined, event capturing can lead to a significant increase in accountability.
  2. Player aggregation and contextualization of information. Trusted players should be able to take the bare-bones fact sheets generated by the game engine and write histories around them that can be read by other players within the game.
  3. Limited information availability. People don’t immediately know all of one anothers’ deeds and misdeeds. A game shouldn’t model this directly, but some gradual information spread depending on player contact and faction contact is necessary.
  4. Account-wide activity memory. Because we cannot assume any degree of roleplaying, the moral actor should not be considered the character, but the player. All characters played on the same account should be connected. Activity histories should appear the same for all characters on one account (though there should be some reorganization of the view to allow the activity of the current character to be at the top or highlighted).
  5. Give in-game social groups facilities for communicating at all times within the game. This means much more than guild chat. Social groups should have message boards accessible from within the game. There should be something like a wiki that the group can put up to hold important data about itself that its members need to know for the social order to be maintained. Organizational tools are crucial for the promotion of moral and cooperative behavior.
  6. Allow social group membership to have a dramatic effect on how a player plays the game. More than simply giving the player a tag beneath their name and a chat channel, guilds should open up a whole new world of coordinated and uncoordinated group activity. When a player joins a new group, she should notice a difference in the way she plays the game every single time she logs on. In this way, group membership can have significance and membership churn can be reduced. Survival can be replaced with raw utility as a motivator for social behavior.

MMOs should make playing with others as smooth and rewarding as possible. In a game world where players can have significant effects on each others’ gameplay, it’s critical that social groups have the tools to invent and maintain morality frameworks to ease cooperation and promote social stability. Without tools to aid tracking and managing accountability, dynamic worlds will continue to breed a disproportionate number of psychopathic characters—such games will always be alluring but, ultimately, socially unstable, exploitable, and brutish.

Wednesday, November 11, 2009

The Character-Player Gap

Image (c) Mystic RealmsIn tabletop games, it’s important to maintain the gap between the player and the player’s character. These games hinge on the players roleplaying—the conflict resolution mechanisms are a big aid in the process. The quality of a game of D&D often depends largely on if the players can maintain a separation between themselves and their characters. When the players roleplay their characters effectively and don’t metagame too heavily, suspension of disbelief can take hold and lead to intense immersion. If the gap closes between the player and character, the game becomes a poor simulation with little soul.

MMO design, though it finds its roots in tabletop RPGs, cannot work off the assumption that there is a gap between the player and character. Social competition and cooperation force the gap shut.

How the Gap Closed

In order to compete most effectively against other players (i.e. take the path of least resistance at every possible point and maximize gain) the character is discarded. Roleplaying is significantly less efficient than playing as yourself, so a player motivated by competition will not bother doing it.

To cooperate most effectively in games, players use tools like voice chat that will erode the sense of talking to the character. The player’s interaction with the game world is no longer tightly bottlnecked through the game, it spreads out onto forums, vent channels, IRC, and IM clients. It becomes significantly more difficult to maintain a character-player gap under this diversity of contact—and most of this contact is necessary to cooperate most effectively.

If there is a not a social contract based around roleplaying, people will not roleplay. One or two people failing to roleplaying consistently leads to exponential numbers of players thinking it’s OK not to roleplay. So games cannot expect roleplay where there are a significant number of new players who are not familiar with the concept.

What Does It Mean?

Design games that don’t rely on their being any separation between player and character. Don’t limit the player’s ability to talk to other players because they are not on a certain character. At its most superficial level, persist guilds and friends lists across an entire account (perhaps on a server-per-server basis).

We can only safely assume that a player is roleplaying when he’s interacting with NPCs. MMOs should have a wider variety of NPC interaction choices. NPCs need to have lives that mean something to players—this alone will lead to a significant change in the meaningfulness of an MMO’s world.

The closing of the character-player gap doesn’t necessitate gutting systems of all immersion and stripping them down to their most addictive mechanics. The player character primarily needs more means of effecting the world that are affected by the character and not the player. We simply cannot rely on the player to roleplay in any form. We must fashion gameplay around this fact, not, as WoW and its descendants have done, in spite of it.

(When I present the design for the MMO I’d like to make, you’ll see more clearly how I intend to do what I say here.)

Monday, October 26, 2009

On Balance, Part 1: Strategy and Depth

Everyone at all interested in game design should read Sirlin’s series of posts on balance. He brings up just about every important facet of balance relevant to games in general. He uses mainly examples from fighting games to illustrate his points—they work great as examples of the concepts he discusses.

In this post, I’m going to summarize many of concepts Sirlin illustrates (you should definitely read his articles if you have the time). Balance is a critical concept in MMOs and certainly merits a post on this blog.

Strategy

A strategy is a planned set of actions. Every game has a strategy-space that consists of every possible strategy the game permits.

PD6-2

Some strategies are better than others. The best strategies dominate all other strategies. A strategy is dominant if it is always the best strategy to choose regardless of the state of the game—an expert in the game would always choose that strategy regardless of his opponent’s decisions and the expert would always win.

A strictly dominant strategy is always the best to choose. A strictly dominated strategy is never the best to choose.

There are different layers of strategy. In theme-park MMOs, there are character growth strategies specific to each class (the specific talent builds for a feral druid, a prot warrior) as well as in-combat strategies (a DPS rotation for a hunter or an aggro control plan for a tank). The order in which you complete quests is also a strategy. Each of these layers have different goals and optimizing one may necessitate choosing suboptimal strategies in others. MMOs are fun because there are a lot of strategies that allow us to succeed—success is almost guaranteed—so we almost always feel like we’re being smart players by choosing good strategies, even if our strategies are far from optimal.

Darkfall is a unique example of the strategy paradigm of character growth being turned on its head in an MMO. Any character, as of October ‘09, can max out every skill in the game. Every character is expected to be able to effective perform every role as the game is played now. Most MMOs necessitate character growth strategies that are essentially time-independent, because there is usually some limit to the character’s growth that is set by its class or a skill cap—character growth strategies focus on the character optimizing for a desired role when it reaches the limit of its growth. In Darkfall, all growth strategies are rendered moot in the long run. Every character is exactly the same given a several month span of time. The strategies that matter for Darkfall in its current for are those that optimize the instantaneous power of a character at all points in its life. This problem is significantly harder to solve, but it tends to be less interesting than endgame minmaxing. (There probably can only be one optimal growth strategy in Darkfall.)

Depth

Depth is the result of there being enough viable strategies for the number of possible strategic permutations to outstrip the player’s capacity to experiment with many of them in a reasonable amount of time. This results in an evolving metagame where certain combinations become popular.

Depth is, at its root, the result of asking a player to solve variations on a problem that is very difficult to solve. It’s not obvious to the player at any level what strategy will net him the best results, so players will try out many different strategies against many other strategies in search of optimal solutions.

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For instance, assessing mid-game positioning in chess can be a monumental task as the number of possible moves grows significantly as the board opens up. Calculating the value of positioning vs material is a monumental task. Usually there is not enough time to come to a definite valuation, if one is possible. Chess has a lot of depth in that you can play it many times without seeing identical mid-game positions, so not only is piece valuation and position valuation a hard problem, it’s rarely the same between games. Different players put different weight on different ways of evaluating board position and material; the metagame of chess has been evolving for at least four hundred years and most players still struggle to gain a grasp on evaluating board positions and possible moves.

MMOs currently lack depth. The problems that a player must face when he sits down to play are severely limited in difficulty. Modern MMOs are mostly built to tickle players with rewards and those rewards are their primary motivation for continued play. If game systems had enough depth to rival the reward addiction, MMOs would be able to get over the Kosterian Curve of rapid adoption followed by devastating desertion.

Sunday, October 11, 2009

Massively Meditative Online Games

Longasc tells me that I don’t “get” Aion. If you examine my last post in isolation, it’s easy to shrug off my criticism of Aion as coming from someone who doesn’t understand the appeal of the game. My comments might appear to be similar to the kind of comments a sports-indifferent person would make towards a Madden game.

I do “get” Aion. And I “get” theme-park and grind-fest MMOs. I know what the appeal is and I have enjoyed the style of gameplay in the past. I’ve been playing DDO and genuinely enjoying the game—DDO typifies the theme-park style of play as well as any game. I’ve played and genuinely enjoyed first-generation MMOs that rely on grinds. I didn’t stop playing Aion because I didn’t understand the point of playing the game, I stopped playing because I don’t think it’s a fun game to play. If a game’s not fun, it’s not worth my time.

There are four reasons why people play games past where they’re having fun:

  1. Completionism. Some players enjoy finishing games and achieving all there is to achieve, regardless of grinds, frustration, and a general lack of fun.
  2. Meditation. When a game is sufficiently easy and grants a constant, pleasant stream of ego-ticklers, you can fall into a meditative state of relaxed play where you’re not having fun, but you are mechanically engaged in a way that allows your mind to rest. In the movie Layer Cake, one character tells another that he enjoys disassembling and reassembling his pistol without looking—he claims the mechanical activity allows his body to be occupied so that his mind can be freed. This is meditation.
  3. It’s better to play a game that occupies you than to be bored otherwise. Some players play because otherwise they wouldn’t know what to do with their time—they’d be bored otherwise, so they chose to do something that at least will occupy their time. The minor social and mechanical rewards are enough of a prod that they don’t forget about the game, so they keep logging in.
  4. It’s better to play a game with friends, even if it’s not fun, than to play any game alone. Social and casual players will play where their friends are because playing the game is secondary to sharing an experience with their friends.

Although, in the past, I’ve tried (and sometimes enjoyed briefly) playing games because of the first two reasons, I currently fit none of these descriptions. I don’t play games past the point at which they’ve stopped being fun. I get far less satisfaction from having finished a game than from enjoying the game’s content; I have other meditative hobbies (I play drums and write); I have other activities to occupy my time while not gaming and not working; I don’t tend to make friends that share my taste in games—I haven’t been able to find an MMO that has been enough fun to keep me around so long that I could find a guild with which to fall in love.

I play games to reach a flow state and have an enjoyable and memorable experience.

Challenge_vs_skill[1] 

Most MMOs are at best in the “Control” section of this skill vs. challenge graph. In the “control” state, I have relatively high skill and the game is built for moderately-skilled players, so I can experiment with impunity and have some fun. Aion is in the “Relaxation” state for most of its players, but for me it sits firmly in the “Boredom” state. It’s not because I’m mediocre, but because the game doesn’t allow me to be much better than some arbitrary point that happens to fall within the boredom octant of my personal state graph.

I play games to get into the “Flow” state. When I started playing MMOs, I found it easy to get into the flow state because the challenge was high compared to my skill and knowledge of the games—I was innocent and the game worlds were full of magnificent mysteries that intrigued me. Now I see straight through every challenge presented in a typical play session of an MMO, so games like Aion have sunk from Flow or Arousal down to Boredom, Relaxation, and, ultimately, Apathy. If I don’t see myself having a chance at reaching the flow state in a game, I will not waste my time with it. There are always better games out there waiting to be found; there’s no reason to squander my time with mediocrity.

Monday, September 28, 2009

Play is Extreme Simulationism

In the end, the most lasting effect of the Tools of the Mind studies may be to challenge some of our basic ideas about the boundary between work and play. Today, play is seen by most teachers and education scholars as a break from hard work or a reward for positive behaviors, not a place to work on cognitive skills. But in Tools of the Mind classrooms, that distinction disappears: work looks a lot like play, and play is treated more like work.

-Can the Right Kinds of Play Teach Self-Control? by Paul Tough

The boundary between work and play is blurred by the hellish commitments MMO players make to their guilds and online friends. Players willingly spend thousands of hours in-game, having fun in very few of those hours, and later find a huge, soul-sucking void in their past where one, individual, mediocre game once stood proud. Play can become life—perhaps this is the much fabled immersion everyone talks about. But what does immersion mean when the most soul-sucking game is probably one of the least immersive?

Play is a model of life. Play trains us to perform actions in the real-world. Play is a safe environment to learn about and practice behaviors that will benefit us later in our lives. Do MMOs take advantage of this? There are some abstract behaviors like guild leadership that can translate into leading other organizations. But most often useless memorization of irrelevant sets of stats and game mechanics decides the victor.

What if we made mechanics in MMOs more like the mechanics in real life? When does the simulation stop being fun and start being work?

Imagine being a blacksmith in an MMO. Imagine that you are actually a blacksmith in that world. Do you have time to wander around the country-side hitting bunnies with sharpened metal? No. You’re busy doing your job. You make so many swords, barrels, horseshoes a day and that is your life. You do it for 20 or 30 years after your apprenticeship ends and you die. Is that fun? It’s certainly repetitive. But there’s a lot of learning, skill, and knowledge there. Certainly a game wouldn’t force the player to stay logged in for the entirety of the character’s “day” in the world, but I don’t think that a player logging in for an hour or two and actually doing some smithing—and not clicking on a button that says “smelt copper bars” and waiting for a progress bar to fill, but actual game mechanics that emulate the process of creating a bar of copper out of some ore—is bereft of fun.

You could learn a lot about the world you live in through playing such a game. You can have fun while you learn—you can have fun by learning!

Imagine making a sword over the course of a half-hour and when you’re done with it, you have the knowledge that you actually made that and that someone else’s character’s life (permadeath would be crucial if we’re going to get serious about dramatic play here) depends on its quality. That is so much more meaningful than spending three hours smacking kobolds that’ll respawn thirty seconds later; and there are real world takeaways from that session aside from some money disappearing from your pocket every month.

I’m pushing past moderate simulationism here, but I see definite possibilities for games beyond A Tale in the Desert to harness real-world processes to make crafting—and the rest of the game—more fun, more rewarding, and more real.

Sunday, September 6, 2009

Social Competition

How highly do we value uniqueness in our RPG characters? I think we all want to be heard.

I was playing a female Draenei hunter with Evizaer even though I already have one. Same model, same professions. A few days ago, I was planning on transferring the older, level 43 hunter to our current server. I wanted to do this because she has a Nightsaber mount, the Furbolg wand, and pretty high Mining/Engineering (it's hard to keep up professions with RAF). But the rational part of my brain kicked in, and since I suspect we will only hit 48 by the time we head off to GDC Austin and then Aion, I decided against the transfer.

That Nightsaber mount is special. I remember going to the newbie Night Elf area and doing every Darnassus quest I could find. I did the same thing for a little Gnome mage I have because I don't like the appearance of the elephant nor Mechostrider mounts. But at the same time those accomplishments uniquely identify those two characters.

Achievement is also expressed though generational items, often earned during time-limited events. Wearing a Pumpkin Head in FFXI said "I was there". FFXI is without a doubt a much more social game than WoW. Players had casual clothing that they would wear in town. I had a very clownish costume of a Pumpkin Head, a blue kimono, and white slacks which I would often substitute with a Rusty Subligar. Here is an example of how ridiculous I often made myself look with the subligar.

It was a statement. Among all the Hume Dark Knights with face/hair model #3, I was the guy who wouldn't wear pants. I was also a walking trophy shelf. I never did any end game raiding in FFXI; event gear was all that I could show off.

In WoW 1.x, standing around in IF with all my fancy raid gear was enough to set me apart. Even if I did manage to obtain clown gear, I dare not remove the trophies of my accomplishments. During guild raids, I wasn't that unique snowflake anymore; everyone had uber gear. Thus I frequently brought "toys" from all the holiday events: snowballs, moon beams, pets, a reindeer, etc.. I often had at least one application of Noggenfogger on me at all times. It still is my favorite item in WoW. I made Evizaer come with me to Tanaris just to do that one quest.

The synthesis of social and competitive aspects cannot be decoupled. Your accomplishments mean nothing unless compared to others. Has a friend ever been really excited to tell you some feat he completed in a game you've never played? Sure you feel happy for his success, but you don't know how grand the accomplishment really is. We even juxtapose our solo trials. I can win Civilization 4 on the hardest difficulty (yea right!), but unless I've failed on Deity before, I have no sense of victory. It's all relative, just like any metric. I see players walking around in WoW with epic gear. It could be from some 5-man heroic or from Yogg+0 or whatever the kids are killing these days--I have no idea; the trophies are wasted on me.

If we use evolution to explain human behavior, the competitive backbone of society isn't that far fetched. Time and time again economists, anthropologists, and psychologists have tested the premise that humans should rationally choose the objectively better option when dealing with choices. But time and time again, humans show they would rather be better off relative to their neighbors. Keeping up with the Joneses. Or Ensidia.

Social players and achievement players are two sides of the same coin.