[MMOs] A Little Less Conversation – A Little More Action Please

In my last post I ranted at length about how Guild Wars 2 launched without any conversation starters. Now I don’t mean ‘talking points’, such as how the low-level armour for casters was a little off-putting (I mean really, you want my bad-ass Norn to wear frilly knickers?) What I’m referring to is the lack of ‘social nudges’. I pondered on this topic a little bit in the Guild Wars 2 specific post, but it’s obviously still on my mind. I love to converse with my friends, especially in person. I used to enjoy gaming with friends, but for whatever reason that isn’t a current part of my play style.

It appears to me, from my outsider perspective, that game designers often talk about how to solve the social problems in MMOs. How do you solve griefing? You remove the points of competition, except in arenas where it is appropriate for there to be player vs player conflict. How do you get players to cooperate? You provide benefits for aiding in a kill, you enable the joining of groups automatically or with a few clicks. Or you remove the concept of ‘grouping’ entirely.

So players play ‘together’. Yet they don’t often talk. It is the act of conversing that enables a situation to form where a more permanent bond can form. Without conversation, the exchange of text and ideas and emotion, you do not get the creation of persistent networks. Think about how lonely guild chat gets. It is those networks that create ‘social stickiness’ within a game.

While Warcraft has all the hallmarks of convenience these days, it certainly started out with a lot of dialogue surrounding the very act of creating a group. Whatever the game looks like now, it started out with many more conversations inherent in the way players interacted with each other. I must point out that this was absolutely not unique in the MMO genre at the time, so I’m not saying this is why WoW is successful. I’m just pointing out that this was a condition inherent in it’s formative years. Along with griefing, and bugs, and 40 man raids, and many other things that seem antiquated and inconvenient now. While Warcraft’s massive popularity was certainly not due to this creation of dialogue in the player base, the fact that there was conversation is one that has helped to result in the general ‘stickiness’ of the player base.

People like me dabble in other games, but WoW hangs at the back of our minds because so many of our friends are there. Or they still have connections there.

Games these days are launching with less nudges for clunky text exchanges. They’re launching with no need to converse over forming a group, even if in the ‘old world’ prior to LFG systems this would have been a short hand trade channel advert.

Words have power, and when your gaming experience lacks either the written word or the verbal one, it becomes inherently less social. Yes, playing together does not inherently need communication - Journey and various other games show us that. But for those other characters on the screen to become more than NPCs to us, the players behind need to communicate. Otherwise other players are simply ‘there’.

Now, I don’t always want to talk to anyone in my games. Games shouldn’t HAVE to involve awkward social situations after all. Yet, I feel this is an avenue which is neglected. Fan-made works – art, videos, podcasts, blogs, and social networks spread the stickiness of the game because it creates dialogue between players and fans outside the game. Perhaps we need to look more at how conversations are facilitated and created within games.

[Warcraft] Pandaren character models and the missed opportunity

I can’t say I actually expected female pandaren to be a similar shape to the male ones. One always hopes that interesting design decisions will be made, but lets not forget that this is an expansion that is based completely on western ‘orientalism’.  As much as it’s cute, and has some amazing ideas in terms of their goals for moving forward with WoW, the breadth of vision is not as speculative and fantastical as one would really hope. So when I originally saw the male Pandaren character design, I had hope that Blizzard would move away from ‘all women are shaped like hourglasses’.

I have a significant hip-waist ratio, despite being out and out obese. I have a waist, and in many ways conform to some ideas of what female ‘beauty’ is. I am already represented in game by the human, dwarf, orc and tauren physiques. Race changing to a dwarf (from a draenei) felt a little like ‘coming home’ because I was finally owning my body type instead of playing out a fantasy. And yet I was still playing out the fantasy by what I was doing and the character I was inhabiting, rather than the appearance of my avatar.

Yet even the gnomes, those smallest of bodies, and the tauren adhere to notions of female beauty. The male character models do too, don’t get me wrong – beefed up male power fantasies that they are. There is some of the long and lanky, but for the most part it’s broad-shoulders and six packs. The male pandaren are much more rotund. Still powerful and strong, but traditional ‘gaming character physique’ they are not.

They have beer bellies! Stout legs, no necks. They also still look awesome. The animations for this new race, from what I have seen, look badass.

The female pandaren. Well. We won’t know until the 19th March. We do have a teaser though, posted on the Warcraft Facebook earlier today.

A lot of similarities to the dwarf woman model. Big hips and chunky thighs, but I seriously doubt that she is small busted, otherwise I’d be chalking this up to a victory for a variation in female body types. I never really expected Blizzard to do anything different, and on the plus size she does look strong. But then so do orcs and tauren, even though I hate the female worgen faces, the physical body is awesome.

Blizzard does variations on the theme of ‘hourglass body shape’ very well. However there is much more variety out there in the world. Just look at the divided reaction to Therazane the Stone Mother. Not to mention the jokes and parodies of her daughter Theradras. A lot of people loved Therazane – that she existed at all, and that she takes no prisoners in her leadership of the Earth Elementals. She wasn’t a villain or a romantic foil – like Lorna Crowley she occupied her own place in the narrative as a standalone character.

Yet to many she was still clearly a joke.

At the end of the day, it looks like the new Pandaren model will be much better received than the last minute worgen. I can only hope that her emotes and voice acting are awesome. I am sad that Blizzard missed the opportunity to bring a little less sexual dimorphism to the table, but thankful that that she isn’t ridiculously slender compared to the male counterpart. Mixed feelings? You betcha.

 

Edit: Apple Cider Mage has her analysis up and made some very pertinent and interesting points about the language used by gamers to talk about character models. I highly suggest reading her post. One comment that leapt out at me from WoW Insider was ‘dwarf women are just the dwarf men with a female skin‘. Which…yeah, this is how character design in videogames has warped our understanding of gendered bodies.

At the end of the day – skeletons aren’t all that dis-similar to each other. You have to know more than a little bit about anatomy and bone structure to tell a female skull from a male one. You have to know about bone width and length, once musculature, cartilage, organs and fat reserves are gone. However the dimorphism in WoW means that female and male will often have different ‘skeletons’ (or stick figures) underlying the main animation. Dwarf women are successful because they aren’t that different from the males in terms of how they move. The differences are more subtle – and many real world women are likely to look like a tall WoW dwarf rather than like the human models.

 

[Warcraft] Fan art done better

Now, Blizzard has posted a new small collection of fanart up at their gallery. If you’ve been following my blog over the years, you’ll know the track record of fan art is almost as bad as the official art.

Bonze by Stan Huang

The above is, in my opinion, one of the better pieces. This is not to say that there are not problems with this selection, but the women featured look much more like adventurers than decoration. They look like they’re there to do a job, and are getting on with it regardless of their chances of success. I am kind of wincing at the mage who is about to get ganked in one of the pics.

I feel like this is a positive step forward, despite the midriff, the heels and the boobtacular moments marring a couple of these pieces. After all – there are women with large boobs (although as a big-boobed woman I probably wouldn’t chose to wear Priest T6 if it includes those golden ‘spirals’ on it.) Hopefully Blizzard will err on this side of the line when it comes to future picks, although I sincerely doubt it.

 

One piece of advice – I’d avoid the comments.