Broken
Toys
Random comments about
games and tractors
…Or IS He?
Here’s what Darren and most of you probably didn’t know. bradmcquaid.com’s domain registration expired in February. What you also don’t know is that on a flyer, I took a shot at picking it up when it expired. I didn’t get it. It was scooped up by;
(Official Domain Registration Information follows;)
Registrant:
Keith Sharward
Considering that his first post was “you really should try Vanguard“, I think if it is a spoof, it’s a very subtle one.
(Edit: McQuaid comments on his blog. It’s almost like he’s reading this stuff or something!)
| Print article |
about 1 year ago
Hmmm. And the plot thickens. And the question is: Who the fuck is Keith Sharward?
http://www.myspace.com/sharward
I know. An Internet nobody, like the rest of us. Just that this one is talking BS. (BTW, Ferraro beat him in that one. And a bunch of people before that).
about 1 year ago
Hmmm… impersonation is not a fun thing to be liable for…
about 1 year ago
anybody can jump on the internet fame wagon…
about 1 year ago
Hey if our beloved Governor Blago and his wife can pop up all over television I have no doubts.
I am pretty sure that Brad is done in this industry anyway.
People still cuddle up to him like he is a God, which I find hilarious. Stop making excuses for him and just move on. He is basically the Derek Smart of MMO’s now
about 1 year ago
Still, impersonation is impersonation; if this is the case here, the real Brad McQuaid ought to make it known.
about 1 year ago
He just updated his blog and it looks like its the real deal. As for Brad himself he deserves another chance. Other MMO’s have failed and don’t get anywhere near the hatred that Brad received.
about 1 year ago
Keith’s a friend of Brad’s, who just happened to re-up the domain. Not much news here, really.
about 1 year ago
The only reason I’d be terribly skeptical is that his posts aren’t nearly verbose enough.
about 1 year ago
I think Keith Sharwood is just a mate of Brad McQuaid. There’s a photo of them together on his blog.
about 1 year ago
My gut tells me this is not the real Brad.
Maybe if he ever posts three pages of why death has to hurt for MMO’s to be fun along with other McQuadian fallacies I might start to buy into it, but for now I smell a phony.
about 1 year ago
Maybe it isnt the real Brad. Or maybe he got tired of getting asked the same questions over and over again. I dont know, I just used Google-fu. Besides, cut some slack to the guy, maybe he fixed the things with his co-workers in private and/or get a girlfriend/wife/mistress or something. As ive said, i dont know, im just shooting arrows at random.
Vanguard in itself it isnt that bad, its floating enough, its just another “meh” MMO, but it works. Honestly, i dont think that an MMO will be as or more succesfull as WoW in its peak in a long time. If ever.
And being asked about the shit over and over and over again for some “game journalists” that just want to air the shit for profit or for the lulz its must be
incredible annoying. Its time to get over it. “Life, as they said, moves on”. (5 points to the ones that name the mythical videogame creature that said that).
about 1 year ago
Although the constant reminder of “Im not blaming anyone here” its sound like the Brad in the f13 interview:
http://f13.net/index.php?itemid=562
Judge yourselves.
about 1 year ago
I was wrong.
I got confirmation today that it is indeed Brad.
If I would have known I may not have been QUITE as snarky.
about 1 year ago
Oh, for Pete’s sake people: Brad and I have been friends since 1985. I offered to register a domain name for him, and he accepted, so I did. I’ll eventually transfer ownership and control of the domain name to him, probably next time we get together.
Thanks for allowing me the opportunity to be in a “thickening plot.” That was really exciting!
about 1 year ago
Oh I love the drama. The sweet sweet drama.
about 1 year ago
Brad loves the attention…
about 1 year ago
Apparently we love giving Brad the attention even more than he loves it.
Brad: “Hey guys, I’m still kicking around. Yeah, yeah, I know – that whole Vanguard thing kinda sucked. BTW, check it out, this is me mountain biking.”
Internet: “OMG! Brad McQuaid! ROFTCOPTER! O rly? No, not rly, he’s fake, look at the DNS n00b.”
Brad: “Yeah, I had a buddy of mine register my domain awhile back, it’s really me. You know, I’m reading some of these comments I’m getting, and I think Vanguard turned out okay after all.”
Internet: “OMG it was Brad McQuaid! Ima firin’ my laser! Pewpewpew!”
Brad: “… Why do I make games for you people again?”
about 1 year ago
What was this man’s crime again? To help make the first popular 3d MMO? Or did he say insensitive things in a blog post when they changed cleric aggro mechanics in 2000, MERITING YOUR ETERNAL HATRED?
I mean, seriously. EQ was great for its time, even though I wouldn’t play a game with those mechanics today. But by all means, nerdrage at him for not making a game exactly like WoW circa 2009 ten years before WoW 2009.
about 1 year ago
I actually did go ahead and grab the vanguard trial. I liked it reasonably well in the open beta but could tell it wasn’t nearly finished, so with that experience combined with the post-release fallout I decided to avoid it for a while. It’s been a while, and so far it’s not terrible. It is at least playable now, which means I might get far enough this time to find out if it’s any good.
about 1 year ago
@Triforcer
VAAAAAAAAAAAAAAAAAAAANNNNNNNNNGUUUUUUUUAAAAAAAARRRDD. Also, jet bikes. Also, monies. With teh bank accounts and the pidgeons inside it needing cleaning.
about 1 year ago
So he likes to ride bikes and that seemed insensitive because others lose their job?
newsflash: All execs do things that us little people can’t afford to do. Apparently, his horrific crime was mentioning it on an Internet word-posting forum!
If you hate McQuaid exactly as much as you hate every other bigwig in the gaming industry, you are being consistent. If not, its just pointless nerdraging and “I will NEVER forgive you for the Manastone nerf in 1999!” wankery.
about 1 year ago
A lot of people blamed the fact that EverQuest failed to completely fellate them on Brad McQuaid having a “Vision ™.”
It was bad enough that I seem to recall a great deal of chat around F13, way back when Vanguard was first announced, where they were pretty much hoping the game would fail just so McQuaid would be revealed as the hack they desperately want everybody to know he is. Honestly, I have no idea why McQuaid agreed to be interviewed by them – he either didn’t know that they very much wanted him to fail, or he thought he deserved the most harsh interview possible.
Ultimately, McQuaid’s a game developer. I don’t hold them as being inherently worse or better than any other game developer. All game developers have a “vision ™” – though few will come right out and say it, all games are a product of a vision. All game developers will put their products through as many levels of refinement as they feel is necessary for release. Often, these levels of refinement aren’t enough, and substandard games result.
I guess what I’m trying to say is that nothing that McQuaid is being maligned for is to uniquely McQuaid thing.
Neither is this nasty way Sigil’s closure was handled. When a business can no longer afford you, they typically will just give you your walking papers. If they’re worried you’re going to destroy the office, maybe they’ll pull something underhanded to get you outside of the office first. In the long run, the differences are minor semantics – fired is fired.
So I’m boggled that a lot of people call McQuaid a coward for not firing people personally. In no job I’ve ever had did the head of the company come down and send me on your way. That’s typically HR’s job – if you’re lucky – usually it’s just “oh, that’s strange, there seems to be a sheet of pink paper attached to my check.”
Frankly, that McQuaid said he was too emotionally bent-out-of-shape at the time to handle it tells me he was probably as much a victim as anyone else at that point. Probably more – it’s one thing to lose a job, it’s another to lose your company.
about 1 year ago
Everyone forgot the fatal flaw behind the impersonation conspiracy: Who would WANT to pretend to be Brad McQuaid?
But now that we know it’s really him, I feel as though I have been cheated of delicious drama. Brad, please pretend to be someone else. Who knows, maybe your blogging and mmo design will improve!
about 1 year ago
Wayne’s World Rewind to the “I knew it was Brad all along!” ending:
My gut tells me this IS the real Brad.
Maybe if he ever posts three pages of why death has to hurt for MMO’s to be fun along with other McQuadian fallacies I might start to mock him, but for now I’m glad he’s back and I hoped he’s learned a thing or two.
about 1 year ago
I’ve never played any of Brad McQuaid’s games, but I think Geld is correct when he says that McQuaid was pretty much a victim by that stage, not stepping outside his office and letting the other guys run the company by proxy. This is the premise of a tragedy, not a revenge fantasy.
You add on top of that the much-maligned “vision”. I’d rather have game designer who have them but fail to bring them to life instead of WoW copycats who just want to make money by being as unimaginative as possible and tapping into the lowest-common-denominator-market.
about 1 year ago
@Triforcer
I am being consistent.
about 1 year ago
@Triforcer
Actually I am consistent throughout every industry.
about 1 year ago
@Vetarnias
“No game developer wakes up in the morning and dreams of making WoW. Executives on the other hand, do.” HURF DURF BRAIN IS CLOES TO FIzEL
about 1 year ago
@Raad
Amen. Damn executives.
About the “vision”, its just the believe that a game needs to be a piece of art, not just pasting things around, you need a base (a solid, detailed one) of what the game is supoused to be. And, finally, Microsoft (the guys that put the money) decided to put all their resources in the console wars, not in the MMO wars. Just as simple. And despite that, Vanguard works.
about 1 year ago
You guys are so bitter about your video games.. Sheesh.
The fact the guy made games capable of mustering such a response at the sheer mention of his name should probably tell you something.
about 1 year ago
Is that not being a “victim” but rather incompetent?
about 1 year ago
The Vision™. That alone decides I shall never play another Brad game. They only way they got away with what they did is that they were the “only” game in town at the point.
about 1 year ago
VG was pretty cool in open beta. But then 4 people could play it once it released. Now there are maybe 3 people who play it and they’re all max level. So even if you do give the trial a go, you wont run into a single person, and by the time you solo your way to max level the game will have a month left before it gets put down. Or somethin like that.
about 1 year ago
Most likely a fraud but who knows these days. At any rate… I really hope nobody ever lets the man run a game again. Brad is a great ideas guy but he should never have any sort of final say or management responsibility.
about 1 year ago
@Gx1080
The Vision(tm) as a work of art… If you like your “art” to come up to you and kick you in the balls numerous times if you don’t happen to “enjoy” the art as the artist demands it be enjoyed. Even if you do like the Vision “as it was intended”, you still get kicked in the balls regardless because…. well, its in the Vision(tm).
Brad McQuaid got lucky being the first to copy dikumud into a 3D client. Nothing more. For all his pretensions of being a “Game God”, Vanguard totally exposed the Emperor had no clothes to begin with.
about 1 year ago
@Matthew
They were not the only game in town.
about 1 year ago
So we’ve switched to dumping on EverQuest now.
You know, all things said and done about EverQuest, it wasn’t such a bad game – at least if you take into account it being 10 years old and forgive it for being an atrocious grind. You can’t sell 14 expansions – and counting – for a genuinely bad game.
Nor did McQuaid and co behind EverQuest simply garner fame from doing a Dikumud cut and paste job in creating EverQuest. First, because EverQuest wasn’t the first 3D Dikumud out there – look at Meridian 59. Second, because making the transition from 2D to 3D isn’t that easy — you have to invent some game mechanics for it to work. If EverQuest had any big advantage of being a first, it would simply be that it had SOE behind it to promote it. It’s a really interesting sign that so many clones failed to steal EverQuest’s thunder for years.
The important thing to consider is that whole new game mechanics were invented that you don’t see prior to EverQuest’s main predecessor. A lot of the vernacular we use in MMORPGs was made popular through EverQuest – tanking, conning, pulling, raids, ect. Before EverQuest, the concept of the “holy trinity” (Tank, Healer, DPS) was not nearly as solid. The idea of having class specific niches (something only your class could do that would be in demand by teams) emerged as a major gameplay component – perhaps out of trying to satisfy everybody complaining on the message boards.
It’s really easy to look back at EverQuest and see things you could do better, but you can do the same thing about any of the firsts in MMORPGs. EverQuest was largely in the same boat as Ultima Online in the early decisions they made… all things considered, they fared a lot better.
Vanguard was a pity though. They bit off more than they could chew, taking the game back to the drawing board a few more times than they could afford. Water under the bridge now, though.
about 1 year ago
That’s because the devs are dreaming of making WoW while they are asleep. It is when they wake up they realise it’s back to WAR for them.
about 1 year ago
In my take on the WoW imitation situation, it’s really a lot more to do with big budget necessity. WoW didn’t do EverQuest so much better as they did accessibly and well-refined. Then its population was largely turbocharged by Blizzard rep.
If you’re developing a game whose budget is expected to run into the millions, do you make a game that’s deep and satisfying for the veteran gamers, or do you make a game that’s made to smoothly transition a much larger casual public into a skinners’ box? The later, because the veteran gamers are outnumbered severalfold, but everybody pays the same subscription fees.
Voila: conditions are now prepped for the veteran gamers to be repeatedly draw the conclusion that the reason why games keep sucking is because people are shit.
Me, I’ve gone to the next stage. Screw the industry, if I want to make a game that interests me, I’ll just have to do it myself. There’s no money in my pockets, it’ll be a tile-based fossil on a borrowed engine, but it’ll still have better gameplay than a game whose development budget is so wildly out of proportion that they have no choice but to cater to people who aren’t gamers.
about 1 year ago
@geldonyetich
Ugh.
Holy trinity was tank, healer, enchanter and it wasn’t designed so much as a result of players solving the puzzle of what worked best. It also isn’t any feather in EQ’s cap.. the trinity was hated because it involved required classes (as healer pretty much meant cleric). Tanking and conning existed before eq also (con is short for consider which was the command in a lot of muds).
I’m not trying to be arguementative I just don’t see much value in posts with crap like: “A lot of people blamed the fact that EverQuest failed to completely fellate them on Brad McQuaid having a “Vision ™.” mixed with revisionist history.
about 1 year ago
@UnSub
That was a quote from Scott that I fully agree with. Find the post and argue about it there.
about 1 year ago
Keith said: “Oh, for Pete’s sake people: Brad and I have been friends..”
Who is this PETE you speak of? What does he have to do with all of this? ANOTHER TWIST IN THE DRAMA! I blame PETE!
about 1 year ago
Neither would I.
However, I’m pretty sure you’ll find more than one definition of Holy Trinity. Just doing a quick search on Google, I see my case is supported by at least one other player, though I can see cases which support you as well.
In the wider scheme of MMOs, I suspect my definition is the more universal. This is because crowd control is often optional, but doing without DPS can be an exercise in tedium under many games’ balances. Even in EverQuest, you might be able to do without crowd control if you find a nice spot without wandering mobs, but doing without DPS s slow going
Also, I didn’t say that EverQuest invented those concepts – that would be silly – I was saying it was pivotal enough to popularize the terminology.
So, overall, this isn’t me doing revisionist history. This is you having a different (not necessarily incorrect) perspective in the first case and misinterpreting me in the later.
about 1 year ago
This is what people are responding to. Such a statement is either troll bait or written by someone who didn’t play EQ in the early days when the Vision was pure.
The vision, as a matter of record, was about ball-kicking, not fellation. The correct statement would be:
“A lot of people blamed the fact that EverQuest kept kicking them in the balls on Brad McQuaid having a “Vision ™.
Now where did they get this idea? It was pretty straightforward. After some enjoyable play, the game would kick them in the balls. They would complain about the game mechanic that did that. They would be told by the high priests that it was part of the Vision.
You are correct, of course, that Vision is essential for a developer. Indeed, this is why I am rather annoyed at the whole EQ debacle is that it has tainted the idea of “Vision” in player’s minds to be a code word for “We’ll kick you in the balls”.
For better or worse, the holy trinity isn’t the only concept EQ introduced to the MMORPG mind-space. Vision is the other concept.
about 1 year ago
No, that wasn’t troll bait, that was a fair theory.
I think a lot of people dislike Brad McQuaid simply because EverQuest got boring and they blamed him. Though it is a bit of an exaggeration to refer to this as “failing to completely fellate them,” the prime sentiment beneath it is true. They have taken their lack of satisfaction largely stemming from their own irrational desires and pinned it on McQuaid for failing to meet them.
Again, that’s just my theory why all this McQuaid angst is floating out there. I invite you to provide your own. (And, no, the way he didn’t personally lay off everybody when Sigil folded doesn’t count – I’m preferring to hatred that existed well before Vanguard.)
about 1 year ago
Brask, Geldon doesn’t know how to troll. He honestly believes everything he types.
As for Brad being back, I’m simply not understanding why it matters. It’s like catching a glimpse of a gorilla at a zoo while he’s eating. Great. A gorilla is eating and you got to see him. Wooooooooo! Excitement. But ultimately, it doesn’t matter even a little.
about 1 year ago
It’s less that I don’t know how to troll, and more that I abstain for moral reasons, and end up trolling inadvertently anyway because my method of thinking and/or writing is removed enough from the mainstream that the inevitable misinterpretations of those who don’t take sufficient time to think/read well enough to meet me half way will bring about a flame war over imagined differences in opinion in no time at all.
Thus, I troll without trolling. It’d be very Zen were it not so very much the fallout of ignorance born from a cross between the human condition and those who do not regard the Internet as serious business.
I’d like to say this is a uniquely me thing, but it seems to be the common reaction to anyone with more than four braincells to rub together.
about 1 year ago
“I’d like to say this is a uniquely me thing, but it seems to be the common reaction to anyone with more than four braincells to rub together.”
I love having you around, you make me look like a nice guy.
about 1 year ago
I created a web page in 1996 and then a web blog in 1999 to be ignored. Not.
Brad loves the attention. He has the common sense God gave a garden slug and the work ethic of said garden slug.
about 1 year ago
I’m actually a real nice guy. I wanted to sugar coat that “four braincells” thing, but I ran out of edit time.
It’s tough to be an intellectual and also not condescending, because one tends to get misinterpreted constantly, their tenancy to over think things goes against the grain of people who are secure in their views, and it results in a lot of fear and persecution. It really jades your opinion of people.
How is this related to Brad McQuaid hate? Well, the dude is game designer, and being a designer is an intellectual pursuit. McQuaid had the bad fortune of being a game designer on the cutting edge of the MMORPG boom, and suddenly this whole new aspect was there that wasn’t there before: pleasing your core fanbase with incremental updates that put persistent-state assets at risk.
To a game designer, The Vision ™ is very important. What you design are engines that generate fun, and your mental picture of how this engine can work efficiently is what The Vision ™ is. Definitive applications of nerf sticks are quite necessary when things emerge that undermine the Vision ™ because it’s literally breaking the fun engine. When the fun engine won’t go, what have you got? A useless contraption.
As an early pioneer, McQuaid could do little more than be chagrined at how personally people took it. The tie in of the frustrated intellectual is there. The game designer, doing the best he can, is misunderstood by those who feel their personal beliefs are more important, and genuine dislike results. The bottom line is that if more people were capable of thinking beyond, “ZOMG he broke what I enjoyed about the game” they’d not nearly be so ticked off at the efforts of designers for daring to try to keep the game interesting.
about 1 year ago
Here is part of the problem surrounding the intense dislike of McQuaid: it seems to conflate both players dissatisfied by him (and his games) and people unlucky enough to have worked for him.
I suspect the former don’t give a damn about the latter, except to hold what McQuaid did to them against him (if even that), yet those workers were those who lost more in the adventure than damn gamers with an entitlement complex, like those who still ask for Smedley’s head on a silver platter over SWG.
about 1 year ago
Not to blame McQuaid, or him alone, but “the vision” are words that cause some trepidation to me as a gamer. MMORPGs, as worlds, are best enjoyed when a player can just do what he/she wants. Then along comes someone’s “vision” to dictate to you what you have to do. Unless the player happens to have the exact same vision, it sort of spoils it.
And lets not be too harsh on the players here. They have their rights too. Not just because they paid for the right, but because they are involved.
about 1 year ago
@Amaranthar
Yeah. Hate to burst you bubble, but without the vision you just get with an insipid, butchered and resticked mess **cough**Tabula Rasa**cough**. And no, you cant do everything you want because that includes having everybody else powers capped at 10-20% less than you.
@Vetarnias
You are right, but “The Internet is srs busisness”. At least most gamers believe that.
My opinion? Let it go people, EverQuest was fun and Vanguard its still running. And the poor guy deserves a break.
about 1 year ago
I’d say something here, but then you’d misinterpret my motivations and think I’m an asshole.
Not that you don’t already.
about 1 year ago
Are you assuming because you can’t see without eyeballs down there by that asshole you’re talking through?
about 1 year ago
@Amaranthar
You know, im being realist. BTW, you dont have rights in a MMO. You pay for renting pixels and the renters can do whatever the fuck they want with their (not yours) pixels. You NEEDED to be nerfed, you needed to be banned because you are an rule-breaking asshole, etc.
With “rights”, people could sue the companies for mantaining the game in order (which they are supposed to do), aka killing the MMO genre faster than the plague.
Unlike you, im pointing the facts instead of just insulting.
about 1 year ago
I have to side with Gx1080 on this one. “Doing anything you want” in a MMORPG sounds great on paper, but in practice “anything you want” will invariably involve “something somebody else doesn’t want.”
A large part of MMORPG mediocrity is trying to please as many people as possible.
I know all about Meridian 59, but that game doesn’t disqualify other games like Ultima Online, EverQuest, and Asheron’s Call from being early pioneers. Besides, I don’t think you’re an asshole.
about 1 year ago
Gx1080, what the hell are you talking about? I have never been banned from anything, not game or message board. And where did this “And no, you cant do everything you want because that includes having everybody else powers capped at 10-20% less than you” come from?
And to both of you, Gx1080 and Geldonyetich, I did not mean anything as in PKing, which is evidently what you guys thought I meant. That was a huge assumption. I was talking about the “go here and kill this for best reward”, with the only other option being to do the same thing anyways for less xp, verses being able to choose where you go and what you do. Choices, and openness of the worldly content. UO style, but not the PKing part. I’ve long (for freakin’ years around here and elsewhere) been a proponent for player justice that’s so harsh it actually works. The reason I don’t want to flat out remove PvP is so that players have a little leeway to take care of those griefers like “kill stealers”, and event ruiners.
about 1 year ago
I’m not talking about PKing at all.
Basically, you left yourself really vulnerable with that one statement:
Unfortunately, and with great regret, I say thee: nay.
Players can’t do “just what he/she wants” in an MMORPG because MMORPGS are shared environments where it’s inevitable that sooner or later you will commit some minor infraction that annoys another player.
The thing is, what you’re doing might not bother you if it were done to you, but you will eventually encounter somebody who is bothered by it. It could be a really minor thing, like kill stealing, and it will inevitably snowball into a major game-breaking problem when griefers come into the picture and exploit the hell out of that tiny crack.
Make up your mind, now you are talking about PvP. Unfortunately, this whole idea that players will be able to enforce the peace on their own if you only let them kill eachother has been disproved time and time again. What actually happens is that you end up with two camps:
1. A camp of players who want to play the MMORPG as a virtual world.
2. A camp of players who want to play the MMORPG as a perpetual deathmatch.
#2 calls #1 “Care Bears” while #1 calls #2 “PKs” and often outright “Griefers.”
Funny enough, the griefers inevitably beat the care bears into powder, perhaps because it’s a whole lot easier and more fun to be a misery-inducing barbarian who dismantles society for the epic lawls than it is to be a steadfast peacekeeper forced to sit and watch their precious house of blocks be repeatedly knocked down by the barbarians.
Inevitably, the MMORPG developers eventually give up with cries of, “THIS IS WHY WE CAN’T HAVE NICE THINGS” and we end up with the reinforced understanding that no, we can’t let the players do whatever they wanted after all. Sitting there complaining that the Vision ™ denied you your wonderful virtual world experience is being woefully ignorant of the whole story from the perspective of the people who have to maintain these virtual worlds.
about 1 year ago
@geldonyetich
Why did Brad cheat when playing his own game if his ideas were so damn much fun?
I also recall favoritism shown to certain guilds in places like the Plane of Fear, favoritism like having corpses and gear recovered and favoritism like turning a blind eye to exploits, and other guilds being allowed to lose everything and other players being banned forever for just complaining. This favoritism was bestowed by Brad himself.
about 1 year ago
@D-One
Over a decade ago (must be about 17 years ago now) I was the GM for a online game called TeleArena running on a local small multi-line MajorBBS.
We had discovered that there were some items that weren’t in the game, and just for the fun of it, I decided to distribute a few of those items and let players have fun with them. After all, introducing some cool items into the mix could do nothing but enhance the overall mystique of the game, right?
Well, that was a mess. Some of the items were grossly overpowered, and that other items were handed out at all greatly upset people because they felt it was favoritism even though I was pretty much just giving out a few cool things to random players and saying, “have fun.” I eventually went through the trouble of taking all these items back, leading to even more hard feelings, and I wasn’t the GM for much longer after that.
Did Brad cheat when playing his own online game? Maybe – I’m wondering how much of that favoritism is exaggerated. When you’ve got the powers, knocking down god with a snap of your fingers sort of diminishes the importance of maintaining the integrity of them. However even being a GM playing the game it all is cheating, even if you never use your powers, because you know where the secrets in the game are because you put them there.
However, even if he did abuse his GM powers, I wager he was learning firsthand the same lesson I did here. It might seem like a cool idea to use your GM powers to enhance the mystique of the game by bringing some cool artifacts into existence, maybe you’ll even confine that to people you trust not to exploit them. However, in the long run, this course of action just creates a lot of hard feelings.
about 1 year ago
You know what Brad McQuaid reminds me of? Fox News.
about 1 year ago
@geldonyetich
Moral of the Story:
Long Version: People are really fast detecting weakness (no offense) in the authority for their own advantage and pointing the advantage of others, both in the real world like in the games.
Short version: People ARE shit, so everybody needs to be in a tight leash. Which truly sucks, but its inevitable.
@Amaranthar
I was just giving examples. But, short and neatly is that you cant do everything you want, you just can do what you are allowed to do. And neither the “Vision” or Brad are guilty of that.
about 1 year ago
Geldonyetich,
You: “Players can’t do “just what he/she wants” in an MMORPG because…”
My original statement: “MMORPGs, as worlds, are best enjoyed when a player can just do what he/she wants.”
Notice the different placement of the word “just”. These are two different meanings. It might be easier to understand if I make these two statement:
“I just want my vote to count.”
“I want just my vote to count.”
“The thing is, what you’re doing might not bother you if it were done to you, but you will eventually encounter somebody who is bothered by it. It could be a really minor thing, like kill stealing, and it will inevitably snowball into a major game-breaking problem when griefers come into the picture and exploit the hell out of that tiny crack.
Make up your mind, now you are talking about PvP. Unfortunately, this whole idea that players will be able to enforce the peace on their own if you only let them kill eachother has been disproved time and time again.”
There is a difference between PKing and PvP. That’s why we have the two terms. I know over the years some people have made the effort to confuse the difference. PKers say all PvPers are PKers (which is true if you negate the original meanings, but then why did we originally have the two terms if not to separate the actions?), and players who hate the entire PvP scene have done the same from their own perspective. Worse, certain game developers have made the same effort (Shadowbane) in order to justify their design.
The idea of player justice has never been done right. Never. What’s hard for me to comprehend is that the reasons the tried plans didn’t work are very obvious, yet so many people, like you, refuse to acknowledge them.
And yet, the very reasons that people like you show for not allowing players any freedom at all, i.e. must be a WoW clone with so much restriction to the players that they are nothing more than “bots” for the game developers, could be handled by giving player the justice system they need so that they can have choices instead of having them made for them.
UO had a lot of loopholes. If you want to see a player justice plan that works, go to Mortal Online’s site and look at theirs. Their plan is UO’s justice system without the flaws. Players have been saying this for years. It’s no big secret or genius plan, it’s just common sense and has been talked about for years ever since UO failed to do it.
And if you really want to know “why we can’t have nice things”, let me clue you in. It’s because of your culture of MMO developers stuck in Single Player Game development. You all need this clue, because you all don’t have one. You all lack either the will or the imagination, or both. You are the reason we can’t have nice things.
And you, personally, released unbalanced things, giving them to players and leaving all the other players out of even the chance to get them in fair game play, and you don’t blame yourself? Why am I not surprised?
about 1 year ago
Tell you what – be my guest: go make your game where you let players just do what they want to do.
If after a few months of operation it doesn’t melt down into a horrible slag of broken dreams, like so many attempts before it, then you can tell me that I am the problem.
Go ahead and malign the me of 17 years ago. As far as I’m concerned, that guy is 17 years less experienced than I am and, consequently, an idiot.
The way you’re carrying in in this message, I suspect the you of 17 years ago was in diapers, if that.
about 1 year ago
Really, I’m not even in the camp of MMORPG developers who think the players can’t be afforded freedom. However, my version goes, “for each freedom afforded, extensive checks and balances must be applied, because if you give people an inch they can and will trample all over eachother.”
The difference is that it’s not that I think more freedom in MMORPG is impossible, it just think it takes a lot of thought and effort to pull off.
So, you see, we’re actually a lot more like mind than you think.
However, this whole, “I just want players to be able to play the game how they want to play it” statement is unforgivable. It was dead on the drawing board four billion revisions ago by anyone who was really looking to do it right.
Don’t get pissy at me – you said it, own up. Your comparing it to democracy to defend it just makes you sound like a hypocritical twat to anyone who can grok what’s between the lines. No, what our ancestors died for is not the same as a virtual world facet to develop.
about 1 year ago
“Don’t get pissy at me – you said it, own up. Your comparing it to democracy to defend it just makes you sound like a hypocritical twat to anyone who can grok what’s between the lines. No, what our ancestors died for is not the same as a virtual world facet to develop.”
Oh for Pete’s sake. Will you please stop groking me? You’re taking what I say and stretching it into the mold of your choosing.
But let’s stop it. If you are in agreement with me, this is good news. And I look forward to you joining the side for player choice and social evolution, against the heavy handed restrictions of directed game play through level grind.
“However, my version goes, “for each freedom afforded, extensive checks and balances must be applied, because if you give people an inch they can and will trample all over eachother.””
But of course. I never said otherwise. You are the one that groked that I did. And I explained what I meant in a reply above, which was basically unrelated if incomplete.
about 1 year ago
I’m not really here to demonize anyone – there’s no point to it, if that wasn’t what you meant then that wasn’t what we meant, and lets put that behind us.
However, just for future reference, your example didn’t exactly let you off the hook.
Even if we take the more favorable of the two, there’s a big difference between “I would like my vote to count towards being able to determine by popular consensus if I can just do what I want to do in the game” and “I should just be able to do what I want to do in the game.”
Plus, we were already taking the more favorable use of “just” into consideration when we were criticizing it, as (I hope is abundantly clear by now) the trouble is that differing perspectives if what you should be able to do in the game will inevitably lead to conflict between players.
And I wouldn’t ask a person to stop grokking you, as that’s essentially asking them to misunderstand you. Saying I did grok you is saying I know exactly what you meant.
about 1 year ago
That’s actually a word? Heh
I would suggest then that “anyone who can grok what’s between the lines” is both an impossibility and a misuse of the word.
“the trouble is that differing perspectives if what you should be able to do in the game will inevitably lead to conflict between players.”
Sure, and so what? Isn’t conflict of opinion a normal thing? Isn’t it required for normal human relations? The alternative is a forced utopia. That only works for the sake of the singularity of the utopia. And it’s what I was talking about when I said that players were nothing more than “bots” for the game developers.
about 1 year ago
You are forgetting something important: Players, as a group, are predictable. Alright, not 100% predictable, but it isnt that hard to predict what most of them will do. About quests, do you honestly think that the senior developers are the ones designing the “kill ten rats” quests? Nop. The ones developing those are the guys that just came in the industry and are given a bunch of NPCs, a number of quests and a time limit (a very short one).
Besides, the devs have learned to not care about the leveling process, i mean why bother? Players are just going to find the most efficient way to get to the endgame. Despite that is the least tested part in new MMOs.
And any decent MMO got a lot of zones for leveling, but again, playes are going to go for the one that makes it more quick. And please, dont start saying that you dont do that, if you do say that then you are a minority (or a liar).
about 1 year ago
I’d go so far as agreeing that players are predictable along the tangent of “players will eventually discover the path of least resistance and relatively consistently keep taking that path.” You will still have players who deliberately avoid the path of least resistance for whatever reason (roleplay, exploration, ect) but generally speaking it is a natural function of intelligence to find and exploit it, and when thousands of players are on the scene it’s inevitable the path will be found sooner or later.
The trouble that seems to emerge is that paths of least resistance will emerge that the developers did not anticipate. This is what exploits typically are. This is also one of the main reasons why nerfs happen – the players discovered a way to play the class that the developers did not anticipate (e.g. kiting, or twisting Bard song).
McQuaid fought against unintentional paths of least resistance, and that’s where a lot of the stigma against The Vision ™ came from. You could say that devs have “learned not to care” about this, but what does that mean, really? It pretty much means they’ve decided to let the bottom fall out of their game as long people ware willing to keep forking out their $15/mo. It’s not good practice if the goal is to maintain an entertaining game.
It sort of moves into EVE Online territory at this point. At what point does the game become secondary to the spectacle, and who is really playing them?
about 1 year ago
Note i said that devs dont care if the leveling process is little beyond the “kill ten rats” concept.
About exploits, yes they do care and they are suposed to swing the nerfbat when necesary. Mainly because the big secret is: Players that say in public and out loud that they are going to quit return in a few weeks, if they quit at all. After a while those public threats stop looking important (they never were).
Nerfs are a natural part of the life of an MMO. And quite a bit of burnout of the guy that is in the recieving end of the players attempt of looking important is that you cant tell them what you think of them. You need to say:
http://wiki.onlinegamers.org/index.php?title=I_disagree_with_what_you_said
“The Vision” isnt guilty of the nerfs, neither (only) the devs. Basic human nature is guilty of the nerfs, along with all evils in the world. But that is just pointing the obvious.
My point is: Between making more interesting the leveling process (requering actual creativity) or maiking a month (or less) of data mining and swing the nerfbat, what do you thing that is going to be first, despite the fact that both are similar?
about 1 year ago
*groans* I don’t think you guys get it yet. That’s not a crime nor am I ridiculing you. Most players don’t get it, even though “it” is exactly why they are so bored. So let me try to explain this.
Current games= Level grind.
a) You start in zone 1, designed for levels 1-5.
-You can run the quests or you can kill the same stuff. But you get extra xp for doing this same thing if you complete the quests, so you run the quests.
-Or you can harvest stuff for your trades skill, designed for levels 1-5 in this zone.
b) You must move to zone 2 now, designed for levels 6-10.
-rinse and repeat
-rinse and repeat
(But different MOBs and new abilities give you more choices and new sparkles)
c) Now you must move to zone 3, designed for levels 11-15.
-rinse and repeat
-rinse and repeat
(rinse and repeat)
d) You now must move to zone 4, designed for levels 16-20.
-rinse and repeat
-rinse and repeat
(rinse and repeat)
Etc. etc. etc.
Through this, the game tries to entertain you with new shinies, new sparklies, and new ability choices. But in the end, it’s all the same thing. You have no choice in the matter.
Worst of all, is what it does to the social structure. MMORPGs are supposed to be a social setting. It’s massive numbers of players playing in one environment, and players like this idea. They want to be a part of it in the gaming structure. This is important. If they just wanted to chat, they can go to message boards or other chat systems, but they want to be here, in the game, with all these other people. It’s not just about chatting.
However, the only players who can really do that are the ones who can stick together through the level grinding. This is usually the powergamers. For most players, they join a guild, and they sometimes find a few others who are on par with them advancement wise, at least for a few levels. But a short stint away from the game for any reason leaves them behind. This very small social structure they have found has decayed. The only contact with the majority of their guild is in guild chat, talking about unrelated-to-game things mostly, mixed in with a few questions about the game.
So what do we have here? The directed game play has not only left the players doing what the developers want them to do instead of giving them any choices. Follow the quest trail. And there’s no real social structure. No feeling of “home”, no feeling of belonging, no reason for being. Except of course to run the level grind that’s dictated to the player by the game.
There’s just nothing else to do. This is the boredom. They (the game developers) can slap new coats of paint on the boredom, but it remains boring.
UO wasn’t this way. You had lots of options in UO. When you logged in, instead of just following the quests, you made a choice. “What am I going to do today?”
UO offered lots of things. The “items on the ground” can’t be underestimated here. Players used this feature to run lots of player events. Players made and ran their own shops and taverns using this feature to enhance the experience. Players ran roleplay events using this feature, dropping clues around for players to find and figure out, leaving rewards for players to find.
But mainly, players had the entire game world to play in with the entire server of players. They were not restricted in zones. They had homes that felt like homes, whether it was a personal house, a guild “house”, or a particular bank that they worked out of. Players actually claimed a city as “home”. Player got to know each other through the familiarity. Some players decided to work particular dungeons or overland spawn points, and would be known by others for this. Some players Sold their wares and services at particular places, and were known for this. And they always had and made use of the choice to do any number of many options on any given play session. This is freedom, and the funny thing about it is that the only players who complained about it (-this-, the style of the game, the freedom and choices) were the powergamers who burned through specific content, the same kind of player who thrives in the “end game” design of the level grind content, designed for players like them, the “elite” and first to the end, until they run to the end and then demand more of the same as “new” content.
This is why the vision of current game developers doesn’t excite me at all. Their vision is one of controlled boredom. (I guess I should add here that I’m talking about this circle of developers, this way of thinking, and not all inclusive of those who are trying to think outside of this box.)
about 1 year ago
@Gx1080
Sure, I was just mostly talking about the point of how predictable people are by following it up with the point, “sure, but even the predictable aspects of people’s behaviors can manifest in unpredictable ways.”
@Amaranthar
Nothing personal, but this post just annoyed the living fuck out of me by having a body that went over things I’m already quite aware of, thank you very much. Hell, you’re probably quoting me without realizing it. Considering that, this was perhaps the most nauseatingly patronizing header you could have possibly ever put on it. Disclaimer aside, ridicule me you have.
Were it not for the fact you did this out of complete ignorance of not knowing exactly who you were talking to, I would ask you to kindly die in a car fire. So, instead, I’m just going to start ignoring you now because apparently you’re really bad at reading, to the point where your blundering poured massive amounts of salt on old wounds.
Seriously – good god – what the hell do you think this is, the MMORPG.com forums? How about you do a little fucking research before your overcaffinated fingers make even more of a mockery of you? Like maybe taking the time to notice that better interpretations of what you’re explaining already exist on the very right of the page you’re commenting on?
about 1 year ago
Geldonyetich, what does a 5 year old article about how PKing killed (yeah, not dead yet) UO have to do with what I was saying? Does the mere mention of UO bring up fears in you so badly that you can’t think of anything else but PKers when “UO” is mentioned?
Your arrogance is astounding. So you have a blog, big deal. And your working on a game…oh! That’s it, isn’t it? Let me guess, your game is a level grind, right? No wonder I seem to piss you off with my comments.
Jeeze man, I guess maybe I was right on when I said “It’s because of your culture of MMO developers stuck in Single Player Game development.” More right than I realized at the time. my apologies, dipshit.
about 1 year ago
Well, another post full of complete incorrect interpretation. Well done.
No, this is arrogant:
In fact, nearly every paragraph you write oozes with arrogance that seeks to resurrect dead development agendas that were, at best, ill-advised shots in the dark in the early 1990s.
My advice? Go back to the MMORPG.com forums, where most of posters are naive enough to think you know what you’re talking about.
Trust me, ignoring you is the best possible course of action anyone who knows what they’re doing can come up with. If you want to do something about that, you need to pull your head out of your backside, shut up, and pay attention.
about 1 year ago
And there it is. Developers don’t want to hear what players think. No surprise.
about 1 year ago
An unexpected coming of full circle, resulting in a player mistaking a player who has been around a lot longer than him as a developer, assaulting him with the very same complaints he assaulted developers with years ago.
Awesome. Karma is most assuredly the best comedy.
I guess it just goes to show, developers basically are players who have decided to take matters into their own hands. You can whine at them all you like about how their game doesn’t do exactly what you want it to do but, in the end, it’s your own damn fault for not exhibiting the effort to make your own game.
The real irony asserts itself when, inevitably, you discover that you’re doing the same thing you were whining about in the first place because you discovered the validity of it.
All is forgiven, McQuaid.
about 1 year ago
So, if I am to understand you correctly,
1) players/gamers who don’t make the career decision to make games themselves have no right to voice what they want?
2) players will have to buy just what you, the developer, wants to make? Recent MMORPGs are finding that that isn’t working too damn well. (And notice the placement of the word “just”, just for, you know, old time’s sake.)
about 1 year ago
So, if I am to understand you correctly,
1) You will make the worst possible interpretation of what I’m saying possible.
2) Because you’re trying to win an argument that I am not having with you.
3) And creatively reinterpreting what somebody else is saying is easy, but makes young blowhards feel good about themselves.
4) So long as this is your mindset, I am wasting my time speaking with you, because you’ll just do the same in your next messages.
Yeah, I hear you loud and clear. Glad we could come to an understanding.
about 1 year ago
You know, interpreting everything as an attack and insulting makes you look like an arrogant, oversensitive, emo-teenager.
That said i like to point to a piece of evidence:
http://www.brokentoys.org/2009/02/03/fixing-mmos-is-hard/
“Saying “I wish someone would ditch those damn levels and classes” isn’t proposing a game design. It’s proposing the absence of one.”
Its nice when somebody else already said the goddamn point. All the fluff (vendor sites, player housing, keeps capture, etc) it is fun, its makes a game enjoyable and immersive and Vanguard did have some of those like crafting and Diplomacy.
But its just that, fluff, UO still is extremely grindy, the only difference between that and a level system is that the former could be macroed until they invested millions of dollars for years to stop it. Guess what, not everybody has the time and money to do that. Like the most recent case that shall not be named (Touchy subject around here).
BTW, killing stuff for quests is still better than killing stuff just because like in your dear UO. Makes you a part of the world instead of a meat grinder. But your fanboi glasses dont let you see that (neither other things).
about 1 year ago
Hmm. I didnt know that thers a filter for calling the people D-bags. Even when they act like one.
about 1 year ago
I agree with what GX1080 is saying, but I have to admit, my presentation is bad. A patient, understanding person probably wouldn’t immediately put people on the defensive by flat out telling them they’re being ridiculously clueless, no matter how sure I am of it. Verbally slapping stranger’s kids for being kids is not a good habit. If there’s any sign I need to realize I’m not as smart as I think, it’s the existence of these habits.
about 1 year ago
Bear in mind that Geldon got banned from F13 for white-knighting Brad & pals (in the exact same manner as in these comments here) in the run-up to Vanguard’s launch. Brad’s work appears to be some sort of trigger issue for him, so its probably best to just pat him on the head, smile tolerantly, and move on.
about 1 year ago
If I got specifically banned from F13 for white-knighting Brad & pals, that would indicate they’ve got some kind of anti-Brad McQuaid hate board where anyone who says anything in his favor gets banned. That’d be more of a point against them than me.
However, that’s not what happened. It’s more I got banned from F13 for spamming the hell out of their boards to the point where they were completely sick of me. Part of that is that they just post too slow to handle me. A larger part of that was that I apparently have unlimited energy to take the time to evaluate if a sentiment is justified, and baseless sentimentality (e.g. ‘teh hate’) is a regular staple of epic lawls over there. It was a very bad mix.
So you see, I’m not really a McQuaid defender specifically, it’s just that McQuaid hate is just one small thing that qualifies as a fairly baseless sentiment I like to evaluate. To an extent, you’re giving the fellow too much credit to think he deserves that much scorn – to be an anti-fanboy is every bit as delusional as to be a fanboy.
about 1 year ago
And i like to say for myself: I am not white-knighting Brad and Co. If trying to understand the other point of view and remember that the guys in the other side of the board are also human beings is white-knighting for you, i dont know what to say.
And IMHO airing the old dirty laundry of somebody is wrong, specially when doent bring anything productive to the discussion. Besides its not like getting banned of the sewers of the Internet is that hard, you just need to try to be rational instead of attacking the other guy for the lulz. Shortly: If you disagree with the wanna-be trolls enough, you get banned.
But about that dirty laundry: I dont know what im talking about, i wasnt there. But the guys that still see the stuff like high-school and want to be the big bully instead the punching-bag nerd in the safety of the Anonymous costume arent that hard of predict.
about 1 year ago
Fairly spot-on evaluation, I’d say.
If I could add anything, it’d probably be that F13 is less an Internet sewer and more an Internet dive bar. I’ll give them some credit – they showed some tolerance in throwing my spammy ass out – but I really shouldn’t have been down there in the first place if all I was going to do is ruin the taste of their drinks with unrequited rationality.
I didn’t like being tossed out, Buzz Killington might enjoy a risque party, but that doesn’t mean he belongs there.
about 1 year ago
Hey this just came out of the oven:
http://www.bradmcquaid.com/Brad_McQuaid/Blog/Entries/2009/6/16_Silius_and_the_current_VG_Team.html
Its yet another “meh” MMO but it works, and by works is that you dont think
-now- “I could have more fun playing WoW”. If I think that while playing, that game gets uninstalled fast.
about 1 year ago
Ironically, “I could have more fun playing WoW” is precisely what I thought when I tried the free trial of Vanguard.
about 1 year ago
If you’re trying Vanguard at all, chances are you’re already thinking, “I would like to have more fun than I am playing WoW” – otherwise, why bother with the competition in the first place?
Of course, since different people like different things, it’s a fair bet that there really does exist people who enjoy Vanguard more than WoW. If you think there’s something wrong with that, ask yourself: how boring would life be if everybody liked the same thing?
McQuaid’s probably among those who think Vanguard is better than WoW. After all, if there’s any one great benefit of being a game designer, it’s that you inevitably custom tailor your games based off of what you think makes a good game.
about 1 year ago
Actually, this is wrong.
If you’re a professional game designer, you’re actually custom tailoring your game towards what you think your audience thinks is a good game. More specifically, what will sell.
This is one of the reasons we so much mediocrity – professional developers are pretty much developing for imaginary people and sometimes end up with a game that pleases no one.
To say nothing for even a bigger factor: implementation is a bitch.
about 1 year ago
If you want us to take your claims of intellectualism seriously, you need to use said intellectual ability to improve your writing to the point where you are no longer misunderstood. If everyone misunderstands the fault is with *you*, not everyone else.
You are correct that you aren’t an intentional troll. I have a special subcategory for your sort of obsessive compulsive behaviour. Unlike most trolls which relatively intellectual websites can quickly innoculate themselves to, your messages are coherent, thought out, and… lengthy. The latter is the problem – the relentless inability to *stop* posting long after it is clear that the participants have completed the useful part of the dialog. This floods the forum, resulting in painful signal-noise ratios and a risk of participants starting to TL;DR.
It takes more work to write a single post than a dozen posts. Turn your energy into that pursuit and you can increase your readership and influence.
Back to the topic, I am curious why you demanded I advance my own theory. I thought I had advanced it in the very post you quoted:
“A lot of people blamed the fact that EverQuest kept kicking them in the balls on Brad McQuaid having a “Vision ™.
EQ had some extremely dumb “screw the player” mechanics in the early days. The blind insistence on corpse running as a fun game mechanic (interestingly, I enjoyed corpse running in UO and hated it in EQ, I’m sure you can reason out what other game design elements resulted in this disjunction?), the utter inanity of having a Sense Direction skill (a skill most useful to newbies who don’t know the topography but useless until you’ve levelled and macroed a lot), those are just a few that I hit… The problem isn’t these mechanics, we all make decisions that in hindsight are dumb. The problem was that any complaints about them would be dismissed as they were part of the Vision. Hence the hate.
about 1 year ago
You know, hate to tell you, but the games in that time were all like that. Its barely 4 years since MMORPG were decided to be easy (Read: None of them were before WoW, hence his success). It wasnt bad, it was the way that games were, in the old times when developers could have the luxury of hating the players because the lack of true competition.
And MMOs were one of the last videogame genres to stop being like that, mainly because only a big company could produce them. It wasnt bad, it just was the first apttempts in the industry, they couldnt be perfect.
Shotr Version: People didnt know that easier MMORPG games sell until WoW. Hell, they believed that forced grouping was the answer. Quit bitching.
about 1 year ago
This, of course, would be the first impression. I’ve seriously investigated this possibility to a great degree. Humility has been tried and failed, with only regret I wasted the time in humiliating myself to show for it.
My findings were that, the vast majority of the time, there’s a far more prevalent problem that exists: when an idea is disassembled from ideas into words, and reassembled from words into ideas again, there’s a great margin of error that exists. Furthermore, differences in perception will create further misconstruence.
The bottom line is that fundamental reading comprehension takes more effort than most people are willing to invest. Unfortunately, they’re quite happy to flame eachother over the perceived difference that result. Often, these differences wouldn’t exist if they put the prerequisite energy in understanding eachother in to begin with.
So, while I appreciate your lengthy help to the poor beleaguered idiot who just needs to shut up an improve the way he writes, the fundamental fact of the matter remains that you have no idea what you’re talking about. Thanks for the caring, though.
If you don’t believe me, I recommend taking the time to read any lengthy comment or forum thread, and if you’re sharp enough to actually muster the focus (it’s not an easy challenge in today’s rapid-fire information world), you will see several misconceptions in no time.
about 1 year ago
My answer here would be, “so what?”
We had Ultima Online, a game nothing like EverQuest. We had Meridian 59, one predecessor with different methods here and there. We had a ton of text-based MUDs and BBS door games.
My point being: do you honestly think that it wouldn’t be very easy to make a bunch of dumb “screw the player” mistakes given the relatively new ground they were staking out?
Games are improving all the time. The other week, I went back and played Ultima 7, a great game when it was released, and it sucked. In 2003 terms, EverQuest was a great game, just check out the ratings. Whether you know it or not, you learned a great deal about what screwing the player meant in EverQuest at about the same time the developers did.
So, taking that into consideration, harboring resentment for the developers to having the balls to even try to learn what does or does not kick the players in the balls, is an occupation of backwards-thinking fools. I advise learning to let go.
But then, GX1080 said this shorter and better than I did. There’s some truth to my tendency to drag on making me harder to misunderstand.
(Of course, there’s also some truth to peoples’ being too impatient to bother interpreting what I write as being an equal part of the problem. I don’t know if any great literary organization agrees with this opinion, but I have come to believe that the responsibility of comprehension is as much the readers’ as the writer’s. Perhaps even moreso, as the reader has the harder job.)
about 1 year ago
This is actually a bit closer to the truth. I’ll go with you so far as to believe that there could very well be a mild OCP nature to my tendency to post so damn much. However, I would say that there’s a lot of jumps to conclusions going on here.
That said, I really don’t address the same point over and over again, I wouldn’t keep going unless somebody threw me a bone to comment on, and then I’ve said my piece and am done.
At the point where you start to question that I said something, that’s just a whole new bone. It’s a perpetual cycle in this regard, true, but it’s not truly an inability to stop posting. It’s more like, why wouldn’t I post at this point? You’ve given me something to post about. (Apparently you gave me 3 things to post about here, in fact.)
I would like to say everybody else is justified in getting all up in a dander about it, but it’s a bit like a child whining that somebody made them commit a wrong. No, there is a subtle choice going on there where you’ve decided to get ticked off about something.
Bah, thread derail complete. Why must you poke the borderline OCD so? That in itself is some kind of passive aggressive domineering tendency on your part. The nice thing about being the guy who reacts is that I’ve never truly started it.
Kindly stop referring to my personal defects as you perceive them, and I’ll stop talking about them. It’s really that simple. It’s no real achievement to inadvertently troll me as effectively as you did here. I probably enjoy replying more than the troll did trolling.
about 1 year ago
“That said, I really don’t address the same point over and over again, I wouldn’t keep going unless somebody threw me a bone to comment on, and then I’ve said my piece and am done.”
Pffft. In post #41 you seem to be arguing with yourself
about 1 year ago
At the risk of further besmirching Lum’s comment threads (ah well, he can always come back and delete em’) I think I figured it out.
It’s the caffeine. I only had a Zone Perfect bar (contains cocoa powder and hence caffeine) and a Cherry Diet Dr. Pepper (caffeinated) this morning. Not the best breakfast, but it was quick.
I know, I know. “Take some fucking responsibility for your actions, Geldonyetich.” But check this out:
1. OCD behavior is about dissipating nervous energy.
2. Caffeine stimulates the nervous system.
Pretty easy logic to follow, really. I’m spastic this morning, and here, and run across somebody pointing out my flaws. I’ve got more than enough nervous energy in my system right now to quibble over the details, so away I go.
I wonder how much more productive I’d be if I cut down on my caffeine. I might actually be able to focus on dynamic content generation systems instead of seeking an immediate outlet like rebounding my psyche off of some stranger’s shot-in-the-dark accusations.
about 1 year ago
@geldonyetich
You know, I think you should try cutting a little of post time and do something else. Let the others guys talk a little before posting again. Give them a chance of defending themselves (Even if they are wrong).
about 1 year ago
Guilty as charged. Never claimed my posting habits aren’t without their faults :>
As for never starting flamewars, I feel we’d be better off as communicators if we instead rewarded those who *end* flamewars. The person with the last post should always lose the “fight”.
about 1 year ago
I obviously failed at writing clearly enough. I certainly agree it would be easy to make a bunch of dumb mistakes. I attempted to explain that with: “The problem isn’t these mechanics, we all make decisions that in hindsight are dumb.”
I tried to point out that players are angry with the *mistakes*, and, in particular, how the mistakes were handled. They are not angry with the absence of sufficient *goodness*. This is why your original comment was offensive to those who had their accurate complaints derided as contrary to the “vision”.
If they had shown a desire to learn, I doubt there’d be such a hate over the Vision. The problem was that, from the viewpoint of players, the Vision was the catch-all excuse to not learn. The massive hate you encounter over the Vision did not spontaneously materialize out of the ether. It was earned. To ignore that history, to pretend it was just because they were visionaries, or imperfect, is to risk falling into the same trap yourself. Brad McQuaid is not attacked because he had a Vision. He is attacked because he used the Vision as a cudgel to crush accurate complaints.
about 1 year ago
Lum, can you please make the hurting stop, admit that we (as a site) aren’t smart enough to handle geldon (
), and cleanse by fire? Thanks. Its getting to the point where I am afraid to open any thread on this site, because the horrible buzzing will start again.
about 1 year ago
If I were just to stick with that bold-faced passage, then we’re done. From The Viewpoint Of Players is pretty much a given. The masses tend to resent authority of any kind after awhile, and apparently (even fascinatingly) this apparently extends into the authorities who create the games they play.
I could guess it was going to go this way: were the developers learning? Put another way, were they *even trying*, or were they just leaning on the vision as an excuse?
My angle of approach here is to ask if there really was deliberate malice or if the developers were simply doing the best job they could at the time. One the “ball-breaking” aspect of EverQuest was discovered, a problem was revealed – solving it would involve being able to come up with a solution and implementing it… which is hard, right?
If I’m going to harbor grudges against folk for not having all the answers, or the means to make them happen, I’d have a whole lot of baseless grudges after awhile.
I’m torn between. “yes, please” (insofar as “cleanse by fire” involves removing the airing of my dirty laundry and my over-caffeinated cascade of replies) and “post moar, n00b” (conferring that maybe if you guys weren’t so slow on the comment-making, maybe the Geldonyetich:Others ratio would be a bit less pain inducing).
I do agree with GX1080 again in that I should probably give you guys a break. So I’ll try… but, you know, I might end up back here if I’m bored and can’t find a better distraction. Hopefully you’ll have managed to come up with something interesting by then.
about 1 year ago
Geldonyetich, I don’t think anyone could ever be interesting enough to match your self indulgent flirtations with the Jesus complex.
about 1 year ago
Says the guy whose head was so big as to wander into a popular MMORPG burnout hangout and be so blind as to where he was as to painstakingly explain to us what a grind is, prefacing it with, “*groans* I don’t think you guys get it yet.”
about 1 year ago
@Brask Mumei
Lets see: a complete lack of understanding of the fact that developers in The Everquest really didnt know any better and they learned stuff of the developers of the 80s who, as somebody that plays emulators enough time could tell you, really hated the players (see: MUDs and BattleToads). Seriously, you are still dragging grudges of an MMO that launched almost a decade ago? The only guys that ive seen doing that is the guys that got ganked in Despise.
@Amaranthar
And, when somebody dont know how to counteract the fact that they dont look cool when they point the obvious, lets see, start with the offenses again. Nobody its insulting you, besides telling you that you are wrong and how your comments makes you look (Hint: Not good). Perhaps somebody run out of ideas? And sorry, your UO fanboyism dont touch anybody that reads this particular site. Besides, “UO without the flaws” its way more difficult that it looks. If it werent UO wouldnt have said flaws.
So far, nothing new.
about 1 year ago
If you think I was telling you what a grind is, you really don’t get it.
about 1 year ago
Actually, if this is your opinion of me, then I’m feeling good about this.
about 1 year ago
You weren’t?
You so were.
Following that lovely introduction (“*groans* you guys don’t get it do you”) this is about the point where my patience left me.
What possessed you to outline in such painstaking detail what the grind was here?! It’s like going to a burn victim recovery ward and giving them a napalm face mask! It’s really no wonder I got so pissed off at you at that point. It wasn’t good behavior on my part, but nonetheless, you lit a powder keg of annoyance under an extremely sensitive spot there. It was a move to make even a veteran Usenet troll proud.
You did move on to try to bend this in support for how oldskool Ultima Online will abolish the evil levels and save us all from the drudgery of the grind.
The sentiment was not completely invalid… but the thing is, it had crossed our minds before. Like, years ago. Then we found out it wasn’t such a hot idea – a lot of it having to do with that being baseless nostalgia.
We told you why it wasn’t such a hot idea on the earlier portion of this thread… and we it seems we’ve failed to make any progress ever since because you’re really stuck on this idea.
The thing is, levels aren’t the grind. Repetitively performing the same activity that you’re bored of is the grind. It happened in skill-advancement mechanics just as easily as it happens in level-advancement games. It happens in risky griefer-friendly PvP gankfests as easily as it does in carebear-friendly PvE games.
You think you have the answer, but don’t. I’m sorry. Keep looking, though, because when you do find that answer I’m sure I’ll want to play your game.
about 1 year ago
First of all, I outlined what the grind is to stress how and why it’s boring. If I’m going to try to make a case for something, I’m going to lay out the basis first.
“You did move on to try to bend this in support for how oldskool Ultima Online will abolish the evil levels and save us all from the drudgery of the grind.
The sentiment was not completely invalid… but the thing is, it had crossed our minds before. Like, years ago. Then we found out it wasn’t such a hot idea – a lot of it having to do with that being baseless nostalgia.”
You’re assuming it’s based on nostalgia. This is a problem that’s spread wide within the developer culture. It’s not. It’s based on desire and expectations of playing in a massive online world. I believe completely that most gamers, without realizing it, have this expectation in the back of their minds. The backdrop offered them in these “level grind” games leaves them feeling empty, yet it’s hard to put a finger on it since most have not experienced it. World simulation elements. And the fact that players liked these kinds of features so much in Morrowind and Ultima7 seems to prove this out.
“The thing is, levels aren’t the grind. Repetitively performing the same activity that you’re bored of is the grind. It happened in skill-advancement mechanics just as easily as it happens in level-advancement games. It happens in risky griefer-friendly PvP gankfests as easily as it does in carebear-friendly PvE games.”
This is where you are not getting it. No, it’s not the grind per se. It’s what the level grind forces the game to become. Furthermore, it’s not really the choice of using classes and levels, it’s the choice to make them so important by making them such leaps forwards. If you took UO and substituted that system for the skill system, and IF you kept the level spread within the same 100 percentile that UO used, and IF you separated the basic class abilities from general abilities, it would play the same way.
In other words, for each character, allow a class choice of warrior, archer, mage, thief, etc., then also offer a choice of trade skill sets such as Lumberjack/Carpenter, then also allow basic actions such as starting campfires and camping and cooking and fishing…freely. This is a hard example to make because it can be done in any number of ways.
But the point is, if you offered a class/level based system that still allowed a lot of freedom, and stayed in the much narrower range of separation, it would be largely the same thing as UO had.
If you stay in the narrower range of abilities, then players can stay together instead of being divided up by level ranges. And the game world doesn’t have to be divied up in level ranges, also allowing players to stay together.
This leads to much greater possibilities in social aspects that could be added. Player built cities would be much more viable for every player, not just the top hardcore elite. Trade and every other social aspect become much more viable for all players. Friends can play and stay together instead of falling behind.
You know all this, as you no doubt will point out to me. But if you know all this, why do you not want this change as much as I do? Problems with social interactions? They can all be solved. If you think not, then give me an example and let me try to show you how, and explain why. Human nature isn’t that hard to figure out. You see this in the problem stage, but maybe not in the answer stage. We’ve been talking in circles, lets get to the meat.
about 1 year ago
Hey geldon, could you just let the thread run for a couple of days without posting, then present your dissertation? I would like to see what other people have to say.
about 1 year ago
@Amaranthar
Thats a cute thought, but even in a game when the skills are designed for working that way (EVE Online), thers still a gap between new players and older players : player skill. Lets face it: Players want the most skilled players for beating the hard content and other players instead of grinding the easy content.
You can eliminate the power difference between the newbie and the old timer, but the old timer its going to be more skilled. How you are goint to make that player skill dont care, huh? Making your game content easy? A game when player skill its meaningless its boring.
Theres mentoring systems, theres skill based system that wide the breath and not the depth, but at the end, you want the skilled, experienced guys at your side. You cant change that. Theres exeptions to the rule (IRL friends, family, significant others), but the player skill its stil going to matter. So, nop, players are not going to stay together, they are going to go with others with the same skills. Unless they want to carry people though content.
about 1 year ago
Gx1080, it worked in UO. Sure there was some separation, the point is it was reduced drastically. You saw players of all skill levels in all areas of UO, except first week newbs. Sure, it was harder to survive for some, and a lot of friendships were made that way too. Take out the PKing and a lot more would have been made.
There’s loads of other ways to make a game interesting than just level powers. I am not suggesting that all separation be taken out, just that it be brought much closer together so that these other ways of making interesting game play can actually be meaningful. So that a social fabric can be widespread, and work for all.
about 1 year ago
I don’t think anyone wants to make player skill irrelevant, at least I hope so. Obviously people who play more have an advantage, but I think the overwhelming character level/equipment power focus of most MMORPGs is pretty disappointing
I gotta agree with Amaranthar that evening out the levels would bring people together, but most of them are probably going to gravitate towards whatever area is the most profitable at the time. Would be nice to see more people trying that kind of thing out, though.
about 1 year ago
Sure.
Really, all somebody has to do is ask. I’m not unreasonable, just bored.
about 1 year ago
@Amaranthar
Yeah, it worked. It didnt worked because was awesome, mind you. It worked because everybody macroed and hacked the fuck out of that game mainly because nobody should click as much without a paycheck, and as a result skill advancement was meaningless.
Well, except the GMs that got characters with full skills and super powers from the get go.
Im sure that most old timers can describe it better for you.
about 1 year ago
Oh about the idea in general, look what ive just found:
http://www.brokentoys.org/2005/05/23/alternate-advancement-points/
about 1 year ago
I AM an old timer. I’m a little tired of these accusations that I’m some young punk that doesn’t know squat. Let me set that record straight. I was one of the first players to log into UO when it released. I saw no one else in that city, but who knows who was first. I played UO through Trammel and much more, for a total of around 9 years.
Furthermore, I’m 56 years old. I was playing and fine tuning D+D and other paper and pencil games before many of today’s MMO gamers were even “a twinkle in their father’s eye”.
Now back to the subject. UO’s harvest and trade skills were a pain for most players. So fix it. Starting with UO’s system, the first thing you do is take away the need to click each and every time. Set up a running script.
After that there are a lot of ways you can go, depending on how the rest of the game works and what it offers. You also want to consider cities and guilds and how that all ties together. One option that could include all this would be work camps built by the social organization (guild or city, or perhaps temple or other). In the case of lumberjacking, you’d have a lumber mill, and the surrounding area would become part of a built in script with pathfinding where the character goes from a set of trees and back the the mill, repeated. If you can’t beat scripting in this part of the game, incorporate it. This is basically what SWG did, and other games. You can have small mills for single player houses, and larger ones for bigger organizations. Depending on the game and it’s features, what you are doing here is not only “fixing” this problem, but enhancing what guilds and cities have to offer players to make them more attractive to belong to. There are a lot of things you can do here, too much to go into now. The same for mines, fishing coves, etc. But for the newbie player, they can make use of these social mills, and pay rent or taxes in the form of a cut of the take. Or they can take their packie and go it alone. Their choice.
about 1 year ago
lol
poor geldon
about 1 year ago
@Geldon
You should probably not be so quick to dismiss F13′s assessment of Vanguard failed, particularly the interviews and such. Likewise, a decade of trolling and utterly ancient game design aside, it’s important to distinguish between “The Vision” and “Brad MqQuade’s Vision”. One last point:
“If you think there’s something wrong with that, ask yourself: how boring would life be if everybody liked the same thing?”
In the world of MMOs that would be awesome. Having solo play is nice, but if you play MMOs for the solo experience you are a broken individual. A large part of the fun of MMOs is the ability to play with others. A developer should work at both ends: attract as large a crowd as possible, and remove limitations on people getting together and doing stuff (mentoring). WoW has cornered the market on the former, but has utterly neglected (and worsened with the higher level caps) the latter.
Not trying to condescend here, just connecting the dots.
about 1 year ago
“Having solo play is nice, but if you play MMOs for the solo experience you are a broken individual.”
Not bad for someone not trying to condescend. It must come naturally.
about 1 year ago
@Amaranthar
Man, hasn’t @geldonyetich told you yet about how this is the place where PUNDITS reside, so when hoi polloi swine (http://www.answers.com/topic/hoi-polloi) like you or I offer opinions, of course we are dismissed out of hand, or some such elitist bullshit like that?
Pundit, MMORPG burnout. Close enough. He still knows better than you, and it’s still elitist bullshit.
One thing I’ll say for @geldonyetich , he’s consistant.
about 1 year ago
@Amaranthar
“I was one of the first players to log into UO when it released. I saw no one else in that city, but who knows who was first. I played UO through Trammel and much more, for a total of around 9 years.”
You ever play Siege Perilous, where the KGB (Knights of Glory and Beer oracle.the-kgb.com) called home? Maybe we crossed swords, or were allies… I was able to avoid Trammel completely on SP, which I count as a blessing.
about 1 year ago
I tried SP. But when they decided to just give out (what was it, 1k?) gold I figured it wasn’t so hard core. So I went back to my regularly scheduled program. Then, a few years later when I was ready to hit the “quit” button, I tried it again. I was very impressed with the player base there at this point. Roleplayers or those who just played and let you RP, and when PvPers back off of you because they realize your a newb there (obviously not PKers), it says something. But the over simplified way they set up that shard and my overall distaste for what they were doing to UO left me just hitting that button anyways.
about 1 year ago
The way I view this pissing contest, it looks once more like the sand-box let me make my own game school vs. the quest-centric run you on rails, here have another cookie school of game development.
Give me the sand box, any day. Keep your damn cookies.
about 1 year ago
You’ve nailed it.
about 1 year ago
Man, why is it whenever I say I’m going to take a day off from a thread, a half-dozen monkeys descend from the trees to throw feces at my receding backside?
Oh well, keep em’ coming. I’ll address these tomorrow. Or maybe not – bickering with belligerent monkeys demeans myself while making the monkies look more important than they are.
about 1 year ago
I’m fairly sure we’d throw shit at your face if it wasn’t already covered with the shit that comes out of your mouth. How now, brown cow?
about 1 year ago
That word doesn’t mean what you think it does. I would direct you to a fine online dictionary, but that would be condescending to assume that you could not find your way there yourself.
Incidentally, I’d like to see more online sandbox-y games.
about 1 year ago
This is true in online FPS games, particularly the older ones like BF1942 that didn’t have the rank systems and weapon unlocks that newer FPS games have. Everyone goes into that game with the same characters, and the players who have played longer and know the ins and outs of the all the maps will dominate newer players at first. But it doesn’t take long for a newer player to get the necessary experience and familiarity with each map and the experience advantage evens out, and ping becomes more important than experience. In that way, even relatively new players can interact with more experienced players.
The difference between a level 20 player (reasonable experienced) and a level 80 player in WoW on the other hand, is enormous, both in terms of gear and skills. They may as well be on different planets. A game can still provide content that gives easy challenges for beginners, harder content for groups or very skilled solo players without making the differences between beginners and veterans so extreme. That prevents the common syndrome on many modern MMOs where the vast majority of the game world is unusable to players at either end of the spectrum. Beginners can go most places because they would be annihilated, and the players with the highest skills don’t want to visit most of the world because the content is trivially easy. A little flattening of the skill curve would go a long way towards keeping players entertained in larger areas of the game world. For that to work, however, you need more of a sand box type game where the players make their own game rather than a quest centric game where you are always limited by supplying a never ending series of new quests and expansions.
I @Amaranthar has done a pretty good job of suggesting a variety of way to implement that, and in a cooperative PvE rather than in a free for all PvP environment as used in other current games that shall remain nameless (at Scott’s request since this isn’t a *mumble* related thread).
about 1 year ago
Well, it took me a while, but I finally ground my way through this thread from start to finish. Not entirely sure it was worth the trip, but I do have an observation.
I don’t think @geldonyetich and others get it either, but I don’t thing that what @Amaranthar means by ‘it’ and what geld means by ‘it’ are even the same thing.
To test my theory, I’d be interested to have geldonyetich explain what ‘it’ is so that I can understand the kneejerk hostility. Once I know gelds interpretation of what ‘it’ is, I can determine if he and Amaranthar are even on the same page, because if I understand him correctly, Amaranthar’s ‘it’ isn’t particularly controversial as a game development idea.
about 1 year ago
Owain, “it” is an all encompassing effect on almost all aspects of a game design. Everything affects everything else in one way or another. That’s why we call it “it”, because it’s hard to capture the whole thing in a few words.
But generally speaking, it’s the massive social possibilities that could be built into a game. All the things involved in that…and the unspoken expectation avoiding our mental grasp that a massive online game would have this.
It’s missing because these games have been built like single player games, with small groups of friends and the rewards are the level and item “dings”. This is something that EVE got right, in the framework of their own game*. And if you look at EVE, this is why it’s a successful game.
*Speaking of EVE, and I don’t know if I’m right because I’ve never played it nor spent a lot of time following it, but I wonder about something.
If in EVE players played an Avatar, instead of one of their ships, would PKing matter more? And reversed, if in these fantasy/sci-fi games, if you played a castle, and what you lost in PKing was merely one of your inhabitants, would it matter less? Does an Avatar that’s a being, does it represent “us” so much better that we form a stronger bond in game play?
about 1 year ago
That’s interesting, because from my reading of your post, I thought you were talking simply about the free form structure of sand box games where you are not run on quest rails pursuing yet another carrot for xp/loot, but maybe that is a characteristic of the kind of game design you are thinking of. You do just what you want, but as you explained, that doesn’t mean that you do ANYTHING you want. It could be purely PvE, and maybe not even PvP related at all.
Like the folks in UO who set up catering services for in game weddings. All sorts of things like that that had nothing to do with story line, skill building, or anything, but was indirectly supported in the game by things like cooking skills. This being the ‘Sims Online/Second Life’ approach to MMOs that was possible in UO, and to a lesser extent in SWG, but not to any great degree in any other MMO I’ve played.
Which is what made the ad homonim attacks from folks like @geldonyetich repellent, particularly his statement, “Were it not for the fact you did this out of complete ignorance of not knowing exactly who you were talking to, I would ask you to kindly die in a car fire.”
Who you were talking to? Give me a fucking break, geld, you pompous asshole!
Let me tell you a bit about geld, in case you haven’t figured it out for yourself.
He’s not only a pompous asshole, he’s an intolerant asshole.
He’s a game bigot.
He’s a self appointed expert who knows far less than he thinks he does, but lacks the self awareness to know that he’s a dimwit.
He’s a bully who tries to shut down discussion with personal attacks when the argument fails to go his way.
He’s intellectually dishonest. Don’t waste your time with him.
Those are his good points.
I’ve gone around with him a couple of times myself over another game that shall remain nameless, at Scott’s request. He gives this forum a bad name, in my opinion. If he was banned from another forum, it was probably for cause. If I were Scott, I wouldn’t put up with him, but sometimes it’s good to keep some losers around, if only to serve as a bad example. If Geld thinks something is true, put your money on the opposite argument.
That doesn’t cover the subject, but it’s suffucient.
about 1 year ago
Hey, it’s been two days and I’m hopped up on caffeine again. Lets throw away any pretense I might have some class by coming up with some replies.
Hmm. I guess that method of speaking makes you look pretty good where you live. From here, it just sort of reinforces your reputation of being a douche.
But then, in my mind from our dealings in the past, you’re probably pretty comfortable with that by now. You wake up every morning and think, “okay, I’ve got a cool website where I write edgy things by coming off as a douche. How can I be more douche-like today?” You appoint moderators primarily on the understanding that they, too, are douches, and this helps to reinforce the factor that keeps your site interesting amongst all the other ones out there.
And who I am to judge? I’m not judging at all. I’m just saying that, considering where I’m sitting in perspective to what little I know about you, why should I care about anything you have to say? You’re, like, working towards being a professional douche. You’re just pursuing the dream.
As an open-minded, conscientious, individual, I would normally take a lot of this personally and maybe do a bit of soul-searching to understand whether or not there may in fact be some gravity to what you’re saying here.
But the thing is, anyone who has seen you defending Darkfall Online knows that you’re hardly the open-minded, honest, non-bullying individual you’re making yourself out to be. You largely took everything we were saying to you about why we found the game to flawed, waved them off as non-problems, and called us lairs an fools to believe otherwise. Apparently, you’re still doing that.
Thus, if you’ve seen in me any of these characteristics of this incredible combo-attack you’ve written to me in the block quote above, I’m betting a good deal of it was reflecting off of me from your own conduct. Meditate on that possibility a bit, if you can.
Granted, my behavior towards Amaranthar was fairly unforgivable. I respect my elders. If he’s 56, perhaps he possesses wisdom I do not that makes him understand why it is that Ultima Online is, indeed, the answer. I was just cheesed off because (a) I was full of caffeine and (b) my synapses are so raw ground from the grind that they were a hair trigger.
I said what he wrote was like going into a burn victim ward and applying a napalm face mask… but it’s really more like going into a burn victim ward and saying, “you don’t get it, do you” and then describing the sensation of burning. I don’t think he intended to do this, but it did set me off…
Which was wrong. No matter how irritated I was, I’m 32 years old and should have more of a brain in my head than to let my little pet peeves to cause me to condemn anyone. I’m sorry about that, Amaranthar.
So, basically, my detractors are idiots in their own little way, and so I am I.