October 30, 2008

Cheese vs. Wootah

Back when I was playing EQ, there was a woman who proudly described her guild as the kind that kills for the “wootah feeling,” as if this somehow made her playstyle more noble than others who might kill for, oh, I don’t know, the loot?!

Don’t get me wrong, as I’ve said before, I love MMOs because I enjoy the whole “team” thing and being a part of individual progress, which makes the guild improve as a whole.  Weird, I know.  Loot, to me, isn’t a status thing, or a representation of self worth, as much as it’s a means to the end – guild progress.

Above:  New Tunaria in EQ2.  Gorgeous zone, zero players.

Syncaine wrote a good piece lately about how Warhammer would be a better game if there were less content, since that would prevent the population from spreading out so much that RvR suffers.  But he also criticizes the casual player, saying that they have a “sheep mentality,” not sophisticated enough to “get” the game.  In comparison, he says that beta players stuck more to the “vision” of the game, and (apparently) because of their knowledge and expertise, they played the game the way it was intended and didn’t grind scenarios like the current live population does.

The beta observation is interesting, because it brings up a good question about the value of the beta testing process.  But I’m not sure we can conclude that beta players played the game the “right way” because they are more sophisticated (and “right” is debatable but that’s a whole other blog entry).  They most likely played that way because A) they took their beta job seriously and tried to test the content as thoroughly as possible or B) they didn’t grind scenarios because it “didn’t count,” meaning that since there would be a server wipe at the end, they didn’t worry so much about racing to the level cap and gearing up.  I’m also going to assume there were some beta buff opportunities, so some beta players probably got to skip the level grind entirely, meaning scenario grinding wouldn’t have been an issue.

I’d be willing to wager that a lot of beta players are queuing up right behind the “sheep casuals” right now.  Any time that you have a game with a structured level path, and you have a reward based game with the best rewards at the end of the line, people are going to take the path of least resistance to get there.  Killing for the wootah feeling is fun like once, maybe.  But as soon as that rush is over, and you look around and realize that in the time it took you to attain it, everyone else got 10 levels, 3 supahsweet pieces of gear, and can now kick your butt 10 times over (or they’re a friend of yours and now can’t group with you because you’re too far behind), that wootah feeling evaporates pretty quickly.

At the risk of using a tired analogy, it’s like the mouse in the maze.  On one side of the maze is a glowing rainbow flower that twirls, spits glitter, and sings the best of Mylie Cyrus 24/7.  On the other side is a plain, yellow, hunk of cheese.  The mouse might bump into that flower and pause a second, having his “wootah” moment and wondering why the heck the flower sings Mylie Cyrus, but then he’s gonna go back to studying the path and grinding his way to the cheese.

So that’s why everyone right now is grinding scenarios in Warhammer.  It’s why people would form lists in lower guk and wait for hours to get a chance at one of the camps in EQ, even though there were tons of other good dungeons around.  It’s why no one groups to get to the level cap in WoW.  Heck, I think there are tons of wootah moments in Vanguard, but no one stuck around to find out.  And in a few weeks, as Tipa pointed out recently, it might be why the bulk of the EQ2 population will run the same 2 or 3 replayable dungeons in the Shadow Odyssey expansion, despite the fact that there will be about 15 to choose from.

That’s not the players fault.  Give us some cheese that is shaped like a glowing rainbow flower that spits glitter and sings Mylie Cyrus, and maybe we’ll stop our rut-like tendencies.

Posted by jayernh under Archive | Comments (6)

6 Comments »

  1. You are correct on the cheese part in WARs case. Mythic needs to give more incentives for ORvR, and they are working on it.

    About the beta, part of the reason people did not grind scenarios was indeed because of character wipes, but I don’t think that was it entirely. One of the highlights of WAR is that even at level 1, you can do almost everything you could at level 40, just on a smaller scale. Too many players are stuck in WoW’s grind-then-endgame style, and think that levels 1-39 need to be finished as quickly as possible just to get to ‘the good stuff’. I think in beta, with a more focused MMO crowd, most people caught on fairly quickly that level 5 RvR was just as fun as level 40 RvR.

    Comment by Syncaine — October 31, 2008 @ 8:48 am

  2. Call me Mr. Clueless, but WTH is wootah?

    The Miley Cyrus bit had me giggling–I hope she is blacklisted and in drug rehab by the time my nieces are old enough to care who she is.

    Your path of least resistance observations are dead on.

    Happy Halloween!

    Comment by tenfoldhate — October 31, 2008 @ 2:09 pm

  3. Wootah is like “Whoo hoo!” or “YEAH!”

    It’s sorta like the MMO version of what happens when Ed McMahon knocks on your door, hands you a 6 X 10 foot cardboard check for 10 million dollars, and balloons and confetti rain down on your head as you scream uncontrollably.

    ….or something….

    Comment by jayernh — October 31, 2008 @ 2:14 pm

  4. God I love that wootah feeling! I miss that cRaZy kLeRiK too! haha

    I think you can actually get a little of both worlds, by avoiding spoilers and pictures of mobs, I always got a little wootah feeling when trying mobs for the first time and doing raids and events. It’s more about being responsible in what you do outside the game to maximize your experience in the game.

    But you also start wondering how to maximize your playtime and sometimes just hopping in that level grind rut is the way to go. (Vive le Ward Defending!)

    Comment by Corka — October 31, 2008 @ 6:04 pm

  5. It’s things like this that have me questioning the whole concept of “character level” as a progression metric in the first place. I know, it’s an RPG staple, and grind brings in that sweet, sweet subscription money… but it really isn’t the best game design.

    Comment by Tesh — November 3, 2008 @ 6:21 pm

  6. You’re kidding with this, right?

    Comment by miley cyrus tour — June 27, 2009 @ 8:21 pm

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