Showing posts with label World of Warcraft. Show all posts
Showing posts with label World of Warcraft. Show all posts

Friday, June 7, 2013

Your ideas about WoW players are wrong - engagement bias

Not that kind of engagement
The people you see when you log into WoW, no matter which server you play on, do not comprise a representative sample of the people who play WoW. 

That sentence might seem a bit surprising but I can assure you that it's 100% true. The primary culprit here is engagement bias, which is something you have to consider when you're analyzing a game-as-a-service, like WoW. Suppose 7 million people play WoW in a given week. Let's look at them by how engaged they hypothetically are (as measured by how many days they played that week).

EngagementPlayer Count% played today# played today% DAU in bucket
1 Days1,000,00014.29%142,8573.57%
2 Days1,000,00028.57%285,7147.14%
3 Days1,000,00042.86%428,57110.71%
4 Days1,000,00057.14%571,42914.29%
5 Days1,000,00071.43%714,28617.86%
6 Days1,000,00085.71%857,14321.43%
7 Days1,000,000100%1,000,00025%

Here we see that if you look at the people who play on a particular day (DAU - Daily Active User), there is a distinct bias towards users who have a higher weekly engagement. Side note: players who play in a given week are called WAU. Even though the WAU are evenly distributed among the engagement buckets, the DAU are heavily skewed towards the highly engaged. Then again, WAU isn't how Blizzard likely defines 'player' for WoW, they likely use subscribers as the definition of the player, since that's how they get their money and the $15 a low-engaged player gives them is the same as the $15 a heroic raider sends them.

What this means is that the people that you see every day in the game aren't really a good representation of WoW's subscriber base. People aren't as engaged with the game as they appear to be. From a development and design standpoint, the highly-engaged users are the least likely to let their subscription lapse, so features are often made to appeal to the casual crowd/make casual players more engaged. If you look at the history of WoW this is what you'll see. Even heroic raiding was oriented around this because it allowed them to make regular raiding easier and more accessible to the casual player.

This is just one example of engagement bias, which is a recurring problem in user-centric data analysis and therefore is a recurring problem in the games-as-a-service industry. Engagement bias is the phenomenon that more active users are often more likely to be counter/sampled.

Back when I was working on analyzing the results of my 2011 WoW Survey, one question I wanted to answer was "What are the correlations between classes?" meaning that I wanted to know which classes a player was more or less likely to play if they played another class. For example, "Are people who play Warlocks more or less likely to play a Death Knight than someone who plays a Rogue?"

Suppose that the average respondent to my survey listed two different classes among the ones that they play. At the time, this means that roughly 20% of respondents played any particular class (class representation actually varied wildly). When I pulled the percent of Warlock players that ALSO played Paladins I found a much higher number, 40% or greater. This baffled me for a long time. For each combination of classes, this same thing happened, the percentage of X players that also played Y was higher than the percent of the general population that played class Y.

Why was this?

Among the people that I surveyed, they varied widely among the number of characters they played. Some people only listed 1 or 2 characters, some listed 10 or more. When I selected all the players who played a Warlock, the highly-engaged players (those with more characters) were more likely to be in that group than the low-engaged players (those with few characters). So the group of Warlock players had, on average, more characters than the general population. So when I calculated how many of them also played Paladins, I received a much higher number than with the general population.

Of course, there was something else that would skew the results of my analysis. I got my data not via the actual numbers but by getting survey results that mainly came from MMO-Champion. Since these are people that are participating in the WoW community, they are going to tend to be more engaged than the general WoW playing population.

Engagement bias is just one of the many things you have to keep in mind when you're analyzing game players. For example, during my WoW survey, I also found that MMO-Champion users tend to skew more male than respondents from other sources that I've used. For this reason and more when I was doing my analysis I was careful to make sure to state that the numbers were not to be taken as absolute facts, but as being "directional", meaning that it'll likely indicate what the differences between two groups or what may be more or less popular for a group even if the exact values aren't true for the overall population.

This is just one of the slew of problems that you run into when doing user-facing data analysis, something which I'll be covering in a later post.

Thursday, June 6, 2013

Wildstar just might get me to switch from WoW

I know I just got back into WoW but WildStar looks really phenomenal. WildStar is a beautiful looking MMO that's currently in development. It looks absolutely fantastics. The characters look very expressive and the environments look fantastic. It's currently in beta right now and I'm really enjoying seeing how it turns out. There are two factions, the Dominion and the Exiles. Right now it looks like there are currently 6 classes, of which four have been revealed and they all look really cool.

One of WildStar's features is one that I wish WoW had, player housing. In WildStar, your house floats on a rock in the sky and is highly customizable and interactive. There are several different house models, it can get attacked, your friends can visit it, and you can return to it from anywhere at anytime. This will be a really great place for me to log in and log out so I don't log in and have the first thing I see be a mass of people. People stress me out, and having this space to get into the game will be really great.

Another really cool looking feature is Paths. Just like WoW, WildStar will have races and classes but in addition to that it will have Paths. Paths are all about the content that you like to do. If you like to fight, be a soldier. If you like seeing all the sights, be an explorer. If you like to learn all the lore, then be a scientist. And if you like to craft things, then be a settler. Soldiers get more combat content, scientists get missions to examine objects, explorers head to remote areas, and settlers build building and other things. Any race/class can be any one of the classes and having them work together provide great benefits to a group.

There are tons of other things that look great about Wildstar, like movement. It not only has jumping, but double-jumping. It also has rolling and dashing. It looks like it's currently targeted for release later this year.

Tuesday, June 4, 2013

Getting Back Into WoW After a Long Break

The good old days
It's been a long time since I've played WoW (and it's by no means the first time this has happened). So long, in fact, that when my account lapsed I considered not renewing it. Mists has been a hard expansion for me, though I don't know how much of that has to do with Mists itself and how much of it is a lingering effect of Cataclysm. That being said, I still only have one level 90 and my second highest character is level 86.

Coming back to WoW is hard. Logging into old mains means coming back to bags full of items which you don't remember what they're for, abilities which might not (or definitely will not, depending on how long you've been away) work the same way they used to, you're behind on content, and you're definitely rusty, potentially having lost some of the muscle memory of how to play your class. My level 90 Priest has all these things in her bags and all these abilities I don't remember how to use and there are all these dungeons and scenarios I have no idea how to run. I'm worried that if I tried to run anything I'd be terrible and everybody would hate me. My level 86 Druid is primarily Guardian but the class/spec changed so much in Mists that I don't even know how to play him anymore.

WoW isn't alone in this issue. Any game-as-a-service that updates its content and systems is going to have this problem with returning players having trouble catching up. They've certainly worked on making coming back into the game easier for players over the years. Simplifying the talent and abilities systems have done wonders for that. But the baggage of items, quests, and being behind on content is a harder problem to solve. I could just vendor the items but that's sub-optimal in terms of profitability and my brain tells me, "No! Don't do it!"

The game is complicated now. It may be (debatably) easier now than it was in Vanilla but it's far more complicated. With daily quests, normal and heroic scenarios, normal and heroic dungeons, normal and heroic raids, justice and valor points, LFR, and reputations (some of which are gated) PVE is incredibly more complicated than it has ever been. PVP has evolved significantly from what it was in Vanilla as well.

So I've been eschewing my high-level characters since coming back to WoW and have been leveling some classes I haven't leveled to the level-cap before. I've got a Draenei Prot Warrior (yet ANOTHER attempt at doing so), a Human Affliction Warlock, and a Night Elf Assassination Rogue. None of them are level 30 or above yet but I've really been enjoying the experience. Starting a new character lets me forget about all the things that have changed that keep me from playing the characters that are at higher levels. It lets me forget that things used to be different and that I don't know how the game works anymore.

I haven't really leveled a pure DPS class before, and leveling these has so far been really fun. I hope that this will help me get back into the game and really get back into endgame activities, which I haven't done since early Cataclysm. If you're having trouble getting into WoW lately, or haven't played in a long time, I highly recommend rolling a new character, it's very freeing and I haven't lapsed as quickly as I have in the past. I'm really looking forward to what these new characters will bring me.

Monday, June 3, 2013

3 features I wish WoW had

A little patch of home
WoW is a pretty old game, and that's given it plenty of time to develop many features. There are, however, tons of things that people still want in the game. For a long time this was things like race changes, server transfers, and transmog, all of which we have been given. One thing that people have been wanting for a long time has been private areas, such as player or guild housing.

Housing is something that I would love to see in WoW. I'd really like to see it done right. The house in Halfhill doesn't fit what I really want. I would love it if we could each have our own private housing but it'd be part of a guild neighborhood. The guild neighborhood could have shared projects where the group could work together to add things like a bar, profession areas, things like a moonwell. It would then make a great personal gold and time sink but also a group time sink. It would also be great at giving a group identity and group goals. Maybe if they had player housing there'd be fewer people having RP sex in low-level inns.

The second thing I'd really like to see is the ability to mail items to my bank. One really annoying thing when questing is running out of bag space because there are too many things in your bags that you're saving for the AH or professions. If I could mail items to my bank then I'd be able to alleviate that problem without having access to my bank, which is something they no probably don't want us to have.

The last item is most concerning to me as part of the community. I've made tons outside of the game that also happen to play the game. However, we often can't play with each other unless we go out of our way to level a character of the faction opposite the one that we normally play. I'd love to be able to run dungeons and do raids with Real ID friends. I understand that multi-faction dungeons/raiding could break the immersion a bit but it would be very loved feature by the WoW community.

I can't but wonder if we'll ever see features like these.

Thursday, January 24, 2013

Ding! Experience Points are Weird

I don't remember where I was when I hit level 60, but I hit level 70 while fighting on some tower in Shadowmoon Valley. I hit level 80 in the middle of Scholazar Basin. I hit level 85 while helping the Earthen Ring in the Twilight Highlands. I hit level 90 while killing bug people in the Dread Wastes. 

While these places are all very different, they have one thing in common: I dropped whatever I was doing, went to go do something else, and questioned when, if ever, I would go back. This is my experience with all of my characters when they reach the level cap, and I wager it's what happens to most everyone else, as well.

And that's weird.

It's weird to have the story flow interrupted by these non-story events that send me away. That tell me I'm done, even though the story isn't over. It seems like it would be more natural and much cooler if these important game moment synced up with important story moments. The main culprit in this is experience point. Every thing you do gives you experience points, as long as it's something that's deemed suitably difficult (the enemy/quest isn't too low of a level).

In some ways the game experience would be improved if leveling were tied to moments instead of a bar filling, but there's far too much that would complicate the matter. What about experience gained through PVP? Is grinding completely purposeless? What about people trying to level as pacifists? What about experience gain bonuses (heirlooms, rested XP, etc)?

Perhaps quests and PVP and killing NPCs can still grant experience and still potentially give you levels, but certain quests that signify major moments will make you character level, regardless of how far away the next level is, as long as your current level is at or below a certain point. Making it so that you will only level up if you're below a certain level will help keep people from manipulating this system to gross effect.

This could make the questing experience more interesting, by making those big moments more impactful. It would seem that it would need to be a rare occurrence, at most once per zone, to try and keep people from exploiting it. A question still remains about what to do with level caps. Would you want to save those for some expansion defining moment? Or would you want them to just occur at some major moment like other levels could? It's a tough question and there are pluses to both sides.

All said, I'm tired of reaching these very important game events during very minor story events. Sometimes they aren't even during any sort of story event at all. It's certainly an interesting idea and a change that I would welcome. What do you think? 

Saturday, October 20, 2012

The Farm Report: Harvest Moon - 1st Spring

I've started playing a few different farming games recently. It started with Farmville 2, then WoW farming, and then I bought a Harvest Moon game (Back to Nature)to play on the train to and from work. I haven't played a Harvest Moon game since Harvest Moon 64 for the Nintendo 64 many years ago. Fortunately I still remember a bit about the games and that seems to have helped me starting off.

I made two mistakes in the first season of the game. The first was not buying seeds on my first day, since the market was closed on the second day (it's closed on Tuesdays). This set my gardening back by two days, which slowed down my ability to reinvest in my farming. The second mistake was I upgraded my axe first, which doesn't actually have any ability to improve my immediate farming ability. Getting the watering can upgraded would have simplified my watering process and upgrading the hammer would have let me clear out some more portions of my field.

I planted some cucumbers because they were a recurring crop and then invested the rest of my money into potatoes and turnips, which are cheaper, single-harvest crops. I was also able to get four patches of grass planted so that I'll be ready to start investing in animals come summer. While I didn't have many crops initially, I spent much of my time in the mine to get extra money and some items to sell. Having upgraded my axe I also made sure to go to the hills to break up stumps for lumber for future house upgrades.

I was able to get my hammer and watering can upgraded near the end of spring. Quite fortunately it rained one of the days my watering can was out for upgrades (it takes 3 days for them to upgrade an item) so my farming wasn't set behind so bad.

My plan for summer is to harvest a ton of crops and invest in animals, so I can have a sizable stable come Winter when you can't plan crops without a greenhouse/hothouse. To that end I'm setting up two animal areas, one for sheep/cows and another for chickens (their building aren't next to each other like the were in Harvest Moon 64. I also hope to start the path down romance during the summer.

I've never played this particular Harvest Moon before. This one, Back to Nature, came out for the PS1 8 months to ~1 year after Harvest Moon 64 was released. As such the two games play very similarly and seems to share many assets. I have absolutely zero problems with this since I absolutely adored Harvest Moon 64. The layout of the town and surrounding areas is completely different and your farm is laid out differently as well. Some of the game systems are slightly different, and the characters, while they look the same, play different roles in some cases and the story bits are different as well. The graphics aren't quite up to the pace of the 64 title but it's not a very big difference.

So far, though, I'm really enjoying my time playing this game. You unfortunately can't take screenshots of PS1 titles on the Vita (licensing issues I presume) so I can't provide evidence that the blacksmith greets me with "Well if it isn't Tau from the Butts farm."

Thursday, May 31, 2012

BlizzCon 2013 Predictions

"100% chance we'll see these costumes." or "BlizzCon dot j p e g"
A while back, much to the dismay of everybody, Blizzard announced that there would be no BlizzCon in 2012. They cited a lack of good information to dispense, since I guess game would either be to close or to far from completion to talk about. But they did assure us that they're planning on hosting on for 2013. Since it's never too early to speculate, here are my predictions for what we'll see at BlizzCon 2013.

At this point, I expect that Starcraft II's first expansion Heart of the Swarm will be released. We first got details about the game's new multiplayer units at Blizzcon 2011. The multiplayer for the game will be playable in June at the MLG Spring Championship and I highly doubt that it would take Blizzard another year from then to release the game. Especially since Starcraft II was released back in summer of 2010.

The big question for me at this point is whether we'll hear anything about a Diablo III or World of Warcraft expansion. Since Diablo III just came and people expect Mists of Pandaria to be released by the end of summer, both games would be a year of more past their release by the time BlizzCon would roll around. If we were to only get one announcement, I would expect a WoW announcement, since they are trying to stick to a schedule when it comes to WoW releases and since WoW is the largest property for BlizzCon.

 Titan. If for some reason we don't get a WoW, Diablo III, or Starcraft II announcement, then I'd have to bet we'll have a reveal of Titan. We're getting to the point with Titan where there is always hope, but little reliability of prediction. All I can say is that if we do get a reveal of Titan, I will be incredibly excited.

It's not games that I'm most looking forward to about BlizzCon 2012. What I'm really looking forward to most about BlizzCon is the potential of meeting my internet friends and guildies! Seriously, you all. I'll be so psyched to meet those of you that I can. I went to BlizzCon '07 and '08 but I've never gone to BlizzCon to meet guildies before so that will be a new experience for me.

We'll have to get together, alright?

Wednesday, May 30, 2012

WoW: MoP Drop Rate Statistics Calculators

Normal Loot

Drop Rate
Number of Kills
Probability of drop =
Probability
Kills Needed =
Average Next Drop Prob Median
??? ??? ≤???

LFR Drops

Drops per boss
Pieces eligible
Pieces Needed
Average Next Drop Prob Median
??? ??? ≤???

Explanation of the Normal Loot section
First, you'll have to enter in the drop rate. From that, the table below will populate. It will tell you the average number of kills needed for the piece to drop, the probability that it will drop on the next kill (which should be equivalent to the entered probability) and the median number of kills required to see the item drop. If, for example the median number of kills is 4, then there is a 50% or better chance it will have dropped on or before the fourth kill.

Second, if you enter in the number of kills that you've performed, then it will tell you the probability that the item should have dropped at least once in those kills. If you enter in something in the "Probability" field, it will tell you the number of kills needed to have that probability of the item dropping at least once.

For example, if you have a drop rate of .5 and 5 kills, there is a 0.968 (actually 0.9875, but the results are rounded) probability that the item will drop at least once in those five kills. If the drop rate is still 0.5 and you enter a probability of .90, it tell you that 4 kills are necessary to have a 90% or better chance of the item having dropped at least once.

Explanation of the LFR Drops section
This is based on the LFR loot system that will be introduced in Mists of Pandaria. An explanation can be found here. You just enter in how many piece of loot the boss will drop among the raid, how many pieces of loot in its table you are eligible for, and how many of those pieces you actually want. When you have that entered the table will populate with the same type of information that is in the above table.

I based this on the assumption that a boss will drop a particular number of pieces. If it is the case that you have a fixed X% chance to win loot, then I will alter it. It is also based on a 25 player group. Furthermore, the top section is about a piece dropping and not necessarily that you'll win it. The bottom section involves you winning a piece that you want.

If you have any questions about this or about loot drops, please don't hesitate to ask below. If you have comments, recommendations or requests, then please ask.

Monday, May 28, 2012

10 Things I've Never Done in WoW

Turn into an ogre and swim in lava? Done it.
Bravetank posted a writeup of 10 things they've never done in WoW, and it has similarly inspired me to do the same. This may or may not have to do with me not writing about WoW in a long time.

Never have I ever...
  1. ...cleared any Cataclysm raids. The guild I started the expansion with wasn't capable, and I just haven't made an effort to get that done. This is all despite the fact that my current guild does raid every week. I just have trouble getting inspired to pull the time together to do so. No LFR. I only completed Baradin Hold when it had one boss in it.
  2. ...leveled a Horde character past the low 60s. My highest level horde character is a Forsaken warrior who's still in Hellfire Peninsula. I started playing as Horde, but fell out of playing Horde because Sarah and I wanted to level a paladin and a shaman together, and thus we rolled Draenei (since this was before Cataclysm when Tauren gained paladins).
  3. ...leveled through the 1-60 content after Cataclysm. I think this is mainly because I took a break during the middle of Cataclysm. I know that there is a ton of really great stuff out there and I really want to see it.
  4. ...leveled a plate wearer to 85. I have a level 80 Death Knight from Wrath that just kinda happened? I started it out of curiosity and that curiosity carried me to 80 where he stagnated. I'm currently leveling a Blood Elf warrior who is in his 20s.
  5. ...done the Molten Front. I'm working on it right now and I HAVE to do it. I have a thing about hippogryphs and bear pets. I got both of the hippogryphs from the Argent Tournament as well as the bear, squire, and the squire's horse. The Argent Tournament had a TON of great stuff.
  6. ...gotten a Amani Bear. I was upset that they removed the bear from Zul'Aman back in patch 3.0 and was so happy that they added the bear back into the revamped Zul'Aman. This is another thing that my guild is doing that I for some reason haven't gotten involved in.
  7. ...used a highly customized user interface. I use the base interface (I don't even have a boss mod or recount right now). I don't think I actually have any addons at the moment.
  8. ...been an auction house aficionado. I just post my stuff just below where other people have it posted. I've very rarely bought an item and flipped it for a higher price or bought something to make it into something else to sell at a higher price. An AH Baron, I am not.
  9. ...read a Warcraft novel. The only WoW fiction that I've read was some of the comics. The Ashbringer series of comics was quite excellent and I highly recommend reading it. But there is no way that you could get me to read a novel.
  10. ...gotten any of the Cataclysm drakes. I just realized that while writing this. It seems like it'd be prudent to do so. I think I'd like to do this through the Glory of the Cataclysm Hero achievement. 
So what have you never done? My list is pretty decent and I really hope to accomplish some of these some day.

Thursday, May 17, 2012

Differential Equations and Support Tickets

Slope fields are very useful in Differential Equations.
This one approximates the situation described below.


"It's been 3 days and my ticket still hasn't been resolved, this is bullshit"

"Why don't they just hire some temp support staff? Then they could just work through the backlog and then fire them and we'd have instantaneous response times."

I'm back with another entry that nobody asked for. Here I'm going to be talking about yet another practical use for mathematics that relates to World of Warcraft.

We often have to deal with situations where we have to wait for something to get resolved by someone else. And we'll find ourselves wondering why it's taking so long. We wonder why the queue is so long. We wonder why they don't just hire somebody else to work through the backlog.

The truth is that it probably wouldn't solve the problem. But looking at that is probably a question for differential equations. Normal equations relate to quantities. Here we'd be looking at the length of the support queue as a function of time or some other factor. For the purpose of this analysis I'll be looking at time. Often times it's incredibly difficult or impossible to come up with a function that describes certain situations. However, it can be relatively easy to come up with an equation that describes how a particular value changes.

You may have taken a calculus class at some point in time. You may remember that the derivative of a function describes how that function changes with respect to its variables. If we let Q(t) be the number of messages in the support queue at any given moment in time, then we'd be more concerned with
which is the rate of which Q(t) changes over time. So now we just have to ask ourselves, what causes Q(t) to change?

Well, Q(t) increases whenever somebody has some sort of error to report. And Q(t) decreases every time a petition is answered. So we might be inclined to say that
Where p is the rate at which petition-able items occur, and a is the rate at which the game masters can answer petitions. But that's not true. If the queue size is particularly large, people become less likely to submit a petition. We may do this because we're impatient or because it may be the type of issue that could resolve itself in that amount of time (say with a bugged mob). So I'm more inclined to say that the function more closely resembles.
Where k(q) is a function is always positive but decreases as q (the length of the queue/wait time) increases. It is the probability that a person will report their issue given the length of the queue. Now, if we presume that p and a are constants, meaning that petition-able items and the rate at which petitions are answered aren't affected by anything here, then our function is a differential equation of one variable, q.

So what does this mean. Well, if the queue is long, then q is high,  k(q) is small, and the value of our derivative is negative, meaning that the queue will get shorter. If the queue is short, then q will be small, k(q) will be higher, and the value of our derivative will be positive, meaning the queue will get longer. It turns out that if p and a remain constant, then the length of the queue will tend towards a value for which
 When the derivative is zero, that means that the length of the queue stays the same. So the length of the queue will tend to wards a particular length and then remain stable, provided p and a don't change. This is especially true of more demanding queues, such as the post office, where you must physically wait in line. It's still true for passive queues, such as WoW reporting system.

So hiring temp workers to reduce the queue length won't work, because once those temp workers are gone the queue length will return to normal. This is why it's very important for Blizzard (and other agencies) to create more automated support systems, so that smaller, easier-to-fix problems can be handled automatically and bypass the queue.

Wednesday, May 2, 2012

The Math of the Deeprun Tram

Moving Away At Other Station Coming Back Arrives At Your Station Leaves with you m w m w m How many times have you gone to the Deeprun Tram and it was there, waiting, but was gone before you could get to it? If you're a frequent Alliance player, probably tons of times. And whenever that has happened, have you said to yourself, "They should make it wait longer, then people wouldn't miss it so often and people would get to their destination faster." How would you feel if I told you that wasn't the case and that perhaps it waits too long?

On the left I have a little diagram, the part in orange is the part of your journey which you must always endure, the actual travel. The part in white represents where the tram may be when you are actually ready to board it (and not just running to be ready to board). When you are ready to board you may arrive at any one of those points. So your actual time spend waiting on the tram and traveling on it is
where X is a uniformly continuous random variable that ranges from zero to 2m+2w, where m is the amount of time spent moving from one side to the other and w is the amount of time the tram waits at each stop.

What we want to do is we want to minimize t. Or rather, we want to minimize the average value of t. We do this by calculating what's known as the expected value of t, E(t).
I'm fairly certain that I don't REALLY need to go through this next part, but it's a good indication of where calculus is helpful in real life type situations. That and I've spent a good amount of time teaching mathematics and I can't resist a good example. In order to minimize a function (which E(t) certainly is), you take the derivative and check the value of it when that derivative is zero, at endpoints, and at discontinuities. In this case, our variable is w, the amount of time spent at the station. The partial derivative of E(t) with respect to w is
This is because the partial derivative with respect to w of 2m is zero and the partial derivative with respect to w of w is 1.

Here we find that the derivative is never zero, so that means our function, E(t), must be minimized at an endpoint, in this case w=0. So with the goal of people arriving at the other side as fast as possible, it is optimal that the Deeprun Tram (and this can be said of other transports) not wait at all? Well, this is a mathematical model, and there were some limitations put on it to make it simple. What this tells us is that it is optimal for the tram to wait only long enough to let the people who are waiting for it board, which when you think about it, makes sense.

Why is that so? Wouldn't it benefit from waiting longer so that people who are close can get on? No, because if the tram waited longer, that would make its round trips longer and it would make the people who are on it and waiting for it to depart have to wait longer for it to leave.

This post was a fixed-up, more elaborate, better version of a blog post that I did when my blog was young. Many of those older posts have good content, but I was just terrible at writing/the web at the time and I feel they deserve a second chance. Furthermore, since it was old, I bet nobody saw it.

Tuesday, April 3, 2012

Minipost: -isms and -ists in MMOs

There's been some recent discussion about sexism by characters in World of Warcraft that has been sparked by a particular NPC in the beta named Ji Firepaw. On one side you have "This is offensive, please change it" and on the other side you have "It's not offensive" and "That would be censorship" and some other defenses. I'm not here to argue the cases, those link above do a much better job of explaining that than I could. I'm here to talk about what makes such a character different in an MMO versus a book/movie or even another video game.

In a book or a movie, a character such as Ji is targeting their offensive statements at other characters. In a typical video game, they're targeting their offensive statements at a character you're playing. In an MMO, they're often targeting their offensive statements at you.

Some video games let you customize your character so maybe you might argue that the character is you. However, even in Mass Effect it's not you, it's Shepard. Some video games do have the quality of MMOs where the character is close to you because they lack a firm identity but I'd argue that the character is more 'you' in MMOs because it's how you interact with other players. The other players affirm that the character is you, in a way.

Furthermore, video games are about the freedom to do what you want. You have agency in this world, but that agency is incomplete. When NPCs do things such as that, you often have absolutely no means by which to correct them. You just have to sit there and let it happen, powerless to change the attitudes of the NPCs around you, which is incredibly disheartening.

And that's why these things matter more in an MMO.

Thursday, March 22, 2012

The Pandaren and the Sha

The Mists of Pandaria beta has started, and with it a ton of new information has come out. Not only are people finding out about items, game mechanics, and zones, but people are finding out about lore and what things will finally look like. With that, we have finally seen in game models for the Sha. I would link them or otherwise include them in this post, but my work internet blocks all the sources which could provide it to me. However, let me describe it to you. They look evil, of course; the one I saw looked like a much nicer shadowfiend. However, more importantly, they were black with white accents. I'm sure MMO-Champion would have a picture.

The Sha and the Pandaren are only found in Pandaria. The Sha and the Pandaren are black and white (if we ignore the red pandaren females). The Sha respond to emotions. It seems to me that the Sha and the Pandaren don't just share a common location, but are actually linked.

With Warcraft we have Old Gods and various other evil forces. So I think most people just figured the Sha were somehow connected to an Old God that resides there and left it at that. I'm not saying that the Sha can't be connected to an Old God, but my personal theory is that the Sha are souls of dead Pandaren that respond to the emotions around them.

Think about it, Pandaria is a lovely place with people who seem deeply spiritual. What if part of its beauty is that the spirits of dead Pandaren of responding to the Pandaren's mostly positive outlook on life? Then the Sha come when bad emotions and hatred flow and make things more sinister and dangerous.

Time will tell if my theory is correct or not, but I would personally love it if it were true. I think it would not only add a darkness to Pandaria, but it would also add a darkness to the Pandaren, whom so many people complain about as not being serious. But this all brings me to my last point, which is really more of a desire/prediction.

Ghostbusters 2.

Ghostbusters 2 had a river of ectoplasm that responded to human emotion. It also fed that emotion back into people that were near it, but let's ignore that part. In Ghostbusters 2, when things were at their most desperate, the Ghostbusters coated the inside of the statue of liberty with the ectoplasm and used strong positive emotions that were stirred by an inspirational song to animate the Statue of Liberty to penetrate the defenses of the museum.

What of the Sha could also possess objects, similar to a poltergeist? What if, in the Siege of Orgrimmar, Garrosh's defenses are too strong to break without losing too many people. To combat this the Horde and the Alliance bring the Sha to Azshara to infect the giant Gallywix face and then use strong positive emotions from their cooperation and an upbeat song to animate the giant face, bringing it out of the ground with a body to break the defenses of Orgrimmar?

I wanna do that raid fight.

Tuesday, March 20, 2012

Mists of Pandaria's New Loot Systems Analyzed.


Because Community is back on the air and we're talking about random things. I present a relatively random song. Seeing this fan video, one of Community's earliest, let Dan Harmon know that the show had "made it" to a certain degree.

I've talked before about how no voting system is perfect. It seems perhaps that no loot system is perfect either. Blizzard has announce that a new loot system will be used in Mists of Pandaria for LFR and the two world bosses where instead of rolling for specific pieces, the game will randomly pick people to get loot. If the game picks your player, it will pick an item appropriate for your class/spec. They haven't decided if every player has an X% chance to get loot or each the game will randomly choose X people to get loot.

Later in the thread, Zarhym went on to note that the X% chance to drop version of the system is flawed because the number of items a boss will drop will then become random, which could lead to abnormally high numbers of drops or even zero drops on a boss.

The game will roll for you, and it won't say what you rolled. You also don't have the option to pass. If you win loot it will be randomly picked from the items appropriate for your class. So you may get something you already have or something that isn't an upgrade. Furthermore, you won't be able to trade loot obtained by this system.

The advantage of this system is that it removes other people from affecting your chance at loot. Nobody can take your loot from you, it's all up to Lady Luck. With the current LFR loot system, some people roll on everything that they are eligible to roll for and then hold the item hostage to trade for something that they need. This is a dick move.

On the other hand, people can't pass on loot via this system, so loot can go to someone who doesn't need any when there are plenty of other people who might need it. People who might even need that specific piece. This does bring concern about loot waste and making it harder to gear. While that is a concern, keep in mind that only gear that is appropriate to people in the raid will drop. So gone will be the days when spell plate drops and you have no Holy paladin.

Another concern is that this will prevent you from obtaining off-spec pieces. I have a personal address to that concern. If you want off-spec gear, then run as your off-spec. My understanding of LFR is that it's quite easy. This loot system won't be used for normal or heroic raids. In a 25-man LFR raid, there will likely be a person for every type of gear that can drop, with the possible exception of spell plate. So if you're taking an off-spec piece, you're likely taking away from someone's main spec. If you're running a premade LFR or an LFR with a large number of friends, then you're likely to be organized enough that you can afford to run on your off-spec.

This new loot system will affect boss loot tables. In order for this system to work, it will require that all bosses in LFR will have to have at least one item that appeals to every specialization. Between armor, jewelry and weapons this shouldn't be hard. However, it is comforting to have that assurance.

Furthermore, there is talk of a system where out-of-raid actions can give you a charm that will allow you an extra roll for loot on any raid boss, regardless of difficulty. This roll also doesn't impact other players, but gives you an extra chance. Furthermore, if it fails to give you boss loot, it will give you something like gold or consumables. When the boss dies, a prompt will ask something along the lines of, "Would you like to use your charm?"

This system too, seems to bear the consequence that all bosses, even in the world of normal and heroic where loot is typically not shared across bosses, must have something that can appeal to everybody. The alternative is that the charm loot would have to come from some sort of shared loot table, which would make it not unique to the boss, which would somewhat defeat the point.

I was all ready to go into this post to tear down and examine the problems with these new loot systems. However, as I started writing it and reread some things to make sure I didn't misstate anything, I realized that not only did I like it (which I already did), but I think it's brilliant. I feel this is a great system and will be a fantastic upgrade to the preexisting LFR loot system.

I'd like to do an investigation into the loot distribution that happens with this new system and how much loot does get wasted in using this new system versus the old system. I'll have to run some simulations to get it done, but I think it will prove to be very interesting.

Thursday, March 8, 2012

WoW Survey Results: behind the scenes of "crossplay"

I tend to round to two decimal places for all the stuff I do, just so you know. I like two decimal places because it's the same level of accuracy that you get with money; so it feels specific without being overly so.

During the writing of my post on crossplay, I encountered a problem. When I was looking at the difference in crossplay between the young and the old group, I wanted a way to talk about whether a particular increase for a race or class was more or less than the average increase. I've included a small sample of one of those tables below.

Crossplay by age for race
YoungerOlder
Average27.62%34.65%
Human31.28%41.51%
Troll16.67%26%
You'll notice that the last column has been removed also. That's because that's exactly what we're here to talk about. My first instinct for that last column, which I'll just refer to as the "change" column, was to just to take the difference. This would give us a difference of 10.23 for the humans and 9.33 for the trolls. I didn't like that, though, because I felt that the trolls' gain was more significant since they started off much lower than the humans.

My next instinct was to try ratios (division) for the last column. This would give the humans a result of 1.33, a ~33% increase, and the trolls a result of 1.56, a ~56% increase. While this looks good for these two numbers, I actually have conceptual problems with this as well. Suppose I included a third race here for which the young group had 90% female characters and 100% female characters for the older group. This would give us a result of 1.11 (repeating, of course). I feel that's too low though; going from having 10% male characters to zero is a pretty significant thing. So I wanted something that will scale well at the low end and at the high end. Just as gaining 10 percentage points is a big deal when you have very little, such as the trolls, it's also a big deal when there's not much left to pick from, such as for this hypothetical race.

So it occurred to me that just considering how many female characters there were would be insufficient, and that I would also need to look at how many male character there were. This is when I turned to looking at the odds. In short (if you don't want to read that link), the odds of something happening is the probability that it will happen divided by the probability it won't happen. So if the odds of something happening are 10:1, it's 10 times more likely to happen than to not happen. So I decided to look at the ratio of the odds for each age group, or as I summarized in the last post
where p is the percentage of female characters for that group. When I did all the calculations and thought about how I felt about the results, everything just looked right. The values that I felt should be bigger than others were all that way. 

So if you're wondering how this stuff get's done; that's how. It's trial, error, and intuition.

Wednesday, March 7, 2012

WoW Survey Results: Looking at crossplay

Actually a dude
There's a bit of an adage about World of Warcraft that the men are men, and so are the women. This is to say that no matter what the gender of the character you're looking at is, it's likely a guy playing that character. Now, given the percentage of female players that some studies have shown and the percent of the time that players of both genders play oppositely-gendered characters, this is actually unlikely.

For this article, and forever on until I manage to find a better one, I will use the term "crossplay" to refer to when a person plays a character whose gender is different from their gender.

In general, from my survey results, male respondents engaged in crossplay ~33.96% of the time and female respondents engaged in crossplay ~9.19% of the time. Right of the bat we see that men engage in crossplay far more than women do, almost 4 times as much. If you ask, most male players would likely tell you that you spend all of your time in this game looking at your character's butt and they would like to enjoy looking at what is presented to them.

Is that all there is too it? Guys, why do (or don't) you play female characters? Ladies, why do (or don't) you play male characters? Well, we can look at this ourselves a bit while we wait for potentially helpful comments. Let's get some breakdowns in here. Unfortunately, as in the past, I can't supply a breakdown of crossplay for female respondents due to an insufficient volume of female respondents. I'm so totally bummed about that. So, if I fail to stipulate it later on, I'm just talking about crossplay by male players.

Percent of crossplay for male respondents for each class
PriestPaladinMageShamanRogueDruidHunterWarlockDeath KnightWarrior
49.2140.5738.6234.0432.8131.5329.8828.7827.5924.66

What immediately springs out for me is something that I've noticed before. We find the warlock, Death Knight and warrior are at the bottom of a list. We saw this before when I was looking at gender and class, when those were 3 of the 4 least played classes for female respondents. It's interesting that three of the four least played classes for female respondents are the least crossplayed classes for male respondents. Although pinpointing why it's this way will have the same troubles that we had back then. The correlations between armor type, role, location in battle, and theme will confuse the analysis. We also see that our light-wielders, the priest and the paladin, hold solid leads in the top spots with the cloth-wearing mage in the third spot. Let's look at this a few different ways.

Average crossplay by armor type
ClothLeatherMailPlate
38.8732.17
31.9530.94
This table shows a pretty clear trend that indicates that as you go from the lighter armor types to the heavier armor types, the average amount of crossplay by male respondents decreases. This probably plays into the aesthetics of the armor as many male players probably don't imagine a male hero wearing a robe or a female hero wearing bulky plate.

Average crossplay by role
No HealHeal
No Tank32.5241.61
Tank26.1336.05
This table show us that healers tend to have more crossplay while tanks tend to have less crossplay. Does this show that male players consider tanking to be a masculine role and healing to be a feminine role?

Average crossplay by fight location
MeleeMixRanged
28.3535.3736.62
Here we can see that male players tend to crossplay less with characters in melee and more with characters at range. I feel less certain that this one plays into real feelings and feel that it may just be a correlation with the effects of role and armor type.

The three tables above really break down what I think are some of the predominant factors that influence whether a male player will crossplay. I think that armor type and how it affects aesthetics and role/fighting location and how that affects perception really make up the most of it. I'll admit that I am not immune to this as well, but I'll get into that after this next section. Now let's look at how race influences crossplay.

Percent of crossplay for male respondents for each race
DraeneiNEBEHumanGnomeGoblinWorgenUndeadTrollDwarfOrcTauren
59.7052.8752.6040.6435.7731.3625.3322.9421.7214.8313.9212.80

There is some wide variance here, huh. Analyzing the races is different since they can't be broken into groups as easily as classes can be. The thing that tends to stick out to me, is the comparative of the female model, especially when that is compared to the male model. We see that the female models that are the most attractive (according to human standards, of course) are at the top of this list. I have complete faith that the patented female Draenei hip wiggle has played no small role in vaulting them to the front of this list. Gnomes, while certainly not having human proportions, are much like tiny humans, which is probably the factor that has placed them in the number 5 spot above all the "monstrous" races and the dwarves. Interestingly, although dwarves are quite human, moreso than the gnomes in my opinion, they are at tenth place here. I guess guys just tend to be too shallow for them. They probably couldn't handle a playing a dwarven lady anyway. One last table for this section, you probably noticed this yourself with the last one.

Crossplay by faction
AllianceHorde
38.19%25.89%

This combined with the fact that the Horde has fewer female players than the Alliance means that the Horde is a bit of a sausage fest, comparatively. Sorry Horde bros, that's just the way it is.
Also really a dude

In full disclosure I must admit that I am not immune to the draw of the female characters, although I believe my percentage is lower than the average. My very first female character was a Night Elf priest (how typical, right?) and my second female character is a human warrior, which I've talked about before (and need to play more). I honestly can't remember any others that I may have.

So it seems that the trends that drive men to play a female character are the oft-quoted attractiveness and their perception of in-game gender roles. What I'm particularly interested in is why there is such a difference in the percentage of crossplay between male and female players. Do women play so few male characters because female characters tend to be more attractive? What other components are there to this?

But wait, there's more - Age and crossplay
There is an age component to all of this, too. In general, older male players are more likely to play female characters than younger male players. Going back to the two groups that I set up for my post about the ages of male players and how that impacted what they played, I found that in general, the 18 and younger group played female characters 27.62% of the time while the 25 and older group played female characters 34.65% of the time. Futhermore, the increase from one group to another was not uniform, some groups saw a higher increase than others.

Crossplay by age for class
YoungerOlderComparison of odds*
Average27.62%34.65%1.39
Priest46.02%47.26%1.05
Mage37.27%37.24%1.00
Paladin35.33%42.71%1.36
Shaman30.08%32.88%1.14
Hunter27.27%25.51%0.91
Rogue23.85%26.84%1.17
Druid23.81%39.87%2.12
Warlock21.11%27.78%1.44
Death Knight17.65%27.75%1.79
Warrior15.15%25.48%1.91

So every group except for the hunter and the mage saw an increase in their amount of crossplay among the male respondents at they ageds. When looking at this chart, however, some of the classes increased less than the average increase. So while female characters tend to appeal more as we move from the younger group to the older group, some don't increase as much. In summary, as male players age
  • Decreased: hunter, mage
  • Increased<Average: priest, shaman, rogue, paladin
  • Increased>Average: warlock, Death Knight, warrior, druid
One thing to notice is that the classes that had the lowest percentage of female players among the younger group saw the biggest increases. It's distinctly possible that as male players get older, they tend to throw away a bit of their preconceived notions about in-game gender roles. This isn't to say that the older male players are an enlightened bunch, but just that they don't subscribe to those gender roles as strongly.

Crossplay by age for race
YoungerOlderComparison of odds*
Average27.62%34.65%1.39
Draenei58.75%53.7%0.81
Night Elf47.58%47.11%0.98
Blood Elf44.44%52.02%1.36
Human31.28%41.51%1.56
Goblin23.61%30.43%1.42
Gnome22.92%39.19%2.17
Dwarf18.18%13.25%0.69
Worgen17.65%30.84%2.08
Troll16.67%26%1.76
Undead15.79%29.27%2.21
Orc10.62%9.17%0.85
Tauren10.48%21.88%2.42

 In summary, this is
  • Decrease: dwarf, draenei, orc, Night Elf
  • Increase<Average:Blood Elf
  • Increase>Average:goblin, human, troll, worgen, gnome, undead, tauren
 One thing to notice here is that in addition to being more open to crossplay, the older male group also seems to have lost their qualms with the "monstrous" female races, with all of them except for the orc receiving significant gains in popularity. Quite frankly, I can't come up with a reason that the orc and the dwarf would have a decrease in popularity. It's puzzling to me.

I could have done the various breakdowns that I normally do but I think what we saw was pretty clear and that I would spare you all.   ;-)

Conclusion
Male crossplay is something that has many factors. In general, it seems to be affected by the attractiveness of the female model of the chosen race as well as the aesthetics of the class's armor. Futhermore, it seems to be affected by the in-game gender roles that the players seem to ascribe to their character's PVE roles.

As male players get older, things seem to change. They seem to become more willing to crossplay in general. It seems likely to me that this isn't due to an increased desire to play female characters but a loss of feeling that they have to play male characters. Furthermore, they seem to becomes more open in how they crossplay, not feeling as strong a pull to tend to those perceived in game gender roles and becoming more open to crossplaying with races that they might not find as attractive as others.

All in all, no matter how much analysis I do here, we can't conclude anything about why a particular person engages in crossplay or why they crossplay with the particular character(s) that they do. For some, it could just be about having something nice to look at. For some, it could be for roleplay purposes. For others, it can be part of their transition process as a transgendered person.

In the future, I'd like to be able to take a look at female crossplay. The fact that it is more rare makes the possibility of analyzing it all the more appealing. If I get the chance to do a study like this again in the future I will go to great steps to get a large enough number of female respondents so that I can achieve such an analysis.

Next time, I intend to look at what I'm calling "class correlations." I'll be looking at what classes tend to be played by the same person and how if one person plays one class, how likely is it that they play the other classes. Are there some classes that are much likelier to be played together than others? We'll find out.

*The comparison of odds column is calculated as follows. If p(young) is the percentage of female characters for the young group and p(old) being the same for the older group, with both being between 0 and 1, then the comparison of odds,
This is a measure of the increase in crossplay from the young group to the male group. It is the odds that a older respondent crossplays for that class divided by the odds that a younger respondent crossplays for that class.

Friday, February 24, 2012

WoW Survey Results: Age Differences


MAAATTTTHHHHH
We've already covered the topic of how the different gender's pick their characters, but what about people of different ages? The differences are more pronounced than I thought they would be. To do this part of the study, I split the male respondent base into three groups, each as close to one-third of the total as I could. The groups were those 18 and younger, those from 19 to 24, and those 25 and older. I took the young group and the older group and then I summarized and compared them. Each group consisted of over 400 respondents, with approximately the same number of respondents in each group.

Since there was a correlation between the age and gender of respondents, I separated the male and female respondents so I could analyze each independently. Unfortunately, I did not have enough female respondents to split them into groups for a similar age analysis. I really wish I did. I intend on doing another survey in the future and I relly hope that I can not only have a more robust form, but that it will get a much better spread through the community.

Average Class Representation
ClassDeath KnightDruidHunterMagePaladinPriestRogueShamanWarlockWarrior
Younger10.95%11.84%10.63%8.86%12.08%9.1%8.78%9.9%7.25%10.63%
Older10.57%10.78%9.89%9.89%13.1%9.96%7.78%9.96%7.37%10.71%
Difference-0.38%-1.06%-0.74%+1.03%+1.02%+.86%-1.0%+0.06%+0.12%+0.08%

The classes that increased in representation as you go from the younger respondents to the older respondents were the mage, paladin, and priest primarily with the shaman, warlock and warrior receiving minor increases. The classes that decreased in representation were the Death Knight, druid, hunter, and rogue. I personally don't see any particular trend in the data. There is a decrease in the leather and mail wearers and an increase in the cloth and plate wearers as you go from the younger to the older respondents. When I tracked the preferences of the two age groups by role, the changes were incredibly small. Then I looked at things with respect to the class's location when fighting.

Average Representation by Location

YoungerOlder
Melee10.12%9.69%
Mix11.27%11.28%
Ranged8.96%9.28%

Here we see a decrease in melee-only classes and an increase in ranged-only classes, with the classes that do both remaining about the same. Is it possible that young men just feel a stronger need to hit things with weapons, and that drives them towards warriors, Death Knights, and rogues? I feel that's distinctly the case. Now, the difference we're talking about here is still somewhat small, but it is there. It likely reflects an overall trend for male players that if I had enough data and could make a category for each age, would pan out.

Average Race Representation
Blood ElfDraeneiDwarfGnomeGoblinHumanNight ElfOrc TaurenTroll UndeadWorgen
Y12.32%6.44%5.31%3.86%5.8%14.41%9.98%9.1%8.53%8.21%9.18%6.84%
O13.51%7.37%5.66%5.05%6.28%14.46%8.25%8.19%8.73%6.82%8.39%7.3%
D1.190.930.351.190.480.05-1.73-0.910.2-1.39-0.790.46

From this (crammed) chart, we can see that the blood elves, draenei, dwarves, gnomes, goblins, humans, tauren, and wrogen all increased in representation while the night elves, orcs, trolls, and undead decreased in representation.

Races Representation by Faction
Young46.84%53.16%
Older48.09%51.91%

And from this we can definitely confirm something the previous table hints at, which is that the Alliance is more popular among older players than younger players. Oddly, the Blood Elves had the most significant gain when going from younger to older respondents (tied w/ gnomes). This is very interesting given the Horde's overall decrease in popularity. Similarly, the Night Elves saw a dramatic loss in representation despite the Alliance's overall increase in popularity. Frankly, I find this odd and I'm somewhat at a loss as to why this may be. Are young men afraid of playing the less muscular blood elf? Does the night elf suddenly become "not cool" as men age? I certainly welcome guesses/perspective in the comments.

From the results presented above we can see that the age of a player (at least for male players) has an influence on how they pick and choose their characters. I unfortunately did not have enough data to do a similar study comparing different age groups of female respondents, but I hope to be able to do so in the future.

I plan on coming back to this sort of age comparison in a later post, when I talk about for which races and classes men like to play female characters. Men play far more female characters than women do male characters and we'll be looking at where they tend to do so the most.

          - Σ Δ

Friday, February 17, 2012

#FictionFriday: Cassandra

This is part two of an ongoing story. Read part one first!

Everybody greeted Karuun into The Kingdom's Glory. Then Kalin, the gnome, and the druid all left the room and Cassandra stayed behind. "I bet you feel awfully out of place here in Ironforge in the company of people you don't know." she asked.

"I do, but it's not a new feeling for me." Karuun replied.

"I'll show you around. My name is Cassandra." They shook hands and walked out of the room. The Kingdom's Glory definitely one of the smaller guilds, and their base of operations showed it. "Kalin started The Kingdom's Glory after the Third War. That's when most guilds started. The world had found itself in a time where there was definite aggression between the Horde and the Alliance but there was no full out war. All these trained warriors and mages needed to apply their skills to something, and that's when guilds started to form." Cassandra explained as she was showing him around. She continued, "As you can see, we're not one of the big guilds who go out on the prestigious missions or get called on by King Wrynn to assist in the war effort. We tend to receive smaller work, usually assisting in matters that don't directly pertain to whatever conflict is happening. The guild does participate when there is an open call for guilds to assist, such as right after the Cataclysm and the world was in turmoil. They also went to Northrend to assist in the war against the Lich King, but they didn't do anything high profile. They stayed primarily in the eastern area of Northrend, fighting against Vrykul, furbolg, and trolls. I wasn't yet a member at the time for those campaigns, but knowing the guild's history is heavily emphasized."

"This is the kitchen. We typically eat lunch around noon and dinner around sundown. Kalin's wife, Martha, typically prepares the meals, although if you're not doing anything pressing, it's customary to assist her." Cassandra gestured around the kitchen as she spoke.

Karuun interrupted, asking, "I've noticed that your robes bear Gilnean symbols. Did you come here after the fall of the Greymane Wall?"

Cassandra stopped and leaned against the counter. She answered, "My brother, Brigham and I lived in Gilneas until the Cataclysm. We grew up in a rural area. After our parents died from food poisoning, I went to Gilneas city to study the priesthood and he stayed out on the country to study paganism and assist with the crops. After the worgen went from being a rumor to a confirmed problem, I went back out to the country to make sure he was ok." Cassandra took a brief pause before beginning again. "When I got to the farm where he worked, I found it empty and the crops unkept. That's when I saw my first worgen. It was running right for me, bearing down on all fours. I started to prepare a defense against the beast, but when it got close it just stopped. It was then that I could see its face. It was my brother. Shocked at finding each other, we didn't notice the other pack of worgen that was rapidly approaching."

This was a story that she had told before, he could tell. She seemed well steeled against the pain that must lie in the memories she was recalling. He started, "If you don't mind me asking, how did you survive?"

"In a way I didn't. Brigham helped me keep them at bay but there were too many and they overcame us. I became a worgen just as they had. When they started to round up worgen to administer the cure that would give us back control of ourselves, we were fortunately still both alive. After the attack by the Forsaken and the rescue provided by the elves, I took up my studies again and Brigham began training with the druids. He never has been able to calm his emotions enough to stay in his human form for very long. He tends to stay in an animal form almost all the time, even when he sleeps."

"That's horrible, I'm very sorry for what you and your brother have suffered. Your brother and I seem to have something in common, then. We are both held down by something that was forced upon us."

"That's true, and maybe you can help him. But don't feel too bad for us, It's not like you could have done anything, Gilneas had sealed itself away from the world." Standing back up from leaning against the counter, Cassandra suddenly began "Now, let me show you where everybody sleeps."