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Wizards getting character choice feedback from CB
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<blockquote data-quote="Dedekind" data-source="post: 5395901" data-attributes="member: 63968"><p>hmm... to move back on topic a little bit...</p><p></p><p>I have a friend that works at a major MMORPG (not WOW). He told me that he is continually shocked at how little the developers use world data to inform world development. Most of it is anecdotal (mainly message boards) and very little of it is driven by actual data. I would be surprised if the same is true for WOW where almost every class/race/build has interesting options at most levels.*</p><p></p><p>All that said, I want the data. I would love to write a white paper entitled "What do 1 million character sheets say about 4e gaming behavior?" In it, I would develop tables and tables of statistics, particularly focusing on questions mapping popularity trends through time and leveling trends through time. </p><p></p><p>Then I would write a second paper entitled "Archetypes and archmages: How do you like your troupes?" In this paper, I would fit every build into a particular archetype and see how popular it is. Then I would look at how the popularity changes as new, perhaps more specific options become available. For example, popularity of damage fighter vs. barbarians. </p><p></p><p>The final paper would be "Choices in complex systems" where I would attempt to find out how often people play "the same" character. I think I would mainly try to characterize people into groups and see how they react to new content. There is an idea in psychology of "limited cognitive resources" for when people have too many choices. People simplify choices by applying filters. In character creation, players nominally face every possible combination--human fighter is compared to minotaur runepriest is compared to wilden avenger, etc. How do people filter the content? </p><p></p><p>*Not trying to start a conversation about 4e and WOW.</p></blockquote><p></p>
[QUOTE="Dedekind, post: 5395901, member: 63968"] hmm... to move back on topic a little bit... I have a friend that works at a major MMORPG (not WOW). He told me that he is continually shocked at how little the developers use world data to inform world development. Most of it is anecdotal (mainly message boards) and very little of it is driven by actual data. I would be surprised if the same is true for WOW where almost every class/race/build has interesting options at most levels.* All that said, I want the data. I would love to write a white paper entitled "What do 1 million character sheets say about 4e gaming behavior?" In it, I would develop tables and tables of statistics, particularly focusing on questions mapping popularity trends through time and leveling trends through time. Then I would write a second paper entitled "Archetypes and archmages: How do you like your troupes?" In this paper, I would fit every build into a particular archetype and see how popular it is. Then I would look at how the popularity changes as new, perhaps more specific options become available. For example, popularity of damage fighter vs. barbarians. The final paper would be "Choices in complex systems" where I would attempt to find out how often people play "the same" character. I think I would mainly try to characterize people into groups and see how they react to new content. There is an idea in psychology of "limited cognitive resources" for when people have too many choices. People simplify choices by applying filters. In character creation, players nominally face every possible combination--human fighter is compared to minotaur runepriest is compared to wilden avenger, etc. How do people filter the content? *Not trying to start a conversation about 4e and WOW. [/QUOTE]
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Wizards getting character choice feedback from CB
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