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Houdini Murdered?

I don’t usually post news, but this caught my eye today on AOL (note the unintentional pun in the headline, /sigh): Houdini May Be Exhumed to Solve Mystery. Long and short of it is that apparently Houdini was being threatened for a long time by members of the so-called Spiritualist movement, because he was an avid debunker of a lot of their frauds. Spiritualists were the happy go-lucky folk that charged for seances with dead relatives, and curiously, would always kick the table when it became revealed that in fact your Pa really wanted the farm to go to the Medium’s holding company. They in fact have a very long tradition, which you could argue started in the Renaissance with the whole Hermetic craze (later creating the Masons etc.) But this kind of belief or entrepreneurialism has made its way deep into Western culture. Yeats was directly influence by the so-called, Order of the Golden Dawn, Conan Doyle of course was an active proponent of Spiritualism, and today, we have Oprah.

At any rate, Houdini knew all their tricks, and later in life he gave lecture tours in a Ralph Nader-like way for people to avoid wasting their money and becoming distressed, and generally contributing to the delusion that the dead really don’t stay buried. Which was fine with all the conservative religions of the time as well. But Spiritualism was a huge craze, and as mentioned, it still is deeply around with us today. Here’s parts of the article: The generally accepted version was that Houdini, 52, suffered a ruptured appendix from a punch in the stomach, leading to a fatal case of peritonitis. But no autopsy was performed.

When the death certificate was filed on Nov. 20, 1926, Houdini’s body – brought by train from Detroit to Manhattan – had already been buried in Queens, along with any evidence of a possible death plot.

Within days, a newspaper headline wondered, “Was Houdini Murdered?”

A 2006 biography, “The Secret Life of Houdini,” raised the issue again and convinced some that he might have been poisoned, including George Hardeen, who lives in Arizona and is the chief spokesman for the president of the Navajo Nation.

The likeliest murder suspects were members of a group known as the Spiritualists. The magician devoted large portions of his stage show to exposing the group’s fraudulent seances. The movement’s devotees included Sherlock Holmes author Arthur Conan Doyle.

In the Houdini biography, authors William Kalush and Larry Sloman detail a November 1924 letter in which Doyle said Houdini would “get his just desserts very exactly meted out … I think there is a general payday coming soon.”

Two years later, Houdini – by all accounts a man in extraordinary physical shape _ was dead. Kalush and Sloman say that “the Spiritualist underworld’s modus operandi in cases like this was often poisoning” – possibly arsenic, which could be detected decades later.

Intelligence in MMO’s (or Why I Can’t Have My "House MD" MMO)

Among the many things that must drive MMO designers nuts is the repetition of already well known, or well worn ideas and problems that players some times justcomeupwith. But all of which designers are supposed to be fixing. Or expected to fix in next-gen-MMO Teh Quickening! or whatever. Problems like permadeath. Another gem is mob AI.

On Quarter to Three there’s a discussion about why AI sucks in MMO’s. A lot of it is wondering about why most mobs don’t run away, don’t beg for their lives, don’t negotiate, don’t come back in the next gaming session with their cousins and their cousins’ friends to whup yer ass, or really do anything ever “intelligent”. Predictably, most followup’s have been anecdotes about how WoW is better, or how things were really better way back when in UO or EQ. All sarcasm aside, there is a real problem here. But dumb mob AI is just the symptom and not the cause. In games we don’t expect, for instance, the shoe in Monopoly to act “intelligently”. So why should MMO’s be any different?

Which of these is the more intelligent competitor?

Lum makes an entrance and points out the following:

Gamers say they want better AI in MMOs. Data mined statistics show that the most popular monsters in any MMO are the ones with the most brain dead AI, preferably bugged into virtual unconsciousness. CPU load is another issue, but not as much. Many MMOs have very intricate AI encounters – but players tend to hate them because good AI adds a concurrent risk. While saying “hey, it’d be cool if guards responded when their buddies are attacked” while discussing the subject, it’s entirely different when you attack a monster and are suddenly fighting off 10.

It’s a classic game design challenge – make the player *feel* as though they have completed a difficult challenge, while keeping it easy enough for them to actually accomplish.

This is important — MMO gamers want more of an interesting challenge, but they only stick to the uninteresting and predictable challenges. Why the contradiction?

A lot of what I end up saying about MMO’s always comes back to what kind of advancement model there is, and mob AI isn’t a problem that’s any different, unfortunately. What Lum is credibly pointing out indirectly is that MMO players always approach tasks and encounters with an ROI model in their minds; namely, “Is this encounter worth my time?” and that’s because every single mob in an MMO is (to quote Lum) “a mobile bag of improvement”. Since every popular MMO has an advancement model that’s based on consumption (“killing”) there is a need to have “mobile bags of improvement” instead of unpredictable or even dramatic opponents. The reason is because the game design has a progression metric that is predicated on players consuming content and being graded on the amount they consume. Levels are based on the quantity of dumb-AI driven models that are “killed”. This is not going to change while consumers expect it.

You can’t have “intelligent” AI in an MMO until you have an MMO that requires intelligent play. Repetitive, “devotional” play styles don’t need deep creativity or real analysis, because they are reactions to designs that are just timed end-game pathing puzzles. That is, “How fast can I get to the cap to play the end game and access all the content in the game?” The time to the final return on my investment (time, subscription and license fees, any spoilers I’ve written, etc.) is what counts, and any constraints that delay that or diminish it or even risk my ROI goals won’t be accepted. That includes mobs that act in an unpredictable way.

It’s fine to propose interesting or somewhat novel AI whereby the models “act” differently (and this was brought up in the thread with SWG in mind), but they’re only ever going to be different kinds of motion capture. The AI can’t change in a regular MMO that’s consumption driven. Whatever twists are devised for how to do aggro or chaining (social mobs) they are still all for the same vector of delivering content to the player quickly and efficiently for them to consume.

FWIW, the ultimate thing for me with MMO’s is to wonder about how to change advancement. A good debate about this occurred last year over on Raph’s blog whereby he went through “why levels suck”. But a great rejoinder by HRose to a post Raph made about a medical MMO illustrates the problem really well.

Raph proposed a game where you had to “heal” patients; HRose argued it was the same old, same old. There was a difference in interpretation, but HRose was correct in that whether it was healing or killing dumb AI models, the game design seemed the same of consuming your way through the content. In Raph’s defense, he was interested in the style of the healing and the “how” of the consuming, while HRose was (like me) concerned about the “why” of the need to level up through how many patients you can heal.

Why this is interesting is that you can’t have a “House MD MMO” until the problem of how to accrue advancement points in a way that doesn’t depend on consuming “mobile bags of improvement” is resolved. In this example, House is a detective story driven program where medicine is the “how” of the show, but diagnosis and investigation is the “why”. (The main character even lives at a “221B” address.) His staff always worries about the genetic background and habits of their clients (patients), often going so far as to break into their homes to look for evidence and clues to the patient’s illness. How can you build an MMO on that very popular formula when your advancement model is consumption? The main character hates dealing with patients, and they only have one “client” per show… how can you level-up?

This problem isn’t going to be solved soon, and it won’t [...]

More Eve Employee Drama?

This is probably not worthwhile news to discuss, because the sources may not be true. Or the events might not be a big deal in the final analysis. But it is interesting and disappointing that more revelations of employee conflicts in Eve Online keep coming to light. It’s sad that more examples keep coming to the fore and disappointing that players keep seizing on them (let alone ferreting them out). It’s only interesting insofar as a game which basically has no boundaries for play, and thus behavior, has players that have turned the meta-game of attacking/defending the provider to a new level of tension. A very small minority of people seem intent on attacking the credibility of CCP. But what’s startling is that they keep discovering evidence that shows CCP employee malfeasance. Or at least collusion and TOS violations. It’s very, very strange.

The two new examples are loosely described here and elsewhere I won’t link to: It’s lengthy and tricky to follow, but it seems to boil down to CCP’s head of the event GMs being in Evolution; their membership knowing for the last 3 years that he was a GM (after he dramaposted about leaving the events team for a while); him arranging to get them privileged access to events (test event on server: 48 out of 50 invites went to Evolution members, which is SirMolle’s Bob corp) with early access to new techs and gameplay; substantial EULA-breaking account sharing (one was passed between about 6 people on their forums and so on….

Last year, ISD ran an event involving a Serpentis invasion of BoB-space. The NPC dreads, when killed, dropped officer loot. (This was also when CCP added NPC stations into BoB regions…for no apparent reason). Other, similar events run elsewhere have the NPC ships dropping T1 or named T1 at best. So:

Head of the GM staff in BoB, & BoB know about it.BoB get to play around with POS warfare on Test ahead of everyone else and discover quirks/exploits (e.g. the “shooting through POS shields with no password” thing) which remain a mystery to the rest of the playerbase for years.Lead GM all-but-spawning top-end loot for BoB.Account sharing involving CCP staff & volunteer accounts, in direct contravention of their own EULA.

Make of this what you will.

Many years ago there was a similar meme with people claiming that SOE employees where creating and/or winning highly prized items and selling them on eBay. This rumor lasted for years, and was never ever proved. In fact, SOE demonstrated enough organization and consistency in their own policy against RMT that it made the claims ridiculous. CCP on the other hand suffers from running a game that has a laissez faire attitude towards player actions within and outside its game, and this is coming back to really damage them.

I already made my peace with Eve when evidence and confessions of paid employee cheating had occurred, and while I don’t play anymore it’s not for those reasons. The issue of online providers needing their customer’s trust is not trivial. And while you can distinguish various levels of customer expectations with an online service, there’s just no way you can excuse or cover up employee misconduct. I doubt there are many more examples of this within CCP, but I guess what leaves me disappointed is that maybe — and this only speculation — CCP’s internal culture is so aggressive or unprofessional that these kinds of things 1) could’ve happened at all, and 2) keep popping up. We need to be fair, like in the SOE example, and allow some time to pass to see if more examples come to light. But unlike with SOE, the original allegations were sadly true.  In any final consideration, this kind of stuff doesn’t help anyone, let alone CCP or the majority of its customers.

More Game Design Proposal Samples

This time from MMO veteran Damion Schubert, currently at Bioware Austin, from his recent GDC07 talk, “How to Write Great Game Design Documents“ (download).

Previous entry on this, with examples from David Jaffe and Chris Bateman.

Sadly, while it would be an interesting comparison, I can’t share anything I’m doing or what the Mothership might have going. AIM is as AIM does. /out

MMO Community management from the Inside

There’s an old thread about UO on f13 that a couple of rednames (MMO professionals) have recently commented within on community management. Check it out. It’s very interesting to see so many experienced and active professionals bringing to light how they regard working with players — on a 3rd party player forum. Great stuff. Calandryll, Dundee, Moorguard… even Lum makes an appearance. It’s like the Cannonball Run of threads!

Official forums are good. Moderation is good. Both for the developers and for the players. And I say that having been on all sides of the fence, community, developer, and player… (Calandryll)

Oh, unofficial forums are not unmoderated. The question is why players feel they are better served being moderated by the company, rather than by themselves. But maybe the answer is just that simple: In spite of how little they trust us, they trust each other even less… (Dundee)

I understand Sigil’s desire to allow fansites to blossom and drive the community. In a perfect world, that would be the ultimate foundation for a healthy player-dev interaction. But the world isn’t perfect, and more often than not you need to cut through a ton of noise to help the majority of players get the info they need. While you could do that without official forums, it becomes much harder (needlessly so, in my opinion) to provide the focus needed to pull it off. (Moorguard)

I think the providers that are successful with community management realize it’s as much a responsibility to manage a forum etc. as in-game activities. They know there is a unique meta-game going on, and the main losers are the provider and the uncommitted player when irrational members gain attention. That is, it’s easier to put a casual player off a game permanently with negativity than it is to moderate a hard core player, who can be at any time either pro or con the development team. FWIW, the sense of community I got from the EQ2 forum was one of the reasons I kept resubbing, and in the exact reverse, why I’m done with Eve.

This stuff matters — how communities are managed become an indication to players for how the provider regards their customers and in short, how they might develop the game. Those inferences aren’t always correct, but players still take how the providers care & feed their community as an overall signal for how a player’s time and money investment is regarded. It’s all pretty visceral, but the savvy providers know that.

They frigging killed Lord British??Dude, these guys are just Racers. Chill. We’ll just up the timers on their specials. And Booya!