Control of Power

Ok, so that’s the best picture I could come up with.

In the previous power post, I went over the various paths to acquire power, as a player.  This post will go over the developer’s mandate to control that path in order to provide game and player balance.

In a traditional start/end game, like Mass Effect, distributing the power is usually limited by two factors – time (experience) and content.  The longer you play, the more items you acquire, the better they are and the better your skill set becomes.  Some games give a carrot-on-a-stick effect to start the game, like God of War, where you have extraordinary power then lose it shortly after.  Still, as the game goes on, your experience and time played provides more power.  A developer can incrementally increase the power of enemies and map it along with your increases.  A game like Final Fantasy where you can “grind” levels to make content easier also provides a hardcore mode for players that want to complete the game at level 1.

The second part is tiered content.  Using Final Fantasy 13 as a great example of tiered content, the developers limit your power acquisition to chunks of gameplay.  No matter how much you grind in section 2, the developers have given you a minimum level of power to start and a maximum amount to end with.  The variance is also usually pretty small too. Any game that locks out zone X until you complete Y is artificially limiting your power.  That’s why games like Fallout and Skyrim can make some sections really easy and others impossible as an open game does not assume your power level – it gradually increases difficulty based on your power.  This requires more coding by the developer but less planning since they never have to guess at your power level.

In games with no end content, such as MMOs, balance is difficult.  A straight boost to a power stat (power, critical chance, critical multiplier, speed) means that an item from the lower levels can and will compete with a higher level one, unless you inflate it to higher levels.  WoW had trinkets that provided 2% critical chance in the lower levels.  For a higher level trinket to provide a better stat boost, it had to be 4% at the minimum.  Push this across 10 item slots and you have players with incredibly boosted stats.  Add in an expansion and now the items need to be 6% or more.  Power growth is uncontrolled.

Developers learned fairly quickly that you need to convert something into that base stat – hence ratings.  Ratings work under a formula that is based on your character’s level so that an item with 10 rating would give 2% crit at level 20 but only 0.1% at level 50.  As you increase levels, you also decrease the conversion ratio so that at any given level, a character should only have X amount of a base power stat.

Moving on a bit to more complicated matters – theorycrafting.  In games with multiple playstyles – ranged, melee, casting, tanking – certain stats are more interesting than others.  Some classes will prefer to stack critical rating, others speed boosts and to that end, will stack a single stat that provides a linear gain.  If I know that 100 crit rating gives me 1% crit, then I will stack 10,000 rating as it’s my most attractive stat.  From a balancing perspective, this means that the items that you design will have weights based on classes and some items will simply never be used.

Diminishing returns help with this issue somewhat as the more of a stat you stack, the less valuable it becomes.  If you’re familiar with a logarithmic scale, you can see that at a given point, a stat rating becomes less attractive than another.  Let’s say critical chance is your best stat, 2:1 compared to speed.  Once your critical rating stat gives half the rating it did at 0, then you can start putting points into speed rating.  This way, you still have the increased power from critical but the loss of power from the diminished returns is off-set by the increase in power from speed with has yet to have diminishing returns.

From a balance perspective, it’s also easier to balance diminishing returns as you’re effectively capping the possible value for a stat source. If critical rating is the only way to get critical chance, you could make it diminish completely at 30%.  If you have 1 or 2 more sources, diminish those as well so that the total possible in-game is 50%.  You know that the majority of people will be in the 35% range while the ultra players will be higher, 40-45%.  That’s much easier to balance than 10% vs. 80%.

Diablo 2’s magic find stat worked like this.  For basic items, it provided a linear return and for the best unique gear, it was a diminishing return.  So while you might always be gaining a better chance to find magic items, once you reached about 400 Magic Find, there was little benefit on stacking more of it if you were hunting uniques.

On the flipside, if you have hard caps on some stats, where once you reach a given point there is no more benefit, you’re essentially limiting your gear selection for players.  SWTOR for example had an original issue where Accuracy and Speed were completely worthless stats since you only needed a small amount to cap, yet 75% of all the high end gear had these two stats present.  With the game’s ability to swap stat packages around, high end players farmed a small set of gear (IA gloves mostly) for the Crit/Surge boosts, which were 3-8 times more valuable for every class.  This is poor design.  Changes were made in a patch to reduce the return on some stats and the next big patch, 1.2, should change the way stats are distributed across equipment.  Still, the stat system is flawed at its core in that game.

Developers have an intricate balance to play if they have multiple paths to power.  The more you have, the more you have to make sure that all of them provide benefit to the player in a balanced fashion.  If one stat simply shines for everyone, expect game breaking situations (armor penetration in WoW is a good example).  Ratings and diminishing returns provide the mechanics that devs can use to balance stats between each other, between classes and across all levels of content.

Path to Power

Back to gaming!  The next few posts will go over the mechanics of RPGs, specifically the increase in power and the multiple paths that it can take.

Since the Pen and Paper (P&P) days, characters have faced adversity and through it, gotten stronger for the next challenge.  This is true in life, for the most part.  When computers came out, essentially large calculators, this process was shadowed somewhat by the adventure.  In today’s world, you can easily play any RPG game and ignore the behind-the-scenes calculations for power.  The game usually does a pretty good job of showing you what is an upgrade – in a linear fashion as well.  Only if you want to play at an elite level do you need to worry about min-maxing (a term that means minimizing your weakness while maximizing your power).

In this first post, I’ll look at the particular mechanics of that path and the various ways games get you to the top.

Power is gained through 3 main methods.  Acquiring new skills, more damage or more speed.  Certainly there is a mental aspect in performance but that’s for another post.  In RPGs would get new skills with new levels.  Batman doesn’t get his grapple gun for a while in his games, for example.  You get more damage either through numerical input from new equipment (better stats) or from leveling and improving the baseline of the skill you are using  (a level 60 backstab is stronger than a level 10).  More speed is really split into two sections: getting more efficient (the mental aspect) and accruing more numerical speed – usually through some haste metric.

The leveling aspect of power increase is linear, easily controlled and available to everyone.  At maximum level, every character should have access to their most powerful skills.  Some games in the past (Vanilla WoW, Everquest, etc…) made you hunt for these skills, giving players who had them a huge advantage over others.  In today’s game, that is gone.  EvE (and Glitch) is a little different in that the skills are available but time limits your ability to get them – you need to train for months.  From a developer’s standpoint, this is a fairly easy way to measure and control player power.  It also gives them points to balance classes.

Next is the increase in numerical power.  There are many variables here: level, attack power, critical chance, critical multiplier, base statistics, equipment.  Take a typical MMO.  Your fireball damage is based on the level of the skill, your intelligence modifier, your spell power boost, your chance of it hitting critically and the amount of damage that critical hit deals.  At lower ends of the numerical scale (say 100 damage) an increase of 10% overall damage is significant but not overly powerful.  At the higher end of the scale (say 100,000 damage) an increase of 10% damage is massive.  In WoW, characters can hit for that much or more and 99% of all characters in the game have less than 10% of that amount in hit points.  If you continue to add a linear amount of power, this soon gets out of control through compounding.

Compounding is where you continually add in percentages – just like a bank.  If I put in 100$ and it gains 5% every year then: year 1 = 105$ (100+5%), year 2=110.25$ (105+5%), year 3=115.76 (110.25+5%), etc…

If I say that each item adds 1% damage, people who have 60 items have an extraordinarily large advantage(81%) over those with 30 (35%), let alone 10 (10%).  Where someone should be 6 times more powerful, they are actually 8 times because your baseline increases continuously.

On top of that, since you have 5 or more variables that affect your power increase, it becomes increasingly difficult to manage and keep balanced.  If you were to make one method unattractive, people will go for another.  TOR has this problem where Critical Chance and Critical Multiplier are excessively powerful when compared to other methods.

The final increase is from speed.  The basic damage formula is called Damage Per Second (DPS).  If you’re able to get more attacks in per second, your overall damage will go up.  In shooting games, a fully automatic weapon will shoot more often than a sniper rifle but do less damage per hit.  Most of the time, the sniper rifle will have a higher DPS rating but the mechanics of the item make it hard to use consistently.  So let’s say the automatic hits for 20 damage every 0.5 seconds (40DPS) and the sniper rifle hits for 150 damage every 3 seconds (50 DPS).  If I were to increase the rate of fire by 10%, then the auto goes to 44DPS and the sniper to 55DPS.  It’s a linear gain for each but the sniper rifle gained more power overall.  Some games give a 50% boost to speed and in that instance, the sniper rifle gains 20DPS over the automatic.

You can see again how a compound gain of speed will benefit damage.  In many RPGs you reach a point where speed “caps” at a point where the game system can no longer handle the input (global cooldowns, energy, mana resources, etc…) but on the whole, more speed is good.

In the next post, I’ll go over how games balance these various power stats to ensure that people who have gone through a lot of hoops are more powerful than others but in a balanced fashion.  I’ll also go over how a complete lack of balance in some games puts an artificial barrier on gameplay.

Needs

I friend sent me a link to Seth Godin’s blog called Extending the Narrative.  I’ve read his stuff in the past and he does a decent job of explaining marketing strategy along with basic human psychology to the masses.  Then again, you can’t adequately express why a mid-life crisis happens in a page – just that it does and you need to move on.

That being said, it does make you think a bit more about the psychological needs versus the wants.  It’s an old saying but you really need to distinguish what the human needs to survive and flourish when compared to its wants.  In the 50s, Maslow described a simple pyramid of needs.

At the very bottom are what most people consider “human rights”.  They are above religion or political influence – for the most part.  In our country, they are assured to every citizen, even the homeless.

The second tier is where every generation above the age of 35 has lived.  Very rarely have older people, as a whole, moved to the next tier.  When you need to worry about food on the table, wars going on, a roof over your head or even having a job – life is hard.  I’m not saying it’s not a problem today, it is, though the problem is less today than it was 30 years ago.  In developing countries, this is still the primary tier.

Third tier is a psychological one for closeness.  This is when you are comfortable enough in your situation that you are ready to reach out to others.  Charity, equality and whatnot.  As you can guess, this is something the industrial nations of the world deal with currently.  Given a united planet (through the connections of the internet), this will be the main focus for some time at a group level.

Next is the self esteem or perhaps social acceptance.  When your personal circle is “complete” you start branching out to other groups.  Personal value/importance is always a strong motivator.  Teenagers live in this group since everything below that is usually provided to them by their parents.  Once you move out, then you drop down a level (or two).  Our generation (35 and below) will move in and out of this tier.

The last one, self-actualization, is one that few people ever hit.  Religion can never provide it, since religion by its very nature is group-minded.  Money can never buy it, since it’s a personal reflection and above the material world.  Other people can point in a direction but that is usually theirs and not yours.  I can only think of a few people off-hand that have done this.  I haven’t.

What does this have to do with anything?  Well, when you’re considering your wants versus your needs it’s basically saying that you need something to complete a given tier but want something from a tier above it.  Everyone wants to be loved but until their need of safety has been fulfilled, it’s only a want.  People need to figure out what it is from each of these tiers that best identifies them and focus on ensuring they are actually met.  If you have self-doubts or have a dire need to be respected by others you will never be able to self-actualize.  If you can’t put food on the table you don’t need to be worrying about how others perceive you.

And to go full circle, if you reach a wall on a given tier you will dive into the previous one and splurge.  You know you’re good but failure pushes you to ensure that if you do fall down, it’s a comfortable fall.  The same goes when you’ve “completed” a tier, you celebrate it by splurging.  Empty nest at home?  No need to worry about safety anymore.  Retired from work?  Splurge. Got accolades from colleagues?  Splurge.  It’s a psychological reflex and completely understandable.

We celebrate our successes as well as our failures.  It’s only human.

Game Loot

Here’s an interesting post about how loot will be decided in random group raids in the next WoW expansion.

WoW is somewhat unique here in that it has a system that selects 25 random people to complete raid content (LFR).  Anecdotally, Blizzard stated that the epitome (based on the hardcore raiders) of raids in Burning Crusade – Sunwell Plateau – had less than 1% of all players see the last boss.  So for a company to make money, they need to get those 99% to actually consume what the developers are spending money developing.  Hence the Mists of Pandaria casual approach – after Cataclysm’s horrendous “hardcore” focus.

Back on topic.  Most games that provide grouping and loot together also give you a Need/Greed/Pass system for deciding if you want a given item.  SWTOR is different in that loot is automatically assigned in raid content but rolled upon in dungeon content.  In WoW’s current LFR system, 25 people are currently selecting need just because it takes 1 other person to do so for you to lose your chance at an item.  A Prisoner’s Dilemma if you will.  This causes people to boil with rage and there to be next to zero social repercussions since you won’t be seeing those random people ever again.

The smart move is to take SWTOR’s raid loot system moving forward for random groups.  By the way, this loot system is horrible for organized groups as it actually penalizes group progress.  In organized raids, player X might already have the item and give it to player Y – increasing the group’s power.  In this new system, player X is stuck with the loot and player Y gets nothing.  That being said, in random groups where the group interest is actually below zero, a random loot system works rather well. Everyone gets a shot at something useful for their class/spec.

Moving on to loot as a whole in either a PvE or PvP setting, MMORPGs are based on statistical variances.  A player with 100 of stat X is more powerful than someone with 50.  As your power increases, the difficulty of content naturally decreases.  So let’s say Boss X takes Y amount of power to beat – in very simple terms.  As your group increases in power, they will eventually reach points where they can remove 1-2 (or more) players and still be above that Y power needed to complete content.  At that point, the actual increase in group power is negligible and the “road to power” is over for that tier of content.  Groups start selling raid spots for titles or mounts or loot.  If you can get to Y power with 5 spots open, that’s 5 spots you can sell – if money is actually a concern in your game.

The acquisition of said power is a delicate balance from a dev’s perspective.  If people surpass Y power too quickly, then the content is consumed too quickly and people need to do something else with their time.  If they never reach Y power, then you have disenfranchised consumers who see a large wall ahead of them.  There are other complex variables but that’s the basic gist of it all.  Employing a system that distributes power more fairly (read faster) decreases the amount time the content is consumed within.  Employing a system that distributes power more equally (read slower) increases the time the content is consumed within.

To be a fly on the wall of that Dev table when this exact topic comes up.  How long should content X last?  How many variants of content X are needed to keep people playing between your content cycles?  Do you increase the content cycles to compensate?  How do you please players who put in 40 hours a week and those that put in 10?  Loot drives content – otherwise people would be in IRC channels.

Focus

In any given context, I lack focus in the immediate.  My mind wanders continuously among multiple variables and planes where I can seem extremely interested but I’ve actually moved on.  Some times when I have conversations with my wife, I’ll start laughing for no reason.  It isn’t because she said something funny, it’s because she said something that made me think of something else (a few something elses) and that made me laugh.  It’s distracting and makes it seem like I don’t care.  I do and I understand everything that’s said, it’s just that my mind works faster than people talk.

Here’s a good example.  Let’s say we’re talking and the word orange comes up.  For most people, the word simply means what it means.  You might visualize it, you might think you smell it but that’s it.  You hear the word, capture the word and move on.

 

 

I tend to stray at this point.  I hear orange and I immediately think of 4-5 associated topics, and a few sub-topics each.  I then focus on the most important one and continue down that path.  So you might be talking about oranges but in about 2 seconds, I’m thinking about Christmas 3 years ago, the meal I had and what I thought was the best part.

This gets really bad when we’re talking about a particularly interesting topic that requires reasoning and factual argument – like why the financial collapse is the result of a multiple-system failure.

So there’s a good side to this and that’s that I do very well on association games, have a well above average memory and could probably make a fair amount of money on Jeopardy.  Conversations are usually pretty easy since I’m versed in practically any topic that can come up.  I also tend to look at the big picture, sort of seeing all the dominoes in the chain.  Heck, it’s like 6 degrees of Kevin Bacon but on everything.

The downside is that I am rarely surprised.  I might be curious as to the inner workings of something and study it until I have a good grasp – but surprises are very rare since I can relate anything to anything else.  I put things into categories and systemize them.  Social events are simply action/reactions that I can navigate through.  I can judge someone within a few seconds based on past experiences.  I can control what people think and do to a certain extent, as I can nudge them in a particular direction with questions and suggestions.  It’s manipulative and boring so I rarely do it but it’s exceedingly easy once you know how.

The worst though, above everything else, is that I can’t turn it off.  The entire time I’ve written this post, I’ve been doing it.  I will stare at the ceiling, every night in bed.  Sports are a small distraction as the input is continuous, not giving me a whole lot of time to branch off but on the hockey bench between shifts, I do it.  Heck, talking to a counselor or a doctor, I’ll do it.   It can be exhausting.

So while I live with it, I need to find ways to cope with it. I play games, increase my input stimulation, put myself in situations where there is no advantage to doing it (big one here) and find outlets for when it does happen.  This website is one of the coping mechanisms.

In the end though, if you and I are talking and I seem to either be rambling or lost in thought during a moment of silence, it isn’t because I’m not interested.  On the contrary, I’m exceedingly interested as you’ve turned on the mental switch that will try and bring more to the conversation.  Just be aware that once you get me going, it’s hard to get me to stop.

Childhood's End

I read a lot.  A very lot.  An E-Reader makes that very easy.  Lately I’ve been on a kick of mid 20th century fiction – a lot of sci-fi.  Lord of the Flies, Foundation, I, Robot, Fahrenheit 451 and the like.  I can say with utmost confidence that sci-fi of the past is much better than today’s outings, for one major reason.  Older sci-fi was about the psychological impact of the future rather than the gadgets.  Foundation doesn’t have any major fights or technological “magic”.  It’s just people being people in a different setting.

This brings me to a recent book and probably one of the most profound I’ve read in a while – Childhood’s End by Arthur C. Clarke.  There are 3 main parts – the advent of space ships and overlords that oversee the future of mankind, the prosperity of a golden age and finally the evolution of mankind into a higher life form.

The kicker here is that other than being actual space ships, there is next to no technology used in the entire book.  There are no Deus Ex Machina events where something happens, with no explanation, just to move the story along (a-la Dan Brown or JK Rowling).

The entire premise of the story is how humanity acts, as a whole and individually, when a higher power comes along and provides nothing but benefits, though cloaked in shadow.  Sort of like the TV show “V”, minus evil intents.  Some people welcome the change while others fight the loss of “human identity” and accomplishments.  To see how the various factions move along, in a short book mind you, to accomplish their various goals is intriguing.  Some use subterfuge, others political control and others are granted leniency simply for the sake of curiosity.

The final act however has one heck of a speech where it states plainly that man is not made for the stars.  The sheer scope of space, our galaxy and even our universe completely dwarfs anything that the human mind can comprehend.  At most, we can visualize a city or maybe a small country.  The moon takes weeks to get to, taking 30 times longer than going across the planet.  Think about that.  Jules Verne traveled across the world in 80 days.  It would take 6.5 years to reach the moon at that speed.  Our closest star, Proxima Centauri, is 4.24 light years away – 8 million years if you traveled at the same speed of 80 days around the Earth.  And that’s the closest!

Secondary to the psychological impact that number has is the lack of reasoning outside of science.  Somewhat of an anti-sci-fi sentiment and more of a slant towards the paranormal.  When faced with the abyss that is the universe, you start thinking there is more than what science can describe.  When humanity evolves into simple conscious energy, to join a pre-existing mass, you feel a certain shame towards those left behind.  Again, the humans that do remain undergo more psychological trauma where their investment (children) is removed from their grasp – dooming the entire species.  The fact that the space ship aliens are unable to make this transition juxtaposes the scientific advances versus the paranormal ones.  It’s like looking at two sides of a coin and trying to decide which one is better.

It is difficult to convey the imagery of this story as it truly is a personal reflection within the circumstances.  Empathy for each situation is key and that depends on the reader’s disposition. You can take the face value of the words and be entertained or you can experience the story and become thoughtful.  This, above all other criteria, is the mark of a truly great author.

Game Integration

So let’s say you have a game on a single platform.  You’re essentially limiting yourself to people on that platform and even those people actually need to be in front of that platform to consume your product.  Call of Duty on the PS3 can only be played at home, in front of a TV, for example.  Move your product out to a multi-platform environment and you open the doors to more customers.  Call of Duty is on the PS3, 360 and PC but they don’t talk to each other.

The next step is to integrate those platforms and essentially become platform agnostic.  In the CoD example, this really just boils down to enabling multiplayer across all platforms.  But what if we take it a step further?  Mass Effect 3 recently did this with their IOS Infiltrator game, where progress in that game affected your progress in the console version.  WoW has done this with it’s mobile armory, Rift with it’s mobile lottery/chat machine.  Heck, quite a few EA games have used Facebook to improve gameplay.  They are all united through a unique ID, for the given company.

This integration is, more or less, at the hardware level, with each game being a distinct environment but what if we took that to the next level with integration between variances of the game.  This isn’t new, as the first versions where New Game + (Chrono Trigger was the first to try this new mode out successfully) but that was always limited to you completing the game in order to experience it further in your next one.  What happens if you’re in the middle of a game and realize that you don’t like your story and want to start over?  In typical fashion, your accomplishments in one partially completed story are not found in another.

Some MMOs have changed this a bit. SWTOR is bringing in Legacy stuff but you need to trigger the events after a certain point (level 35-ish) to have access.  WoW and Rift have account bound pets/equipment and features.  Typically things that don’t have an in-game advantage other than meta.  Sharing costumes is a personal thing, not an in-game power thing.

Taking this to the next level is starting at level 1 and having character integration between everyone in your squad.  A mini-guild if you will, with a shared bank, shared achievements (with individual markers) and all the meta stuff being shared across all players.  If my Cleric in Rift has done all the raids how do I prove that I have the experience in them on my alt Mage? When I /ignore a character, I’m actually trying to ignore the person on the keyboard.  Same with adding friends.

We’re closer to this level of meta gaming than ever before, where the person behind the keyboard is identified primarily and then the characters they are playing.  The logistics are there for it to happen – you already have a unique ID on the game you’re playing.  Hash it, spit out another hidden number in-game and let people use that to track you.

Perhaps in a few years we can move along with games that interact with each other, a-la Mass Effect decision points, so that my identity with game company X is integrated into all their games.  Maybe when I buy a new RPG it defaults to my saved preferences and character settings.  I’m sure there are other facets that could move the game industry forward, so that the attachment to a game is deeper than the pixels on the screen.  Certainly there are advantages for both me and the game companies – and I can’t wait for both of us to experience them.

Mists of Pandaria

MMO-Champion has a huge writeup of the next expansion for WoW.  The quick summary.

  • LFR now lets you roll per boss, individually.  If you are in the top 30%, then you have a chance at loot designed for you.  If the boss doesn’t have loot for your class or you lose the roll, you get cash.  Sort of how TOR does it.  Should be in the LFG tool as well…
  • Can now have 11 characters.  Makes sense since they are adding a new class.
  • AoE looting is in game.  Thank god.
  • The proposed item squish of a few months back is out.  I can’t see how this would have been balanced for the 1-70 bracket.  This does mean additional system requirements for MoP due to the huge calculations.
  • Race model updates aren’t in.  You’re still stuck with a 7 year old Dwarf and 5 year old Blood Elf.  This really needs to change…
  • 9 heroics, 3 raids with 14 bosses, 2 world bosses.  This is good.
  • Scenarios are world PvE quests (instanced though) that can work with only DPS.  Sort of how Instant Adventures work in Rift.
  • Challenge modes are timed versions of dungeons with stat caps.  All bronze gives an achievement, all silver gives transmogrification gear, all gold gives a nice mount.
  • Cloud Serpents are the Panda’s mounts.  Everyone can get them through dailies.
  • Farmville is in the game.  Sort of.  You can run your own farm.  Why this is in and not new models is beyond me.
  • Warlocks get big changes and new pets.  They were in dire need.
  • More mounts, less palette swaps.  Kinda tired of seeing the same dragon model everywhere.
  • 7 zones, given the progress path more similar to WotLK.  Less linear.
  • 1 arena, 2 BGs.  Ehh…they need to change the size of the BGs first.
  • Pet battles are casual. Only tracks wins, each pet can use 3 of 6 skills.  100 pets available.
  • Pets are shared across the account.  Not sure if Companions are the same though (I hope!)
  • Everyone but Goblin/Worgen can be a monk.
  • Monks are melee heavy.  Tanks, DPS and Healers need to be in melee range.  This is to counterbalance the 3 roles in one class I guess.  I am going to guess most will tank/dps as a healer in melee range is plain stupid.

There’s some good stuff coming as it seems to be a throwback to the rather open world of Vanilla WoW.  Cataclysm’s focus was split on the 1-60 world and the new stuff, with some pretty crappy side effects.  This time it’s 100% on new content so here’s hoping the actual mechanics of it all works better.

Most interesting to me though are the quality of life improvements.  There is more than the gear grind.  Pet battles, farming, pet acquisition, scenarios, challenges are all new items that should fill in the time gap for the casual-minded player.  AoE looting is a big one for me  too.  Finally, the LFR loot system should be the default group loot system for boss drops.  This will remove the Disenchant option though and therefore increase the price of enchanting as a whole.

On that last item, there’s no news on crafting, which has huge bloat right now.  Assuming the same path as previous expansions, you’ll train to 600 skill and everything from 1-575 will be vendor trash.  That’s one hell of a hurdle for alts/new players.  Maybe add some transmog gear along the road…

All in all though, it’s a decent path.  We’ll see in a few months how it pans out.

Goon

Just got back from seeing Goon.  My face hurts from the laughs.  Other’s might disagree but I think it’s our generation’s Slapshot.

If you’ve ever played a game yourself, then you can see the authenticity in the game throughout the movie.  There’s no flying V.  There are no offsides.  Even the goon parts are reasonable expectations for a match.  And the fights, wow.  Give the director of photography a medal since it’s the sort of stuff most people wouldn’t even catch.

The film starts off pretty strong and speedy.  Quite a few solid fights in there but it’s not that part that really keeps the movie going.  The main character is just a whole pile of honest, yet stupid, nice guy.  People around him just seem to improve as the film goes along and trust me, there are very few nice guys in the film.

The middle portion bogs a bit with a love story of a sorts.  It has less bearing in the main story and the characters don’t really progress but it gives a chance for people to take a breather before the final 20 minutes.

That final 20 minute, especially the last 5 are just, wow.  My face hurt from thinking about taking those punches.  Seeing two grown men beat the crap out of each other, standing toe to toe is something that just does not exist in any other sport.  Seeing it in the movie is near identical to the mythical fights I’ve seen on the ice.

So if you’re in the mood for a good laugh, a decent hockey flick or just some big hands, take a chance on Goon.