Dragon*Con 2010: Day Two

Day Two is often less painful that Day One… except when you need to get up and dawn thirty.  Gooooooood Morning, Dragon*Connnnnn! This is not a test! This is MMO!!!  Time to rock it from Azeroth to the realms that are free!  Today I’ve got lined up another long day of working panels.  Starting with the Live Snarkcast in the Savannah room then I’m off to the World of Warcraft Q&A in the Capitol Ballroom.  Next, a Q&A with Sandeep Parikh and his work on The Legend of Neil.  After that it’s back to Savannah for WoW Addon Kung Fu, back again to the Capitol Ballroom for the WoW Meet & Greet and Trivia, and finally once more to Savannah for a Machinima panel.  Tonight is also the big MMO Gathering of Heroes party which is sponsored by SOE, AQ Worlds and Comcast Xfinity.  I’m not working it, but I’ll probably be there.

So how did Day One go? Every panel went great and we had attendance in numbers from 50 to 141.  The only small turnout that I worked was the Funcom panel, which we expected because Funcom wasn’t able to attend, but we love them so we ran the panel anyway.  I didn’t stick around for the Guild Q&A with Vork and Zaboo because I needed food and sleep, and I decided to spend the rest of my night wandering the con.

Not So Casual

The casual gaming market is filled with games that, in my humble opinion, are more hardcore than even some of the most hardcore games.

Mostly, this comes from how you can play.  Take Farmville for example.  When I was playing, it drove me batty that I would log in and actually run out of things to do.  I tended my crops, dealt with my animals, bought some stuff, visited neighbors and then… I had to wait.  Sure, I could pick short growth crops, but even then I’d still have time where I literally couldn’t play the game.  Then, if I chose a long term crop because I expected to be away from the game for a while, but turned out to have some time a few hours later to play, I couldn’t because I tied up all my crops in growing long term stuff.  I had this same issue with Mafia Matrix when I was playing it.  I’d log in, do all the stuff I could, then be forced to wait to play more.

Coming out of a long term love affair with MMORPGs, this was a shock.  In EQ or WoW or CoH or any other triple A title, when you logged in, you had stuff to do, and you could do it for as long as you wanted.  The game never stopped and said, “You’re done. Go do something else and come back later.”  The only big MMO that skirts this line is EVE Online.  Yes, there are always things to do, but if you’ve chosen to focus on manufacturing and skill training, you might find yourself logging in once or twice a day, checking on things, clicking a few things and then logging out.  Some people do this in WoW with crafting cool downs, but that is such a tiny fraction of the game that I can’t really claim it has much of an impact.

Anyway, back to games like Mafia Matrix being more hardcore… I mean that only in the time intensive way.  You can perform a task every X minutes.  If you are away from the game, you gain no credit.  You come back, you click and have to wait X minutes.  Because of the fixed time limitations, you have no way to grind out advancement to make up for lost time.  Time away from the game is not only time lost, but time you are falling behind as everyone else clicks right past you.  For me, this type of design creates anxiety.  I log in, I play, and have fun, but when I’m away for too long I start to feel like I’m actually losing.  In many triple A MMOs, I don’t get that since I know when I do play I can double up my efforts and get more done, especially since many of them offer bonuses for being “rested” (meaning you haven’t played).

The short of it is, I don’t like this sort of design, especially for things being designated as “casual”.  I mean, Bejeweled Blitz doesn’t only let me play 5 times and then tell me to come back in an hour.  I can play as much as I want every time I’m there, and being away doesn’t penalize me.

Real Issues with Real ID 2

Continuing from here and in light of Blizzard’s decision to tie real names to forums posts…

It is frightfully easy to find information on people.  You can only control so much of the data.  Sure, you limit your Facebook and what you put out there, but the government, the phone company and so many other places have public records that you are not invisible (unless your name is so horrendously common that you can’t throw a rock without hitting someone with the same name).  Go to Spokeo or Zabasearch, put in your name and see how long it takes to find you.

But… we are talking about an MMO.  A fantasy world where you get to be someone else.  Of course, we’re also talking about World of Warcraft, which has gone to great lengths to tell us their game is about levels and loot, and the world it happens in is just window dressing.  Want proof?  Just look at the sheer number of real world jokes crammed into the game.  WoW is a playground, not a virtual world.  And still, people go there and play characters that aren’t them.  Women play men, men play women, the meek play strong, the social get alone time, shut ins make friends, all possible without the “limitations” of their real lives.

Sure, we all want to reduce the number of asshats that make the forums a cesspool, but much like the other features of Real ID, this could be achieved without your real name.  The real problem with the WoW forums is that you post as one of your characters, which you select, so you get people who create a level 1 character on a server they don’t really play on as their posting persona, and they troll.  It’s the Greater Internet Fuckwad Theory.  Instead of real names, make them pick a forum name, which they can’t change, and when they post provide a link to a list of all their characters.  Or make the forums smart and under the forum name put the name of their highest level & longest played character.  If you have a 3 year old level 10 and a 3 month old level 80, the level 80 is posted, if you have two level 80s, the oldest one is used.  Posting in a class forum?  The name of your highest level of that class is posted, or if you don’t have one it will say “I don’t have any characters of this class”.  Or, you know, hire more moderators.

There are many many solutions that would work equally as well for removing trolls.  But… there is a greater thing at work here.  See, Blizzard has all your information anyway (most likely).  Your name, your address and billing info, email, and so on.  They can’t do anything with it though because it is privileged information, it’s private.  However, once Real ID makes certain items public, it becomes sellable data.  Facebook, much to the ire of it’s CEO, lets you keep a number of items private.  However, one thing they absolutely do not allow you to hide are your “likes”.  The reason is that what you like is the most marketable item about you.  At the heart of this whole Real ID situation is a partnership between Blizzard and Facebook.  In the end, Real ID isn’t about cleaning up the forums or even making it easier to communicate with your friends and find them in game.  Real ID is about money.

I quit playing World of Warcraft a while ago because I was bored with it and wasn’t finding what I wanted (strong community) within the game anymore.  I was actually looking forward to Starcraft II.  I participate fairly heavily in a number of smaller, tight knit communities.  I don’t need another bland “everyone is connected to everyone” social network, so I’m going to opt out in the only way Blizzard allows – not to play at all.

Are you having fun?

The title of this post is often the measure people use to determine if an MMO is doing things right.  But it is a horrible measure.

I could be playing World of Warcraft right now.  And I would be having fun doing it.  I enjoyed playing the game.  I liked running in to town and getting some quests and then running out of town to polish them off.  The wife and I liked playing together, and we built our characters so that we could do so.  However, despite that, I became acutely aware that the one thing I love most about MMOs was missing in my WoW time and that was community.

Having come from loving EQ where chatting was the norm, where I would regularly simultaneously hold conversations in group, guild, shout, ooc, and a handful of private tells, going to a game where chatting was a hurdle, where the game was “active” enough that my hands didn’t have the time to chat unless I stopped playing, and the world advancing to voice chat (which I loathe because I cannot simultaneously chat in as many areas as I can text chat, I get locked in to one server where I can’t just say “Hi!” to a random stranger) lead to a fairly silent gaming experience.  Without community, without other people, WoW, like EQ, is actually a really simple and sort of soulless game.

So, realizing this, I decided to stop paying Blizzard for a game I was enjoying but was lacking features I desired.  And by doing this, I joined the minority.  The fact is, most people would prefer to pay for a game they find moderately satisfying than to save their money, play nothing, and wait for a game that fits better to come along.

11 million people can’t be wrong.

That’s the battle cry of people justifying why WoW is a great game even if it isn’t exactly the game they want to play.  They’ll also tell you that if enough people want change then change will happen.  Only, it’s not that easy.

Would you like to play a classless levelless MMO set in a zombie apocalypse?  I would.  However, I can’t.  I want change, and it is possible that there are 40 million people in the world who would like to play the same game, but we can’t until someone builds it.  No amount of demanding is going to get Blizzard to drop classes or levels from WoW, or to replace all the monsters with zombies.  Nor get Sony to change EQ2, or even to get the Fallen Earth folks to re-envision their game.  Once a game is built, change within that game is limited.

In conjunction with the video I posted on Monday, I’ve come to realize that most MMOs are going through the motions.  They copy WoW and make minor changes in an attempt to lure away people and maybe become the new king of the hill.  Even games that strive to be different from WoW still end up cloning their style of combat (the kind that’s too active for community to exist unless the players stop playing to chat) and becoming a game that I can have fun playing but is still missing what I want most from games.

I don’t think the industry needs to be wiped clean like Wolfshead, but it has become clear that I need to seek out more games, perhaps smaller games, and find designs that aren’t following the WoW path to money hats in order to find the game I really want to play.  I’m open to suggestions…

Bags of Money

I wish I was posting to tell you I won the lottery and would from this point forward be wiping my ass with hundred dollar bills, but I didn’t and I’m not.  Besides, I’d pay someone else to wipe my ass with hundred dollar bills.  Duh!

Anyway… One thing people often complain about in the design of games is the over emphasis on the monsters you fight in an MMO of being “floating bags of experience and loot”.  Seriously.  Think about it.  In a game that is a grinding exp-fest, you track down monsters and then beat them until they break and gift you with progress.  In some games, like WoW, they try to wave a hand over to the side to get you to forget about the bags of exp by hiding them behind quests.  It’s still the same thing though, to the point that when a player enters town and sees a sea of quest icons floating over the heads of NPC, there is often a rush of excitement at all the exp and loot you’ll be earning.  Any time a player focuses too much on the bags, they usually experience a decrease in “fun” while “progress” speeds up.  This leads to many players grinding the bags until they reach the “end” where, I’ve been told, the game really begins.

So, Darren, who has been outspoken in his opinion on $10 and $25 horses has written a little diatribe about how companies view players.  To be honest, for a “for profit” business, players are bags of money, just like the monsters in games are bags of experience.  The trick is for companies to get money out of the bags without the bags ever realizing that they are, in fact, bags of money.  So different companies toe different lines.  In the case of WoW, they’ve made their game “fun” enough that a whole bunch of bags people don’t mind $15 a month being taken from their wallet, and the recent foray into vanity pets and the sparkle pony is them sketching out another line in the sand, see if they can get a little more money from some bags people without losing too many of the bags people that are at their limit with $15 a month.

Obviously, there are many examples of games that have crossed lines and caused players to notice their bag-ness and they leave, and there are many examples of games where despite practically labeling their players as bags of money a segment of their players don’t mind at all (see: Zynga) to great profit.

I don’t really have anything to add to this, I just thought it was an interesting thing to notice.

Another Slope To Slip On

Continuing this week’s theme of these two posts

Another slope the alarmists warn about is the “now they are selling content that should be given to everyone” argument.  First off, games already have expansions where they charge you $50 for content.  And yeah, while the steed here is half the price of an expansion for probably 1/1000th the content, the steed isn’t required to play the game.  So, the idea that they would just “give” people a sparkly pony is inane.  At best it would be a feature of the next expansion.

I’m actually a fan of cash shop games.  Not because I like buying things, but because I like playing for free.  See, Puzzle Pirates is awesome because I can do everything I want in the game and never pay a single dime to do it, all because someone else is dropping their dimes on doubloons which they sell to me for pieces of eight.  Yes, I do have to play harder to earn the PoE to make that trade, but it also doesn’t cost me any money to play, and I enjoy playing.  Another player is rewarding me for playing more than they are willing to play.

Now, I don’t expect Blizzard to give up their money hats and reduce their subscription rate, but what this has done is show (again) that a subscription game can have a shop that sells vanity items.  Most new games can’t compete with World of Warcraft on a polish and content size level at this point.  Any game with a $15 monthly sub automatically has to compare to WoW, but if a game were to launch that looked interesting with a $4.95 a month subscription and a vanity item cash shop, I’d absolutely be willing to give it a shot and willing to accept that it won’t be at WoW’s level.  I’m paying a third less for it!

And guess what?  All those “free” content updates people say are going to vanish?  They aren’t free!  You pay a monthly fee for them!  The only reason that you get them “free” (really, the word should be “included” but much like using the word “social” to describe games which aren’t, that ship has sailed) is that the subscription fee is making enough profit that they don’t feel a need to charge you extra to cover the development of that small bit of content.  If the game was making less money, you’d get less “free” things.

While we are on the topic of “free” content… if a game releases a completely optional non-impacting piece of “content” like the pets or the sparkle pony of WoW and earns a nice chunk of cash on something that was probably a couple weeks work of a small team at worst (or just a few days of one person at best), it actually allows them to design more “free” content.

As with the post from two days ago, there is a ghost of a slippery slope here, but were aren’t there yet.  Wake me when Blizzard puts gear or a new dungeon in the cash shop.  You know, real content, not vanity items.

I, Gold Farmer

I’ve been talking a lot about being turned away from subscription games over the last year, but I have to confess.  I lied.  The truth is that I am actually playing pretty much every MMO out there, with multiple accounts.  I’m also putting my programming skills to good use by writing scripts and the occasional key logger.

It turns out that it is both very easy and very profitable to be a gold farmer.

At first, I just used two PCs to play WoW and collect things in game, like leather, cloth, and ore.  I sold those in the auction house for ridiculous prices because people at the top levels who want to power level a trade skill have more money than time.  After selling a bunch of gold to other players, I used my earnings to buy a server capable of running multiple sessions so that I could run more accounts and utilize the new scripts I had been writing.  More profits, more servers.  WoW alone is netting me just over $1500 a month.  And with the economy in the shitter, finding companies selling off assets on the cheap is easy.

I quit my job.  I branched out into other games.  I hired my wife, my brothers and a few other people.  I wrote new scripts, I invested in technology to disguise our IP addresses, and I started key logging.  Did you account get hacked?  That might have been me.

Furthermore, while Blizzard continues to fight the good fight and bans my accounts (though not at a rate that even comes close to making it unprofitable), other game companies, I have found, can be bribed.  As long as I use my accounts to do some product testing for the, report duping bugs and the like, they are willing to leave me alone.  “For the greater good” is what we have agreed to call it.  Besides, they know, people want to buy gold, but they’d be ridiculed and flamed for trying to sell it themselves in addition to their subscription fee.  Simple as that.

Oh, and if you believed a single word of what you just read… shame on you.  It’s April 1st.

Enjoy the Internet today, and take your salt shaker…  🙂

Guilds, Servers and Venn Diagrams

One thing I’ve mentioned a time or two on this blog is how I miss the old days when there was more, what I call, casual socialization.  The ironic part is that while it felt casual, it wasn’t.  EverQuest was hard and slow to play solo (not impossible), and so grouping with other people was very desirable.  While lots of people hated this “forced” grouping, the fact is that it lead to people having to talk to each other.  World of Warcraft, on the other hand, is so easy to play solo that barely anyone ever grouped, so much so that they had to invent an instant group making tool AND make it work across servers to get people to go do group instances.  That’s not entirely true, people were doing group instances to a degree, but how it was being done is the point of this post.

Playing EverQuest felt like this:

EQ Venn

While playing World of Warcraft felt like this:

WoW Venn

In EQ, my guild always felt like a subset of the server.  I raided with my guild (and their alliance) and I grouped with my guild, but I also grouped fairly often with other random people from other guilds and even raided with public raids (not to be confused with pickup raids where someone stands around shouting that they are forming a raid, but planned ahead of time, posted on the server message boards and open to signups by anyone).  In WoW, my guild felt like it was my entire world.  I raided with my guild and I grouped with my guild, and that’s it.  Occasionally out in the world working on a quest I’d casually group with someone working the same quest (kill ten raptors goes faster for everyone around if you group up… collect ten raptor hides, however, is a cutthroat business), and at the lowest levels you might find a random group doing an instance, but only back before about 2006 or so because nowadays most people just race solo through the low level content to get to “the real game”.

I want to love my server again, my whole community, not just my tiny corner of it.  But how do we do that?  Unfortunately, the answer is less instancing and less easy solo content.  In general, people will, even when it is detrimental, choose the path of least resistance.  Soloing is easier than grouping in that you don’t have to contend with the personalities of others and you don’t have to share rewards, when you make soloing also better experience and progression, people stop choosing to group except when in their own niche of the community, their guild.  When guilds don’t have to contend, compete and share content, they don’t have a reason to talk to each other.  Instead they’ll just go off into their own instance and get their own loot.

Of course, this all depends on what you want out of an MMO.  If you want a game, if you want pushing buttons to defeat monsters, if you want loot and to “grow” your character, above all else, then you want easy solo and instancing.  But if you are like me and the game, the fighting, the loot and advancement, are all secondary to playing in the world with other people, then you want harder solo and shared content.  Currently, WoW rules the roost.  It makes the most money, and money controls the flow of design, so every game since WoW took over the market has tried to be like WoW, more game, less world.  This is a great thing if you love WoW, except if you love WoW why would you want to leave a game you have investment in for a game that is exactly like WoW only you are level 1 instead of level 80?  Couldn’t you get the same experience on an alternate character in WoW?

In the meantime, I keep trying new games and hoping to find one with less easy solo and less instancing and more community inside the game world.  If you know of any, where you play with people not in your guild frequently because it has a vibrant community in the game, I’m all ears…

Dragon*Con 2009: Day Three

Day three of Dragon*Con is usually when the cracks begin to show.  Its that second (or third) night of little to no sleep that leaves your feet shuffling a little more than walking, the enthusiasm is there but the expression of it has waned… and this is how I entered my first panel of the morning, “Oops!” – an apocalyptic track panel about things you need to know about surviving catastrophe.  I’ve gone to this panel every year that they’ve had it.  Its fun to listen to people who’ve done more research than you tell you stuff like “We all like to make fun of SPAM, but seriously, Hormel canned meats are something you need, and with the right dry spices and preparation it can be tasty… well, as tasty as SPAM gets.” and “Buying bottled water is good, but you have to rotate your stock because it will go bad.” and watching people furiously taking notes and the looks on their faces as the wisdom of these little nuggets sink in.  And for those that don’t go, here is the short version: In the case of any disaster, you are on your own for 72 hours, so you should always have food, water and supplies to last at least that long, if not longer.  Oh, and make sure your disaster recovery plans don’t rely on the things that will likely be lost in a disaster, like electricity.

Then there was a Champions Online panel… no developers, just fans talking about the beta and playing the game.  The kind of panel you just don’t get at other conventions.  I followed this with the “What’s wrong with WoW?” panel… the short version: Everything.  The long answer is that WoW does many things right, from a certain perspective, and if you are an MMO veteran who isn’t looking for the RPG version of whack-a-mole then WoW really isn’t for you.  The real long answer is… well… a series of posts that I might do later.

With no interesting panels for a couple hours, I took a lunch break and visited the dealers’ room.  Much like the Art Show and the Exhibiter Halls, I’ve been here before, a lot, and it is pretty much the same things every year.  But I made my way through the “5 for $25” shelves of graphic novels and didn’t find any I couldn’t live without.  Though, he did have a complete set of the huge leather bound looking Absolute Sandman series.  I wish I had that kind of cash to blow.

Back at the MMO track I settled in for an afternoon of SOE.  First, Free Realms… really, if you haven’t at least tried this game, I don’t know what to say.  It is free, it streams the client so you create an account, create a character and log in, the game downloads as needed and it does it very well.  Sure, its largely a collection of mini-games, but its fun.  I think it is anyway.  Second, The Agency.  The more I learn about this one, the more I like it.  It looks like an MMO version of the old Top Secret RPG.  You are an agent, you get skills, you do missions, you have other agents who help you out, you shoot stuff, you sneak in places, espionage…  it just looks cool.  Third, DC Universe Online.  You know, I really wanted to love City of Heroes, it had lots to like but in the end was too grindy.  When I saw Champions Online, I was excited, but from what I’ve read by the people who are playing, especially about how the graphics didn’t turn out to be the cell shaded awesomeness the screenshots originally portrayed, I’m not buying in yet and am waiting to here some ringing endorsements.  But from what I saw and learned about DCUO today, I’m really interested.  The physics of the game are just incredible.  As the example they used goes, you can freeze one bad guy in a block of ice, then pick him up and beat other bad guys with him.  That sounds like a comic book.

A smiled my way back to the Marriott then and attended a panel about upcoming post-apocalyptic movies and TV shows… not really a whole lot I didn’t know already, so nothing really exciting to report.  Book of Eli, Zombieland, The Road, V, Day One, Daybreakers… lots of things coming up I want to watch.

As the final night of Dragon*Con, it is also the final night of parties.  The Pirate Party is always a popular choice, though I imagine that many men choose it because of all the cleavage that comes with women dressing like pirates and wenches.  The highlight of this particular pirate party was watching one pirate make many frontal assaults upon the virtue on one wench, which she repeatedly rebuffed.  We also managed to catch the end of the Mad Scientists Ball where they had Tesla coils arcing toward a box within which they allowed ladies to dance.  Genius.  I didn’t make it to the SOE Party for the MMO track, and I wish I had… hopefully they will be back next year and do it again.

To wrap up the night, I spent it people watching in the Marriott.  Really, watching the other people, seeing the costumes that people create, is one of the best parts of the con.  It is so very inspiring.

Good night Dragon*Con, just one more day is left with you, but tonight was the last night.  Until next year…

A Difference In Gaming

Occasionally, the group of us who played on the E’ci server in EverQuest will get to waxing rhapsodic about the “good old days” and how EQ was somehow “better” than more current games.  Usually discussions like these can be dismissed as a “first love” problem, where the game that got you in to MMOs it always remembered better than it was and nothing later can give you that same rush.  But, we’ve had these discussions often enough that most of the first love elements have begun to drift away and we’ve gotten more into specifics of design and approaches to game elements that were “better” back in EQ than the direction that later games went with it.

I’ve often tried to put my finger on exactly what the difference is between EverQuest and World of Warcraft, but I always seem to fall short.  This most recent time around though, I think I have hit upon a comparison that really does encapsulate the differences between the two games and makes clear which game a person might prefer based on their tastes.  So here goes…

EverQuest was like going camping or going on a road trip, while World of Warcraft was like a theme park.

In EQ, you were dropped in the world, there wasn’t much lore or story before that and you wandered around chatting with NPCs and fighting monsters.  There were quests, but often they required some reading and figuring out, and they’d take days, weeks or even months to complete.  You sort of did whatever you wanted.  At first, there was nothing in the way of tiers, that came later, and in the very beginning there wasn’t even any level gating.  When the Plane of Fear first opened there was no level 46 restriction.  I saw my first dragon raid when I was level 30, though I died quick and wasn’t itching to get back until I had more levels under my belt.  And there were people… like when camping there are other sites or on a road trip when you stop at diners and other places… and if you kept going back to the same places, you’d run into the same people, and if you all wanted to do the same stuff at the same time, you had to share.

WoW, on the other hand popped you into the world staring at an NPC with a giant punctuation mark floating over its head.  From that first moment you are following the designated paths, doing the designated tasks, and if you leave the path, you’d often find there is nothing there.  (Not always, sometimes you find some little treasure trove of mini quests or a random NPC in a hut put there on a lark by some developer.)  You have to be this high to ride this ride, and everyone gets a turn.

For me, every time I have ever gone camping or gone on a road trip, they made memories that stuck.  If this were that sort of post, I’d regale you with the story of going camping with the Cub Scouts and a few of us wandered off and found houses, and there was this girl undressing in the upstairs window… There is a lot more to that story than just some boys almost seeing their first real live boob, and maybe I’ll tell it some day, but the point is that I remember it.  And I remember EQ, because all the choices were mine and I went anywhere I wanted, and even when the game did point me in a particular direction it still felt like it was my choice.  When I go to Six Flags or some other theme park, I might remember the people I went with, or a general feeling of how I felt on certain rides, but lots of the details are gone.  WoW feels like this.  I remember the first time I entered the Plane of Knowledge in EQ (and that is years after the game launched) and what I did and who I was with as we explored, but the details of the day I entered the Burning Crusade or started my Blood Elf?  Gone.  Mostly from WoW I remember going from punctuation to punctuation, walking into towns and seeing a sea of punctuation which meant I would be busy, but very few of those punctuations stick out.  But from EQ, I recall details of days sitting in the Plane of Storms or The Overthere, pulling and grinding mobs, and chatting with people, and leading a group into Kaesora or the City of Mist or Kedge Keep, running from Qeynos to Freeport.  I know I led groups into the Scarlet Monastery, but for the life of me I can’t pluck out any details of what we did there beyond “we completed some quests”.  I went to the Deadmines and plenty of other places, but I don’t recall much of what we did.

Of course, not everyone is like me.  There are those who love and remember theme parks the way that I remember camping and road trips.  People for whom EQ was a neverending grindfest of wall sitting that blurs together, while WoW was a carnival of instances with their favorite group of friends and they can tell you stories about every one.  But it boils down, I think, to the difference between camping and theme parks.  When you go camping you have to make your own fun, but when you go to a theme park someone has designed the fun for you.  EQ more easily let you do what you wanted (even if it was boring and sucked), while WoW had its fun laid out for you, and its up to each player to know what sort of experience they are looking for.

I wish more games were like camping.