Is the height of the tallest redwood more or less than 1,200 feet?
What is your best guess about the height of the tallest redwood?


| Dave Mark |
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For those interested in more of this sort of mind fun, I am giving a lecture at GDC Online titled, "Psychology vs. Structure: The Power of Numbers in Game Design"!
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| Juha Kangas |
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Interesting. Sorry to derail but I was wondering, have you ever written anything regarding the psychology behind "one more turn" in the Civilization games?
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| Joshua Sterns |
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I'd like to see a more focused loot distribution system. Namely boss drops. I liked D2 and WoW boss encounters. They were a challenge and offerred some reward. D3 has the challenge part down, but many of the boss drops have been pathetic.
We'll see if things change on Inferno, but my experiences in Act I do not give me hope. I find it sad and disappointing that my two highest characters (Wiz 34 & Monk 60) have no gear from in game drops. All AH because I got sick of dying, and backtracking didn't guarantee better equipment. |
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| Cordero W |
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I've played this game for a good week or so now, and I already got a character to level 60.
This game "bores me." There is nothing to satisfy me other than "my character looks good." I suppose I've lost that essence of trying to make my character this awesome avatar cause I've matured. So when I played Diablo 3, I didn't play it for the game. This time around, I played it for the Auction House, both gold and real money. I managed to get to 1 mil before I even hit 60 mainly because I was playing the AH. Now my goal is to at least make $60 off the RMAH so I can have a minor justification for even buying the game. This game is, at its core, an arcade game where you blow stuff up. And that's it. Hack n slash. It just lacks the fulfillment since most of the mechanics cater to the Auction House, and thus, the game is a money machine for Activision/ Blizzard. I knew the game was of this nature before I bought it, and read many reviews on it. But my curiosity had me purchase the game, only so I can study what essentially is the modern pay2win technique. |
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| Jonathan Chan |
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Diablo 3 is not a game. It's a method of funneling money through the auction house. It's evident that the auction house was a system designed to work in conjunction with game flow and not as a secondary service to facilitate the economy. It's an endless grind of +do gooder with no feasible end. And that people gobble this type of circular gameplay up is both frightening and disgusting.
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| Matt Robb |
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Author hits the nail on the head. I can't feel the need to finish working through Inferno because there's no draw. The instant I had trouble, I visited the AH, doubled my stats with the gold I had on hand, and was more than viable again. What's the point of playing after that?
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| JB Vorderkunz |
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Matt R. - 'viable' on which Act of Inferno? My thoughts on D3 - which I love - are as follows:
People are comparing Launch D3 with the Final D2. Totally unfair, but completely understandable. The issue here is that it's impossible to balance a game internally and meet all audience expectations - I think Blizz has handled some of this poorly, for sure, but overall they've done a commendable job (and this is coming from someone who stayed up late to play opening night only to get the infamous Error 37). The strangest part about people's expectations come from loot and the AH - Blizz undoubtedly messed up with the Legendary and Set items - I did not need the AH to rock through Hell, but did for Inferno. and that's fine with me. This game was designed to keep people [THE SAME PEOPLE WHO LOVED TO GRIND FOR LOOT IN D2 AND WOW] busy for months and years to find the absolute best gear. So why do so many folks get pissed that they didn't get a phat rolled Rare the second leet group they killed? Seriously folks. Do some people overprice crap ridiculously on the AH? Yes. Can you find bargains to fit your build, at various price points that match the rolls on the items? Yes. So why all the hate? The most interesting psychological mechanism at play here is the serious anger and disappointment directed at Blizzard yet based upon people's unrealistic expectations. WHERE'S MY PERFECT F'ING GAME, BLIZZARD? <-- seriously, guys, that's how alot of you are acting. |
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| E McNeill |
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> What can Blizzard do to keep us grinding?
A better question: Should Blizzard engineer their game to maximize grinding? |
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| Thibault Coupart |
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(I apologize for some languages mistakes; english is not my nativ language...)
Blizzard has imported a free-to-play business model dedicated to zynga' +35 years old "whales" on a hardcore gamer game played by 14 - 35 years old people. I strongly believe that in short terms this will be good for their revenue, but in mid/long terms it will be a real fail for the game itself and also for the next generation of their games. Actually they are disgusting and then losing the hardcore evangelist audience, the mood of the game community is currently quite negativ, spread between several tendancies and several opinions. Pay to win = not good with gamer audience. Look at league of legend, this is certainly the only F2P of the world (or atleast the most famous) which has understood this : virtual goods are only cosmetics, you can't rock the game, your ranking or your friends with your money. You can go faster in progression, but you cannot be stronger than other players at the end. The real shame is that the mechanics of this business is really visible once you've reached Inferno act II; loots are too weak compare to the difficulty, repairing stuff is really expensive now, you earn less gold than before, real money auction house has provoked an inflation on the classic gold auction house, and so the whole game flow of your experience seem to pull you toward the real-money auction house. And that's really annoying for a gamer audience. Where is the fun? |
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| Maria Jayne |
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My concern for this system is that none of the players really know if Blizzard decides they aren't making enough side profit from the Auction House and so fiddle with the loot distribution on occasion.
Does your character have a trend for selling items on the auction house? maybe we'll just squeaze another % onto the legendary drops not for your played character. The whole "behind the scenes" potential for such a system stinks. |
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| Glenn Sturgeon |
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Every game i've played with an AH (real money or not), it tends to degrade the buzz of drops. AH games tend to boil down more to an economics game rather than just a kill, level and loot game. I like AH games for a bit of a different feel to the genre.
Also there is a differance between bind on pick up & bind on equip items. I know Mythos had both types of items and i hated BOP but not BOE items, since you could trade off BOE items in the AH if you wanted to. |
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| Harlan Sumgui |
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I would argue that the dopamine rush for some people is going to be a hella lot stronger because it will involve real $. I imagine there will be plenty of people with the Las Vegas-slots-dead-eyed-stare playing this game.
The only way it will continue to work, however, is for a continual influx of new players who are willing to spend $ buying these items. If the only people playing are the addicted slot players, there will not be enough payouts. So I imagine that in a year or two (depending on RMAH turnover), the price of the game will be dropped to get a new crop of players; then dropped again; and finally ending with f2p. Or I suppose, they could offer periodic sales then move f2p. And, of course, if they can get this system onto consoles, well Ka-ching! In terms of monetization, it looks to be a brilliant move. They have total control over the game through online drm and a constant stream of income via the RMAH. Long term, I have my doubts. The fact that Vivendi is trying to unload their stake in Acti-Blizz makes me think that Blizz may have peaked in terms of revenue. The big threat to the Diablo money machine being govt intervention like in S.Korea, as making a videogame with a real money gambling mechanic is a no-no. But then of course, there is the threat of f2p online shooters torpedoing the COD money machine, so maybe that is Vivendi's thinking... |
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| Stephen Chow |
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If u wondering why Blizzard make F2P mode sacrifice game retention. Here is my guess:
1. They made game so casual, retail sells record can prove it. Player never face the wall before reach hell mode. Most of casual player lost before end of nightmare. 2. For hardcore players, they using inferno and hardcore mode to keep retention. 3. To make money from hardcore players, they reduced loot drop rate and introduced RMAH. How ever, RMAH still facing some key issues: 1. RMAH paying conversation rate is low: Only player reach hell mode will have incentive to purchase in RMAH. By right, casual player will drop before or finish nightmare. Normal player can get gold items pass hell. 2. Life time value for new cohort dropping: as long as more players loot rare or super rare items. The price in RMAH will drop which impact on tax. All players in different game age are joined shared same auction house. I suspect LTV for new user is much lower than first cohort user. 3. Whale paying user drop after 14 days: They whale paying user will crazy purchase 1-2000USD equipment and pass the inferno mode. Before Blizzard release new content such as new difficulty, PvP or expansion package. Those players will get bored and leave the game. Here is my guess about how much money Blizzard made in 2 Weeks: Sells record in US 3,500,000 Units Retail revenue $252,000,000 RMAH tax revenue in 14 days $6,053,250 RMAH tax revenue average per day| $432,375 User group | Paying Conversation | Total spend | RMAH LTV 14 days | Sub total Non-payers | 0% | 0 | 0 | 0 Spent <=10$ | 10.00% | $10 | $10 | $3,500,000 Spent <=50$ | 5.00% | $50 | $10 | $1,750,000 Spent <=$100 | 1.00% | $100 | $15 | $525,000 $100 - $500 | 0.10% | $500 | $75 | $262,500 $500 - $1000 | 0.01% | $1,000 | $150 | $15,750 Life time value 14 days | $6,053,250 Revenue per day| $432,375 RMAH 14 days revenue/RETAIL revenue| 2.40% Key takeaways: * Conversation rate is low but stable for all cohort users. Current conversation rate is too low because the game lack incentive in normal and nightmare mode. Most player will drop the game before reach hell. * New cohort LTV will drop quickly, since all user shared same auction house. This is #1 issue Blizzard has to fix if they want to maintian RMAH for long run. I am wondering how they gonna fix it. * Acquisition cost is hard to cacluate since it's brand marketers. Hard to measure CAC. * High-end paying user will leave the game after 14 days due to out of content. This is the #2 issue Blizzard has t fix if they want maintian their whale. |
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| Jeremie Sinic |
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This article shows exactly how to fix the game. Please Blizzard check this out seriously. The BoP system would indeed make item looting more exciting.
What kills the fun to me is the simple knowledge that: - "anyway, I can check the AH when needed" and - "I am never gonna find a better item than there is already in the AH". I also found the game a blast in Normal, Nightmare and first act of Hell. However, I checked the AH out of curiosity and found a relatively cheap-though-way-stronger-than-my-previous weapon. And then suddenly the fun of drops waned, since nothing I found after could come close to my new weapon. Now my main reason to play is still to reach lv. 60 (I am 57) but then after that I don't think I am going to stick around if nothing changes. |
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| David Lee |
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My friends and I completely avoided the Auction House and had a blast playing through the main game with several characters. We haven't crossed Act II in Infernal yet (that might change things) but I found it pretty much as fun as Diablo II. The appeal of loot drops does seem less (maybe it has to do with frequency or maybe it's the audio cue that rocked so much in D2) but the basic gameplay is as good as ever--basically taking very simple user input actions and making them seem awesome in terms of their effect on the game world. If the skills could not be continually re-mapped in search of the best combination for the current monsters, there might be some more fun tension about making skill decisions, but I'm not sure if that would make a huge difference in the game.
If I had checked out the AH, I might have had the disappointment Jeremie experienced--not going to do that right now though as I'm still having fun. |
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| Jonathan Chan |
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if i recall correctly in Mythos BoP items had more modifiers/higher ilvl than their BoE counterpart of the same tier?
As much as I expected from Diablo 3, it wasn't based on Diablo 2. It's not even expectations of gameplay, their core systems are unpolished and lacking. I expect the company's total experience across all of their games, including World of Warcraft and Starcraft 2, to be reflected in Diablo 3. Their inability to manage their servers at launch (including the complete lack of a queue system), the terrible usability, UI and search functions of the AH (they already had a perfectly good interface from WoW), the combinations of DEX/INT and STR/INT on items, which was done away with in both Diablo 2 and World of Warcraft. It's almost like Diablo 3 was developed in isolation and took nothing away from their other titles, other than an overly robust and confusing achievement system. |
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| Matt Cratty |
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D3 is a massive disappointment (in my opinion only). But, the real issue is that I hope to God that no one in any decision-making capacity ever reads your thoughts about how to get more money out of us.
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| Brandon Davis |
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Neat article Jamie!
From a behavioural scientist standpoint, it all boils down to the power of intermittant reinforcement. As noted, the Auction House takes this power of human motivation out of the dopomine response equation. |
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| Tyler Shogren |
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Now how about an article on the Ethics of this brave new world? The word 'cynical' doesn't seem to fully cover the agreement players must sign stating "in-game items have no real value" before they can see the real money auction house.
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| Julian Gosiengfiao |
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Really valuable lessons in this article.
Thoroughly enjoyed reading it, too - I always knew I loved lootfest games (in fact, I find myself searching "loot" on the app/steam store oft times), but it was really interesting to have it spelled in psychological terms why my mind would react the way it does. |
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| Bart Stewart |
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What I find most interesting that, unlike the first two psychology-specific suggestions, that third suggestion lives in the intersection between psychology and economics.
Grind vs. buy is a value decision. Players must assess the weight and importance of input factors (e.g., the rush of scoring a useful drop, which feels like a satisfying reward for "hard work," versus the utilitarian satisfaction of maximizing effectiveness for minimal time cost) and judge which combination is likely to yield the best payoff. Psychological phenomena can affect that judging process by altering how weights are perceived (as the "priming effect" does). But the process of making value choices is still an economic one. What makes this worth pointing out (to my mind, anyway) is that economic behavior, individually and in groups, has its own set of phenomena distinct from purely psychological effects. So the likely consequences of implementing a new value-modifying behavior like Bind on Pickup can't be assessed accurately just on psychological grounds -- you also have to consider player reactions with respect to economic decision-making. What's the most rational choice when the payoff matrix is tipped more toward grinding, but there's an opportunity cost in no longer being able to sell some good items in the auction house? To what extent does rational-choice even apply in this game setting, which attracts a certain kind of gamer rather than a representative subset of the general population? For questions like those, psychology is valuable, but I think economics has something useful to offer game designers as well. |
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| Gil Salvado |
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I actually hoped to read something else, because what annoys we about the loot system are drops that sometimes are total crap. A mighty weapon with Int Bonus for example. But to fix those kind of issues within a randomized loot system you would more exceptions than rules. Although there are already some, like Helmets can't have +movement speed and so on.
Anyway, it was a nice and interesting read, but I do have some problems with your thoughts. What do you do with users that don't have enough friends in their lists to get enough notifications about "phat lewt" drops? And how do determine bad loot from good loot? Is an orb with 1k+ damage, attack speed, etc. ... but 150 strength instead of intelligence a bad loot? Some rare drops are even better than legendary and those drops have the lowest chance. And even if you go for legendary drops as good loot only - is a lvl 30 legendary item a good loot for a Level 60 character? And even in BoP's would be the best items ingame, they also could have bad stats if they're randomized. In my opinion it's not about the symptoms of the loot system, its about its core design. E.g. Intelligence is almost useless for a Barbarian, but why does it need to be this way? Imagine an Int Barb which just plays differently from an Str Barb. Instead of going for main damage bonus you could go for crit chance and bonus. And I don't mind Blizzard making with its auction house. They certainly are going to spend well on drugs, hookers and other total nonsense. They made Diablo because they are a vicious company and we are right to be jealous about it. |
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