Musings of a Day Lush

World of Warcraft - Is it killing you? It will.

10 January 2009 by Mushroom Queen

GENUFLECT. NOW.

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“Duh” Statistics: Studies that help you learn nothing

07 July 2008 by Mushroom Queen

“Duh” statistics are those profoundly condescending studies that are released by social scientists and university students that seek to prove something that is assumed to be self-evident. Care for an example? While reading an article in Wired about the impact of voice chat in World of Warcraft, I couldn’t help but let out a groan of frustration after reading this paragraph:

This is particularly a problem for women, because often women thrive in MMOs precisely by downplaying their sexual identity. When Krista-Lee Malone, a student at the University of Wisconsin in Milwaukee, did a study of the impact of voice chat on online worlds, women all told her they were treated differently once other players — particularly younger men — could hear their voices. (”They got hit on a lot,” Malone says.)

Krista-Lee is a DOCTRATE student from the University of Wisconsin. I can understand that she might’ve been on a deadline for this “study” and thought to herself “Hey! Why don’t I write about my favourite MMO?” No. A search of her name brought up a study on the economics of Dragon Kill Points. Hey, Dr. Krista, why didn’t you write your thesis on how most Night Elf Hunters tend to be fat and greasy in real life? Subjects like these are filler posts for blogs, so why publish them as actual studies?

Now, I’m not picking on poor Krista-Lee just to be a mean, mean person. There are thousands of published studies out there that are counteractive to the concept of discovery and sharing knowledge. While writing this, I realised that there is another category of studies as well. “Who cares?” studies also pollute research databases with results of findings that only serve to be an amusing tidbit shared at the dinner table (ie “Why people yawn”).

There is no point to these studies other than to gain a spot on the evening news where the anchor tries to make the story interesting by saying “Believe it or not, studies show that reading helps improve vocabulary!”The sad thing is that most of these studies are done by universities using funds that could have otherwise been used to greater benefit. Ridiculousness ensues!

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Oh, sweet death.

21 January 2008 by Mushroom Queen

Good old emo attention-grabbing title, eh? Well, I’ve been thinking about the various ways which games deal with the event of the character’s death. I’ve realised that different games want you to learn different things from dying. The old-fashioned DOS games would give you a few lives and put you back to the beginning (or to a save-point) upon death, but these days, death is a more different, especially in MMO’s. There are two lessons that various games want you to learn from dying. They either want you to lose items/experience from it and teach you that there’s risk to the game -or- they want you to learn the game through relatively mild consequences that help you learn by trial and error.  Let’s look at a few of the death consequences of the more popular MMO games:

Runescape: You lose all, but1-3 (depending on whether or not you’re skulled) of your items if you do not have a gravestone. Dying in Runescape is truly frustrating. I remember my first major death when my game lagged and I was training. I lost a Zammy kite and pirate hat, plus a good deal of other good stuff. If you aren’t a rich player, it takes a lot to get back what you lost and each time you die, you feel less and less into what you’re doing.

Tibia:  Tibia is a game very similar to Runescape in its design, graphics, and overall game play.  Dying is bit different in this game, however. In Tibia, when you die you lose a small bit of experience and you also have the chance of losing items. However, seldom does a player ever lose his equipment. Like Runescape, you’re teleported out of danger and sent to your home area.

Guild Wars:  When you die, your character is sent to the nearest respawn area which is guarded by an NPC to prevent monsters from attacking you in that area. The only catch to dying in Guild Wars is that you accumulate something called a Death Penalty (DP). The DP is a percentage that increases if you continuously die and only decreases when you or your party fights without any deaths. Basically what it does is limit your hitpoints in proportion to the percentage of the DP, preventing you from charging back into areas over and over with full hitpoints.

World of Warcraft: WoW has a very straightforward death system. When you die, you walk back to your corpse from a graveyard as a ghost (so, you can’t fight anything along the way), and respawn with half of your health. The “gotcha” part of this is if you die in an area infested with monsters that you cannot kill on your own. Your choice then is to fight and die or run. Most people know that running is not an easy option like it is in Runescape. Monsters follow you for quite a ways before leaving you alone. In cases where death is imminent, the game does not punish you for choosing it. When you’re sent to the graveyard, you have the chance to be “healed” by the Spirit Healer, saving you from the walk to your body (but, you do get 25% of your armour’s durability taken away).

Runescape and Tibia have deaths that are oriented to losing items or experience, but they take you completely out of danger when you die. Granted, in Runescape you’re really not that grateful for being in Lumbridge.  Tibia’s idea of death is actually pretty interesting. You run the risk of losing things, but not anything that’s too hard to replace (like armour). You do, however, lose some experience from dying.

Guild Wars and WoW have slightly more complex ways of dealing with death. They want you to go back and try to finish the fight, but you need to be hindered in some way for your past mistake. What I consider to be most beneficial is that you do not risk losing items or experience. Both of the games focus more on the problem at hand, rather than punishing the character for getting himself in a trap.

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Wenchkins: 1 Cow: 0

16 December 2007 by Mushroom Queen

So, I did the unthinkable. Yes, I’m now Playing World of Warcraft. I’m finding it to be lots of fun, albeit a little complicated to understand. I like the game enough to pay the subscription fee since I feel like Blizzard does a good job, not only with its community, but with its game. Brad has been giving me a hand with getting used to it and we’ve even made an RSBANDB guild!

The only catch is that we need 10 people to sign our charter. So, if you are a European WoW player, please make a character on the Anachronos server and sign our petition. Creepy’s playing now too, so I’m doubly happy. We haven’t actually been able to play together though as he’s feeling under the weather.

Yesterday, I finished another piece of art. I think this is the best I’ve done in a while and according to Creepy, it’s one of my absolute best. :P

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