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	<title>Comments on: MetaBalance or &#8220;The Cool Factor&#8221;</title>
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		<title>By: Warning</title>
		<link>http://agamesdesignblog.com/2008/09/25/metabalance-or-the-cool-factor/comment-page-1/#comment-20</link>
		<dc:creator>Warning</dc:creator>
		<pubDate>Thu, 23 Oct 2008 14:25:45 +0000</pubDate>
		<guid isPermaLink="false">http://schizoslayer.co.uk/?p=36#comment-20</guid>
		<description>An interesting idea. I largely agree with it.

Though I do not play MMO&#039;s, I tend to notice a similar trend in online shooters. Many games and mods (Counter-Strike and the Source mod Insurgency immediately come to my mind) feature terrorists, insurgents, and other low-tech armies squaring off against the United States military or European special forces. If a server does not have team auto-balancing enabled, more often than not the &#039;good guys&#039; will have the numbers advantage. This is especially true at the beginning of the game or mod&#039;s life cycle when it is fist released.

I used to attribute this to the fact that less people wanted to play as the &#039;bad guys&#039; and more as the &#039;good guys&#039;. But now I realize that maybe the game&#039;s art design is to blame.

The &#039;good&#039; 1st-world-country forces are always sporting camouflage, helmets, body armor, and other military-supremacy apparel accessories. On the other hand, the &#039;bad&#039; 3rd-world insurgents tend to wear jeans, bandannas, and t-shirts. Heck, sometimes they even run around bare-chested.

I can certainly understand a new player&#039;s attraction to the superior look of modern military technology.</description>
		<content:encoded><![CDATA[<p>An interesting idea. I largely agree with it.</p>
<p>Though I do not play MMO&#8217;s, I tend to notice a similar trend in online shooters. Many games and mods (Counter-Strike and the Source mod Insurgency immediately come to my mind) feature terrorists, insurgents, and other low-tech armies squaring off against the United States military or European special forces. If a server does not have team auto-balancing enabled, more often than not the &#8216;good guys&#8217; will have the numbers advantage. This is especially true at the beginning of the game or mod&#8217;s life cycle when it is fist released.</p>
<p>I used to attribute this to the fact that less people wanted to play as the &#8216;bad guys&#8217; and more as the &#8216;good guys&#8217;. But now I realize that maybe the game&#8217;s art design is to blame.</p>
<p>The &#8216;good&#8217; 1st-world-country forces are always sporting camouflage, helmets, body armor, and other military-supremacy apparel accessories. On the other hand, the &#8216;bad&#8217; 3rd-world insurgents tend to wear jeans, bandannas, and t-shirts. Heck, sometimes they even run around bare-chested.</p>
<p>I can certainly understand a new player&#8217;s attraction to the superior look of modern military technology.</p>
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		<title>By: Warhammer Online blog &#187; Blog Archive &#187; Da Bloody Twenty - October 2</title>
		<link>http://agamesdesignblog.com/2008/09/25/metabalance-or-the-cool-factor/comment-page-1/#comment-14</link>
		<dc:creator>Warhammer Online blog &#187; Blog Archive &#187; Da Bloody Twenty - October 2</dc:creator>
		<pubDate>Sat, 04 Oct 2008 18:55:12 +0000</pubDate>
		<guid isPermaLink="false">http://schizoslayer.co.uk/?p=36#comment-14</guid>
		<description>[...] &#8220;Metabalance or The Cool Factor&#8221; @ Schizoslayer - A great post and I agree, we tend to play classes that look cooler to us than ones that don&#8217;t, no matter what abilities they have. [...]</description>
		<content:encoded><![CDATA[<p>[...] &#8220;Metabalance or The Cool Factor&#8221; @ Schizoslayer &#8211; A great post and I agree, we tend to play classes that look cooler to us than ones that don&#8217;t, no matter what abilities they have. [...]</p>
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		<title>By: Spacedoubt</title>
		<link>http://agamesdesignblog.com/2008/09/25/metabalance-or-the-cool-factor/comment-page-1/#comment-15</link>
		<dc:creator>Spacedoubt</dc:creator>
		<pubDate>Sat, 04 Oct 2008 05:12:24 +0000</pubDate>
		<guid isPermaLink="false">http://schizoslayer.co.uk/?p=36#comment-15</guid>
		<description>This may be parallel to your point, but it certainly helps that the evil factions in both WAR and WoW have compelling narratives that define their motivations.  Too often the good guys have all the limelight in that regard.</description>
		<content:encoded><![CDATA[<p>This may be parallel to your point, but it certainly helps that the evil factions in both WAR and WoW have compelling narratives that define their motivations.  Too often the good guys have all the limelight in that regard.</p>
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		<title>By: Slurm</title>
		<link>http://agamesdesignblog.com/2008/09/25/metabalance-or-the-cool-factor/comment-page-1/#comment-3</link>
		<dc:creator>Slurm</dc:creator>
		<pubDate>Thu, 02 Oct 2008 13:47:18 +0000</pubDate>
		<guid isPermaLink="false">http://schizoslayer.co.uk/?p=36#comment-3</guid>
		<description>It was pretty simple for me, I got on the night of release, asked what side we were playing, asked what a good hybrid healer/tank was (if there was one) and chose Desciple of Khaine.....I didnt care what it looked like, I just wanted a class that fit my play style.</description>
		<content:encoded><![CDATA[<p>It was pretty simple for me, I got on the night of release, asked what side we were playing, asked what a good hybrid healer/tank was (if there was one) and chose Desciple of Khaine&#8230;..I didnt care what it looked like, I just wanted a class that fit my play style.</p>
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		<title>By: Da Bloody Twenty - October 2 &#171; Waaagh! A Warhammer Online Blog</title>
		<link>http://agamesdesignblog.com/2008/09/25/metabalance-or-the-cool-factor/comment-page-1/#comment-2</link>
		<dc:creator>Da Bloody Twenty - October 2 &#171; Waaagh! A Warhammer Online Blog</dc:creator>
		<pubDate>Thu, 02 Oct 2008 13:07:17 +0000</pubDate>
		<guid isPermaLink="false">http://schizoslayer.co.uk/?p=36#comment-2</guid>
		<description>[...] &#8220;Metabalance or The Cool Factor&#8221; @ Schizoslayer - A great post and I agree, we tend to play classes that look cooler to us than ones that don&#8217;t, no matter what abilities they have. [...]</description>
		<content:encoded><![CDATA[<p>[...] &#8220;Metabalance or The Cool Factor&#8221; @ Schizoslayer &#8211; A great post and I agree, we tend to play classes that look cooler to us than ones that don&#8217;t, no matter what abilities they have. [...]</p>
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		<title>By: roBurky</title>
		<link>http://agamesdesignblog.com/2008/09/25/metabalance-or-the-cool-factor/comment-page-1/#comment-13</link>
		<dc:creator>roBurky</dc:creator>
		<pubDate>Tue, 30 Sep 2008 18:40:07 +0000</pubDate>
		<guid isPermaLink="false">http://schizoslayer.co.uk/?p=36#comment-13</guid>
		<description>I think you&#039;re on to something.

In City of Heroes/Villains, I noticed that the characters I would stick with were always the ones that I gave the &#039;Huge&#039; body type to. I think because their animations /looked/ so much more powerful than the standard male and female body types, even when that didn&#039;t match up at all to their capabilities (e.g. Unending Sickness, who had no hitpoints at all, and did crappy damage)</description>
		<content:encoded><![CDATA[<p>I think you&#8217;re on to something.</p>
<p>In City of Heroes/Villains, I noticed that the characters I would stick with were always the ones that I gave the &#8216;Huge&#8217; body type to. I think because their animations /looked/ so much more powerful than the standard male and female body types, even when that didn&#8217;t match up at all to their capabilities (e.g. Unending Sickness, who had no hitpoints at all, and did crappy damage)</p>
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		<title>By: Killed in a smiling accident. &#187; Blog Archive &#187; Tanks for the memories</title>
		<link>http://agamesdesignblog.com/2008/09/25/metabalance-or-the-cool-factor/comment-page-1/#comment-12</link>
		<dc:creator>Killed in a smiling accident. &#187; Blog Archive &#187; Tanks for the memories</dc:creator>
		<pubDate>Tue, 30 Sep 2008 07:34:09 +0000</pubDate>
		<guid isPermaLink="false">http://schizoslayer.co.uk/?p=36#comment-12</guid>
		<description>[...] Sunday Papers roundup, which linked off to another piece touching on robe-wearing tanks, &#8220;MetaBalance or &#8216;The Cool Factor&#8217;&#8221;, and there&#8217;s a comment there from Harvey Smith linking back to a talk of his on game avatars. [...]</description>
		<content:encoded><![CDATA[<p>[...] Sunday Papers roundup, which linked off to another piece touching on robe-wearing tanks, &#8220;MetaBalance or &#8216;The Cool Factor&#8217;&#8221;, and there&#8217;s a comment there from Harvey Smith linking back to a talk of his on game avatars. [...]</p>
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		<title>By: Citizen Parker</title>
		<link>http://agamesdesignblog.com/2008/09/25/metabalance-or-the-cool-factor/comment-page-1/#comment-10</link>
		<dc:creator>Citizen Parker</dc:creator>
		<pubDate>Sun, 28 Sep 2008 23:48:19 +0000</pubDate>
		<guid isPermaLink="false">http://schizoslayer.co.uk/?p=36#comment-10</guid>
		<description>Thank you! I&#039;ve been championing this same thing.
I also chalk up the racial imbalance on Order to artistic concerns.


I&#039;m currently working on an app that scrapes the Realm War site to collect exact statistics, but in my 200 member guild, only 18% of us rolled High Elf. I can&#039;t help but believe that it&#039;s because every non-Shadow Warrior class is indistinguishable but for weapon until the mid-20&#039;s or so.

In addition to looking the part, I think all players also want to look &quot;unique.&quot; I just don&#039;t think that&#039;s really that possible as a High Elf.</description>
		<content:encoded><![CDATA[<p>Thank you! I&#8217;ve been championing this same thing.<br />
I also chalk up the racial imbalance on Order to artistic concerns.</p>
<p>I&#8217;m currently working on an app that scrapes the Realm War site to collect exact statistics, but in my 200 member guild, only 18% of us rolled High Elf. I can&#8217;t help but believe that it&#8217;s because every non-Shadow Warrior class is indistinguishable but for weapon until the mid-20&#8242;s or so.</p>
<p>In addition to looking the part, I think all players also want to look &#8220;unique.&#8221; I just don&#8217;t think that&#8217;s really that possible as a High Elf.</p>
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		<title>By: The Sunday Papers &#124; Rock, Paper, Shotgun</title>
		<link>http://agamesdesignblog.com/2008/09/25/metabalance-or-the-cool-factor/comment-page-1/#comment-11</link>
		<dc:creator>The Sunday Papers &#124; Rock, Paper, Shotgun</dc:creator>
		<pubDate>Sun, 28 Sep 2008 15:29:25 +0000</pubDate>
		<guid isPermaLink="false">http://schizoslayer.co.uk/?p=36#comment-11</guid>
		<description>[...] Designer Rob Hale thinks about Metabalance in Warhammer Online. Specifically, what he describes as &#8220;The Cool Factor&#8221;. Specifically, he&#8217;s thinking [...]</description>
		<content:encoded><![CDATA[<p>[...] Designer Rob Hale thinks about Metabalance in Warhammer Online. Specifically, what he describes as &#8220;The Cool Factor&#8221;. Specifically, he&#8217;s thinking [...]</p>
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		<title>By: rob hale</title>
		<link>http://agamesdesignblog.com/2008/09/25/metabalance-or-the-cool-factor/comment-page-1/#comment-16</link>
		<dc:creator>rob hale</dc:creator>
		<pubDate>Thu, 25 Sep 2008 19:19:25 +0000</pubDate>
		<guid isPermaLink="false">http://schizoslayer.co.uk/?p=36#comment-16</guid>
		<description>I&#039;m now intrigued about the relative population spread on the foreign language servers because I&#039;m sure cultural background will affect which classes are being chosen. Are people on the German or Spanish servers choosing different classes to those on the English servers? A huge part of what intrigues me about MMOG design are these psychological meta elements that come about after the game has launched and watching the long-term effects of them at work. You don&#039;t get that with Console titles.</description>
		<content:encoded><![CDATA[<p>I&#8217;m now intrigued about the relative population spread on the foreign language servers because I&#8217;m sure cultural background will affect which classes are being chosen. Are people on the German or Spanish servers choosing different classes to those on the English servers? A huge part of what intrigues me about MMOG design are these psychological meta elements that come about after the game has launched and watching the long-term effects of them at work. You don&#8217;t get that with Console titles.</p>
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