Showing posts with label community. Show all posts
Showing posts with label community. Show all posts

Friday, March 9, 2012

Privileges Versus Rights

One summer Saturday, a few years ago, a buddy of mine, named Joe, and I were hanging out, spending a day together bowling, talking about our high school band days, and our current directions in life.  The original plan was to hang out in the day time and later depart in the evening, but we were having so much fun that we decided to extend our small reunion.  Having done almost "everything" else in the city between the time of this day and back when we were Juniors and Seniors, we decided to try something outside of our scope of fun.

Joe and I aren't clubbers or urban-nightlife type of people (yes, even, despite my experience with glowsticking; I actually practice just for fun, but don't venture to raves that often).  We were your average college guys that strayed away from doing anything too mainstream.  But, because of other businesses closing up for the night, we agreed to check out a dance and bar venue nearby.

As we approached the club, a bouncer gave us a quick up-and-down look and shook his head, stating, "Sorry, no shorts allowed, and you need some shoes" (I was wearing sandals at the time).  We weren't permitted to step beyond him, and had no idea what theme or event they had going on that night.  So, we said our "thanks," and drove off to play some billiards.

Now, let's take a step back and ask some questions about this scenario.  Because I drove a long way just to arrive at the club, I at least deserved some fun, or a few minutes just to take a peek inside regardless of the dress code, right?  Heck, gas isn't inexpensive.

Am I allowed, then, to claim that the bouncer denied me my natural rights to have fun, and my rights to be myself?  I mean, it's just not me to glamour myself up with spiked and gelled hair, cologne, an open collared shirt and dress pants (unless the occasion calls for it) just to dance and socialize.  This bouncer, in my theoretical opinion, violated my rights to enjoy the party...right?

No, he didn't.  He is only doing his job to ensure that the club's environment stays in tact, that if a dress code is present, then all participants must follow those rules per its culture.  Maybe some people don't want to see casually dressed college people crash their sophisticated environment, but it doesn't necessarily imply that they don't want Kevin and Joe at the event.  In fact, the bouncer just gave us a hint to what we need in order to enter -- he didn't tell us "sorry, we don't want you here."  There was nothing personal in this meeting.

Let's say that I don't understand that concept that there's nothing personal.  Let's say that I feel like he did deny me entrance because of who I am, and that I'm stuck on the idea that he took away my rights.  This bouncer doesn't know anything about me, and I (theoretically) work 7 days a week at the soup kitchen, distributing food to the underprivileged.  I (theoretically) tutor homeless students, work at the YMCA, etc. etc.  I've (theoretically) done all these great things for humanity.  Is it okay for me to strike up a public rally against this certain bouncer?  Certainly not.

First, I should have talked to management -- this bouncer is not laying out the rules, but he is enforcing them.  I mean, who would want a bodyguard who doesn't do their job?  He does what he does because it's his duty and his implied nature.  He isn't a rude, unreasonable draconian.  For all I know, this man could have also been a Boys&Girls Club volunteer or mentor who has a side job at this bar.  Thus, given that he is not management, I should not be focused on convincing him to let me in, but I should take my concerns to the overall organization.  I am sure that he would be happy to allow me in if it wasn't a formal night.  There is no sense in reaching out to the other people in line and asking them to verbally shoot down this specific bouncer for not letting us have our fun or be ourselves.

Second, if management finalizes a decision that parallels the bouncer's (i.e. declining me access until I put on the right clothes), is it time to spark up a movement?  No, of course not...  I cannot conclude that it's personal on these bases.  I can't say they're specifically denying Kevin and Joe because we're Kevin and Joe...unless there's a contradiction.  That is, are there common exceptions?

My next direction for research should be looking for inconsistencies.  In other words, have they allowed ANYONE with shorts (or no shoes) in, ever?  Does this rule apply to everyone, too?  Until there is a concrete, solid example of a random stranger with shorts and sandals allowed into the club, I cannot say the bouncer did this to me because it's me; I cannot say he took away my rights.

Rights and privileges are two different things, by the way.  Rights are something that you are born with, but are not always specifically written down (they're written down when there are people who don't use common sense, or want to take advantage of humanity).  I have a right to the freedom of speech, freedom of privacy, and freedom to protect myself.  These rights exist so that no one can randomly or spontaneously violate you.  This implies that you are doing nothing, that the situation for these rights to exist is when you are a passive, static target (in other words, when you did not make any decisions to led to this event).

However, there are some limitations to these rights when you participate in anything social, when you make a conscious decision to take part in a gathering or perform an action.  Limited rights include privileges.  When you want to do something, you actually have to give up some rights if it is necessary to protect the rights of others.  For example, you can't take sharp utensils when you want to fly, for safety purposes.  You can't yell "bomb" in a crowded stadium, even if there isn't one to begin with.  If you create a disturbance, you are then throwing away your privileges in effect, such as the privilege to live in a home versus a cell, or the privilege to fly.

Thus, I do have the right to have fun (I can have fun elsewhere), just not at the club.  The bouncer didn't chain me up and say I wasn't allowed to do anything that night (THAT would be a violation of my rights, then, because it would affect me even if I didn't make a decision at all).  If I want to take part at this event, I have to abide by a rule that everyone else is following, or else lose the privilege to have fun at the club.  Debating the issue would probably deny me access for the rest of the night, or maybe a temporary lockup when they call the cops for "disturbance of the peace."

This entire concept applies everywhere.

Yes, it applies to the Spiral.  I'm talking to those people out there who argue that "cursing" is a natural right to have in Wizard101.  Just like people of the club scene, players of this game do not want an environment of hostility or discomfort, hence the Report button.  If someone is acting against the Terms of Use (which is the contract every player automatically signs when they sign up for an account), there is no need to feel shamed or discouraged to flag them for KingsIsle's review; you are only doing your job as a community member to keeping the Spiral a safe and fun place.

Yes, it applies to game contests.  When you fail to follow the rules or directions, you lost your privilege to have a chance at winning; you weren't denied "rights" for making a mistake (again, you had the chance to enter, you made the decision to, and you are then subject and responsible to following the rules; when you break them, you lose the chance; i.e. you were not denied them in the first place).

It certainly applies to social gatherings, as I mentioned a bit ago.  You still have the right to not conform, and the right to be yourself, but remember, by keeping or holding onto certain rights that others give up for the sake of allowing the convention to exist in presence AND in essence, you are giving up your privilege to be at the meeting in spite of your desires and preferences.

Wednesday, February 15, 2012

TOOT (Reflection, Two Oh One Two)

Hey all,

This is two entire months late (I know, I know...), but I've never really had much time to be able to sit down for a couple of hours and just think.  I've been out of touch with the Spiral while trying to settle down into five, upper-division college classes, and meet their barrage of demands made up of homework, familiarizing myself with the electronic bulletin board system, and adapting to a heavier workload.  The good news is...I'm actually ahead of the schedule, this time.  This is going to be an extremely long and personal blog post, but then again, it is about 11 weeks' worth of contemplation and news (the first part is just an update, the rest is not for the faint of mind):

I hope you've had a FANTASTIC New Year's, Christmas, Kwanzaa, Hanukkah, Winter Vacation, and/or Time Off Work!  I had an amazing time with the family as we headed out on a "solo run" (without extended family, which we haven't done for years) on Christmas to a casino that was hosting a LOBSTER BUFFET.  That dinner certainly blew my mind, considering I've never liked lobster...but the way they cooked theirs, I loved it!  No gifts this year, but that's almost a lie; that quality time with my parents and little sister was more than I could ask for.  We've had some ups and downs throughout history, so it dawned on me how lucky we were just to be able to see and laugh with one another.  Those Christmas movies I watched as a young'un are starting to seep into the heart and make some sense.  Ah, the magic of time...

Speaking of quality time, Hexythorn also visited me, and we had a wonderful week and a half together: driving up and down the state, getting her acquainted with my family (extended and immediate), and venturing to my favorite places in Northern California.  She's actually fond of the things my family and I eat (oh, how I've taken the food for granted...and still do!) and from what I last heard, is now loving Pho tremendously.  She also misses rice.  That's something I'll never understand, since I'm very westernized (yay burgers and pizza and lasagna and Mexican food!)  Alyssa played her first casino game over here, and was very quick to understand the strategies of video poker (it greatly differs from regular Poker in the sense of probabilities and randomization).  We also had the opportunity to introduce my family to their first perogies, too; my parents decided to stick with their baby octopi, while my sister, "T", Alyssa, and I helped ourselves to some extras.  (Behind the scenes note: while making them, Alyssa thought the Polish dumplings would end up as an epic fail due to the unnaturally sticky texture of the dough...but, we managed!)

Throughout the visit, we've grown and bonded, and established that we indeed can continue this LDR.  Realistically, connections in this nature tend to be fragile, but with trust and open communication, it's possible to hold onto with unquestioning determination.  Anyway, if you're interested for whatever reason, more details can be found over at IceeHawt101 on YouTube, our collection of videos of our little conventions.

In addition to the beginning of the new year, my PVP team Perfect Catch and I ventured through the Arena, but not as much as before.  My class schedule and the ladies' sleep times have conflicted to a point where the only available time to do anything is over the weekend.  Sadly, such a period is only 2.5 days long.  Nevertheless, we are still evolving and developing as a team, and admittedly, our obstacles have grown, since more and more YouTube viewers (and players) are becoming familiar with our playstyle.  Some viewers have asked why we allow others to look at how we play from such a close proximity; the answer is that PVP at a team-scale is a difficult dance to "teach" step-by-step.

In 1v1, the mental flowchart that plays out in our heads is purely conditional upon the past 2-5 turns and anticipated 3 steps thereafter.  In other words, it's almost organized in how you analyze your and your opponent's health, pips, and mobility, and is almost repetitive to a point where guides for deck building can be created for specific situations and counters.  In 4v4, almost anything can happen, and it becomes a messy battle of psychology, where flowcharts will have flowcharts of their own.  Not every situation repeats itself, and not everyone is comfortable with either working with each other or with their current deck build.  Thus, even general guides can look extremely situational and almost "over the top" to someone in the hot seat.  In that situation, duelists should be paying attention to the current stats, and analyzing what they need to do, opposed to recalling someone else's past advice.  Thus, not too much is being compromised...and besides, we have fun developing new and surprising tactics now and then.

This semester is just the first of a long series that I want to take seriously.  "Seriously" meaning getting at least a 95% in every class...meaning I'm doing the reading before they're even assigned, or working out math theorems before given a lecture on it.  It's a huge part of advancing and developing yourself in life: going above and beyond.  Never settle for "what you already have..."  This is an especially important mindset, considering that we tend to think 90% or 80% or sometimes 70% of something is satisfactory.

There's more to college or higher education than just "fulfilling requirements."  It's about becoming a better human being, becoming enlightened.  Yes, homework is stressful and boring and mundane, but everything you acquire through life are building blocks to what you'll become one day...I promise.  Yes, even that Calculus class will count.  (My boss mentioned how he thought it was useless in the field he was going into, which was government administration; he admitted he was dead wrong).

Back then, I looked towards my courses as I would a job: something you "have" to do.  I didn't see a point in reading the assigned pages (especially when the professors would contribute the most to the discussions and lectures), or studying with devotion (this was actually due to my characteristic of being a "sponge," as my Calc teacher put it)...  I just went with the flow.  Steadily, I made less effort over time.

I can't quite remember when or where it happened, but during a point of where I was gaming professionally, I realized I had strayed too far from where I needed to be.  I wasn't productive or contributing anything to society, other than a little math tutoring.  This was awhile before I came to Wizard101...so the Kevin you know now was completely different back then.  You might have called me a pessimist, or rigid.  In high school, I participated for about a month as a peer counselor.  Hearing about drama and tragic life problems made me feel that we're all independent, struggling to survive at another being's expense.  "Community" was just a word to me where society expects something from you, and that you're obligated to do said "something."

Over the years, as I completed my course requirements for college, I noticed that what I perceived about the word "community" was totally misinformed.  During my self-development, I picked up a job with the state, and completed a surplus of college classes (from personal motivation, not through anyone else's demands or advice).  I began to appreciate more and more of what I was absorbing intellectually and academically, and felt a greater need to give a little something back when I saw the intrinsic beauty of human nature that we seldom see or recognize.

The whole point of sharing this is my indirect way of testifying that education, no matter what level, is more than what we perceive or think it is.  The people of older generations are helping us from repeating their mistakes, and they've become much more successful at doing so as our technology (and spread of information) grows.  The awesome thing that sets humans apart from other creatures is our ability to problem solve, remember, and philosophize (asking the questions about life, trying to determine meaning for ourselves opposed to mechanically following authorities' directions).  The more people that are involved in higher learning, the more useful wisdom they can pass down, especially when the preceding generation has over-analyzed and dissected their issues just like we are (and will keep doing).

"Humans are not perfect" may be the cliche saying, but what makes us awesome is not using the statement as an excuse to not become better or not improve.  Growth and development is exciting, to me; I mean, consider how we have automobiles instead of riding to work on a horse, or how we can communicate with each other with a few simple clicks of the button on a smart phone, or how we can share inspiring art without requiring transportation or manual delivery.  We really have it very easy, and it's only going to become easier...  But, this is not true for everyone.

Older generations, as we can observe, tend to have more difficulty utilizing the tools that make our lives easier today.  They either feel there's no need to do something different than what they're used to over a series of decades, or they lack the confidence and motivation to learn.  Every time a co-worker of mine calls me over to teach her something on Microsoft Office, I tend to have a voice in the back of my head that wonders if I'll ever be like this some day.  It's kind of scary, to be honest.  And, every time she thanks me, but fails to conceptualize or want to "learn how to fish" as the saying goes, I feel a little broken inside in addition to that worry.  I suppose that as I grow older and accumulate more and more knowledge, I'll end up seeing an overload of information, and perhaps succumb to the same habit of not wanting to learn anything new.  (I really hope it doesn't come to that, but I remind myself it's entirely possible.)  But, I digress...

Thus, learning really is about survival as a whole race, not just individually.  Mistakes happen globally and universally, and while most readers out there are too young to really worry about this now, my contemporaries and elders can empathize with the importance of opening one's mind and sharing/teaching.  Teachers have become the ultimate heroes of this Information Age as they debunk myths, brave the unknown, experiment with the undiscovered, and dive into the dark truths of the world.  In the end, they shape their students for living better lives so these newly educated can establish even better lives for their children, and so on.  If we appreciate the services we have today, like Twitter, Google, the automobile, smart phones, computers, and airplanes, then we need to take up that responsibility of loving and taking advantage of knowledge, and hope our descendants can carry out and handle the same passion.

Monday, December 5, 2011

Petnome Project: 2011 Holiday Contest

Holiday Contest!


Help us reveal the 20 abilities of the Yuletide Spirit beforeDecember 26, 2011 for a chance to win a Super Bundle!

PRIZE:
(Courtesy of our mysterious benefactor, once again!)


Rules:

  • The information you submit MUST be on the FIRST GENERATION Yuletide Spirit.
  • Yuletide Spirits created within the Hatchery are not eligible for data submission for this contest.
  • You may submit information more than once, as long as there is new and relevant info regarding this pet.
  • The Yuletide Spirit Petnome page will be updated ONCE, daily, at 12 AM PST, to ensure greater chances of winning for more people. 
  • Once the 20th ability has been discovered, the contest will close, and the drawing will begin. 
  • If the Yuletide Spirit is NOT completed by 12:00:00 AM Pacific Time on December 26, 2011, this contest is voided.
  • Kevin Battleblood, Alric Ravensinger, SorceressMiklai, and Cassandra Dragonheart of the Petnome Team are NOT eligible to enter. 



How to Enter:
1.  Visit the Yuletide Spirit Pet Page.
2.  If you see at least one ability that the Petnome Page does not have revealed yet, click on "Click Here to Help Us Complete This Pet!" and make a valid photo submission.
3.  Once verified that you've discovered this hidden ability, we'll add your name to the Contributor List for EACH new discovery.
4.  Each time your name is listed, that counts as one Raffle Ticket that goes towards a drawing for the Super Bundle card.  Because more than one person may discover a non-revealed ability, there is a chance there may be more than a total of 20 Raffle Tickets.

The drawing will be recorded to YouTube.  Contestants will be entered (per Raffle ticket) into a list on Random.org, which will be randomized SIX (6) times, and the top name will be selected as the winner.

If there are any questions or concerns, please Contact Us here, with "Yuletide Spirit Contest" placed in the Subject Line.

Monday, November 21, 2011

Petnome's Pet Feeding List

Another tool/reference page the Petnome Project is providing and maintaining is a "library" of all the possible Pet Feeding rewards for certain items:  The Pet Feeding List.  If you need a quick way to access this without adding it to your favorites, just remember that you can find this over at the Petnome Project (one of the links at the top of the front page), or visit:


The link must be typed in verbatim to this, or else your browser will become lost in the interwebs!



If you'd like to help us out, please visit

Tuesday, November 8, 2011

How We've Truly "Transcended"

Why I think this title is a perfect fit for us as wizards AND as gamers...and a little info on the Pet Buffet Survey and small update to the Petnome Project:



Friday, November 4, 2011

Test Realm: Zafaria (Day 1)


Review of the new updates released today, and a new extended project for the Petnome Team.  A careful look over the new Pet feeding system, and a short glimpse into Zafaria!  More to come this weekend!

Sunday, October 2, 2011

Arena Design: "The Bronx"

At last Sunday's PvP party, I had the pleasure of visiting (our very own) Heather Raven's Celestial Observatory.  She allowed me a sneak peek before the event, and there were some amazing features and motifs within her design that highly impressed me.  Working with partner Donna Spellthorn, Heather brought us to a battle ring that is "out of this world," yet retained a home-sweet-home feeling for those of us who love "indoor" duels.

The Entrance
Before you even take a step, you are enveloped by a lush of lime green and teal upon arrival.  The overgrowth and abundance of plant life instantly shroud the fact that you're standing on a platform in a cold and desolate outer space.  The scattered columns and grounded flowers intuitively welcome the expectation of other humans in the vicinity...and indeed, there is Heather with her special Red Gobbler.




Within the center, there is further evidence of an existing community: walls of brick containing the battle ring.  For some, this may bring memories of a gym, a fortification, or an underground meeting room.  For me, it brought images of Teenage Mutant Ninja Turtles to mind, and thus, I quickly associated the layout with the theme of a battle-worn city, standing sturdy and stable through the years of duels within or around it.  Hence, the name "Bronx."  Let's dive in further, shall we?


The Battle Ring
You can see within the closure a gang of Red Gobblers, hopping around in search of excitement, action, and fun.  Overlooking the duels are five rooted dragon heads...perhaps trophies of Heather Raven's travels?  One day, we shall find out, but I digress.  As the battle ring stands separate from the scenery of nature, it presents a  hidden metaphor that any thoughts and emotions of any duel that takes place should remain within the boundaries of where they originate from.  In other words, "whatever happens in the Arena stays in the Arena."  The matches shouldn't be taken personally, whether a victory or loss was received; competitive tension should not step into the sovereign of friendship.



Here lies the teleporter nearby a scene of confrontation between two Colossi.  This device will launch competitors into the enclosed ring.



Another teleporter would direct travelers onto an invisible plane, as seen in the picture above.  This had my jaw dropping, as I learned something new about the teleporters:  

When the Teleporter Destinations (TP-D) are floated above a Tangible Area (an area where your Wizard can walk upon without the aid of Floating or Teleporters),  the Users will be relocated to the same point as the TP-D.  On their own screen, they will see that they are hovering in midair.  However, on other players' screens, the User is actually standing on the ground.  In addition, the User's perspective will show that other Users are standing on the ground directly below them.

To help you understand what this means, picture that you and five other friends are standing in front a Teleporter.  One of your friends walks into the Teleporter first, and will be relocated to where I am standing in the above picture: hovering next to a Celestian tree.  That friend will see exactly what the picture above shows.  However, to you and your other friends, you will see that person standing on the ground.

Now, let's say that the rest of your friends follow through the Teleporter, leaving you by yourself.  On your screen, as you look towards this Celestian tree, you will find all of your friends standing within each other, on the ground.  They aren't moving off of one another, which seems puzzling.

When you run into the Teleporter, you will find yourself hovering next to the tree, as the picture above shows. Isn't it odd that your friends aren't anywhere near the top of this tree, though they went through the same Teleporter you did?

Heather explained that this was formerly on a makeshift platform that she created out of rugs, only to be removed when she "Picked Up" something below it.  But, I believe this is one of the greatest housing discoveries accidentally made!  By floating the TP-D, you can have a full audience watching from the exact same spot -- without blocking each other's view!  What does that mean?  Infinite seats....(well, sort of...assuming that there is no limit of visitors to the house!)  Combine this idea with the wooden headboards from my MFP, and you will virtually have the best seats for everyone in the Arena.  Great find, Heather!


Rooftop View
Heather, with Donna's help, brought me another surprising innovation: the "Rooftop View."  Spectators are used to watching spells from a distance at various ground-level and inclined levels, but what about viewing spells from directly above?  This sturdy platform with a "transparent" extension left me in excited awe...


What a sight!
I'm very sure that many new prototypes and designs of the "Rooftop View" will spark and flourish within the community, thanks to our hostess's and friend's vision.  From above, you can actually look down and see the clutter of sheep within the Frost Giant's spell, or the top of the Efreet's topknot!



Since the battle ring is closed off and allows only competitors to enter, there is another teleporter for a way out.  However, there happens to be a few chairs around here...implying that a few special spectators may be allowed to watch up close...



Amazing in sight, the "Bronx" was indeed a new perspective for duelists and the audience alike.  The only thing similar to this, that we've seen before, is probably the Marleybonian Arena, where the duel takes place within a walled and roofed area.  The one drawback about this design is the duelists' point of view, and I reiterate that this Design is still a work-in-progress.  The reason why KingsIsle added some Intangible Area surrounding the battle circle tightly is to ensure that the Battle Animation cameras of each player are not obstructed by tall objects such as the brick walls or trees (this will be another topic for another day!).  But, I strongly support designs such as the "Bronx," since it places the Architect (the house designer, house owner, etc.) into a new level of decorating, where distance, placement, and perspective matter.  For example, we cannot see where the cameras are flying around, and thus, we must hop into the Arena ourselves (or with a second account) in order to test for a design's user-friendliness.  That requires a lot of patience, practice, determination, and critical thinking.

I am very sure that there will be even more impressive features as Heather revises the few flaws and upgrades the design of her ring.  I cannot wait to return...thank you, Heather and Donna!

Friday, September 9, 2011

Monday, September 5, 2011

Beyond the Spiral: It's More Than Just the Tools

In reply to a (formerly open) thread on Central:


To address multiple points without calling anyone out or directly debunking someone on their quote (since the internet easily allows something to be taken out of context, such as branching tangents), I'd like to share some behind-the-scenes history of TPC. This may seem uninteresting in relation to the post, but I feel that the team's identity has been taken out of context on a "lacking" or "having" basis -- in this case, a "lack" of the factors of using group text chat, or "having" other means of communicating. Looking into the past helps bring some truths to light, along with shattering any presumptions and assumptions. I won't go into heavy detail here, as I have already done so in a video called "The Origin of Perfect Catch;" I'll extract only events and situations that ultimately will build up to the bigger picture and allow me to share my point appropriately. (I highly advise that minds become open for this discussion.)

The five* of us ("Missy", Ronan, Fallon, Cassandra, and I) are friends through random collision and introduction via friends. Missy, Ronan, and I were closely bonded as a "team" solely for farming, questing, and taking on challenges (especially Briskbreeze, without use of a guide or tips...we basically "winged" the entire tower as 3 newbies) wherever they arose. My former YouTube channel, named KevinBattleblood (which is deleted since I closed a Gmail account that was linked) was where "KBB Experiments" was born. We were a team that sought the thrill of "thinking outside the box," and could concoct or hypothesize unexplored situations such as "sacrificing" a minion without killing it, or killing Jade Oni with Life *damage* via a wand. We had never met in person before, yet we were close enough to invest our limited free time into experimenting rather than questing and individually improving our wizards. When we farmed, we farmed until we all received what we wanted. It was a familial group where its members treated one another as human beings, opposed to avatars. "Using people" was nowhere in our dictionary.

Fallon and Cassandra had much less experience in PVP than the three of us -- Fallon had aided some friends of her past as a support role, and Cassandra, as some of you may know, hated or despised PVP, due to its environment. Missy, Ronan, and I had a lot of PVP experience via 1v1, both by taking part in a duel ourselves or by watching one another's duels. In fact, Ronan and I met through a 1v1 match, and while he was my senior in the knowledge of the game's history and mechanics (eventually becoming my Wizard101 mentor), we were equally matched in our fight. He was impressed, but we never expanded our friendship within PVP until much later. So, considering how much the five of us were involved with PVP, it's a surprise that TPC formed at all. Ronan and I never even dreamed of ever having a team like we do today... (It used to be all about 1v1 so we could avoid chain-stunning!)

Our attitude of treating other players as people (rather than as pixelated characters) opened the gates for Fallon to join our trio, and she later noticed our familial nature in our farming or questing runs. Sometimes (surprisingly) we found her sitting and watching our 3v3 Warlord matches, mildly interested in our playstyle. Going back to the fact that Missy, Ronan, and I deeply enjoyed experimenting around the game, our decks consisted of deck setups that were unconventional (no Treasure cards, a mass of utility spells, and low-rank cards like Frost Beetle and Fire Elf). We played to outlast, manipulate, and overcome written strategies; we weren't focused on mainly killing off opponents.

That is one key advantage to why we're so closely bonded and successful: we're playing for fun, not playing to win. Eventually, I encouraged and insisted that Fallon join us "for some fun" and not take PVP too seriously; instead, to treat it as Wizard101's new Briskbreeze where human intelligence provided for newer and variable challenges. The same extension was given to Cassandra Dragonheart, who was slowly finding an interest in the 1v1 scene as a Life player. 

If we lost, no one was to blame -- it is emphasized that the experience is an on-going learning experience. Fallon was the odd one out (not having extensive 1v1 experience like the three of us), but was just as welcome as any other Warlord. In fact, (fast forward a little to the present), we hold PVP parties that welcome players of any levels of any ranks to participate in a family-friendly environment (no trolling, no exploiting, etc.) so that more of the community can develop a positive interest in PVP. Again, please check out the "Origin of Perfect Catch" on YouTube, where I describe how this open attitude led to players, such as Paige Moonshade, who heavily detested ranked and practice PVP, rediscovering a positive element to the Arena. 

Mistakes happened due to the imbalance of experience among us five, but we upheld the attitude of "winning together" and "losing together." No person deserves all of the blame, and this is where Solid Snake's point in his OP surfaces. Communication may be a means of collecting data or responses and analyzing them as a team, but it extends as far as trustrespecthonor, and determination goes, and I believe that's what he's trying to point out. Yes, you can have enhanced communication time via a voice program, but it does not promise or "enhance" the chances of success, or provide a significant advantage. The PVP parties we held during the winter of 2010 included a number of deaf players who ran in our "Random Join" battles in the MFP, yet we still maintained impressive, educational, and interesting tactics with these (then) strangers on our teams. Also, pulling from my past experience in playing in professional gaming leagues (where cash prizes were rewarded), I can vouch that placing the "best" or "all-stars" together on one team and giving them the fastest means of communication in no way gave them any advantage over an opposing team that was composed of amateurs who were cohesive

Solid Snake is correct when he explained that TPC is about adaptability. I also believe our team's strength lies within WHY we are successful, rather than HOW. The four elements that I mentioned may seem independent, but they're all links that make up the chain to why we adapt against other teams so well: Trust between us allows for less hesitation and doubt when we're choosing our cards, so our plays run very smoothly; Respect gives us the confidence that no matter what happens, be it that hesitation or doubt (or an unlucky Fallonitis -- the unfortunate event where Fallon frequently fizzles) exists, we're always a team, and will never look down on one another; Honor is the implied and passive sense of mind that we represent one another as a whole, rather than four diverging parts; and Determination is what gives us endurance and to never give up on one another, no matter what personal or game-related issues may arise, both IRL and ITS. Thus, we easily build our decks in a style that "weaves" with one another, rather than having it set up in a specific fashion; our card selections evolve and morph every battle. When we run into a team that uses some specific strategy that's either known or unknown to the community, we aren't stopped dead in our tracks -- instead, that trust, respect, honor, and determination is what allows us to swerve together, and not get caught in the epicenter of the opponents' goal. 

Many of our critics believe that it is the cards that we play that provide our success, overlooking the fact that we have a certain chemistry that is indeed quite rare. Via YouTube comments, emails/PMs, and in-game testimonials, I've learned that the "four elements" don't exist for every team, which is why there is a high frequency of drama and "break-ups" of groups. Some players said they've quit PVP because they were tired of being the scapegoat for a match's outcome...and thus, many of these players have voiced their rediscovered interest in PVP because of our videos, that certainly every strategy has a weakness, and that you don't need to play dirty to overcome those strategies or require specific school-builds; they realized they needed teamwork more than anything.

There is much more I could expand on to further solidify exactly what TPC is and how we work (such as coming to positive terms with some former "enemies", our PVP workshops, etc.), but I believe everything I've written so far is enough to channel the idea that headsets are only 5% of the method. 

My advice for all PVP-interested players: Play with whom you're very comfortable with, not with whom you perceive to be the "best" or "better", because the seed within a strong and committed bond can grow into something miraculous for you. (The initial Warlords of TPC never had a thought about "replacing" Fallon, even when we struggled to adapt to 4v4 in the past). Once you develop a durable connection with your teammates (in the sense that NONE of them are ever expendable, EVEN in hard or difficult times), you will be able to excel with no limits.

(I thank and appreciate everyone who's supported AND opposed us; the many perspectives out there all helped us further fuse and bond as a team, and I could not ask for anything more. Many special thanks to Solid Snake for this surprising and thoughtful post, and many kudos to those who have spoken in our defense in this thread.)

Saturday, August 20, 2011

Arena Design: Introduction and Debut



I'm starting to think that I can be classified as a Wizard101 PvP Otaku (kudos to Lady Blade for teaching me this term!).  When it comes to designing a house, most of my passion and creativity are devoted to sprucing up the Arena circle; I just can't find the same passion for interior designing (which is mainly why many of my houses and castles are nothing but storage rooms inside; also, many Wall Hangings, Wallpapers, and Floorings find a new home in someone else's house after being adopted from the Bazaar, where I have dropped them off along with their birth certificate and immunization records).  

Well, there is a case where I've found a love for a design that isn't revolving around PvP.  Puzzle houses can take hours and hours of brainstorming, planning, executing, and testing, however.  Just being able to float things in the right places without altering something else can be tedious to a point of exhaustion or frustration.

My January Battleblood Castle is a physical representation of when my true interests (regarding housing) began manifesting.  Comparing the amount of items around the arena circle versus anywhere else, I think it's a closed case to my otaku-ness with the battle circle.  I blocked off the interior from being accessed by visitors, which funneled the focus down to the PvP Ring.  This was portraying an ancient battlegrounds where wizards have dueled for millenniums and centuries, causing the field around them to stack up with Fizzle Soot.  There is so much magic within the sedimentation that even mystical life forms could exist within; an Elder Honey Sickle is growing out of one of the "rocks."  

However, I realized that my aestheticism created a bothersome imbalance: players and spectators had minor inconveniences when utilizing the battlefield.  Slowly, I began removing items one by one in hopes of maintaining user-friendliness simultaneously with design.  Eventually, most of the rocks were removed, and I felt an evolution was due for this scene.

Fast forward many millenniums later, when the world itself becomes unstable.  The February version is a complete transformation of January's arena scenery, changing the battlegrounds into the turf of Mother Nature's wrath:  molten lava.  Think of it as the opposite of the Christianity's Flood.  Actually, the overall theme was to express "love" in a symbolic and eccentric way:  February as the "month of love," my passion for PVP, and my notoriety for Defender Pig "farms."  The lava was representative of "burning heat," whether it be for a Piggle BBQ or some other context.

This revision of the ancient battlegrounds also took on a more "functional" evolution, where the design also focused on how well others could use the PVP area.  That's where the metal platforms came in.  Instead of limiting viewers to surrounding the duelers on equal ground, I integrated the "lifted platforms" to imitate the Colosseum "feel" Dragonspyre's arena gives.  More visibility options, like low, medium, and high!

Through the PVP Parties, commentating battles from the side, and receiving feedback from friends, I reconstructed my arena further to try to optimize the battle circle aesthetically and functionally.  I haven't really had time (or the spirit) to make a behind-the-scenes video or to call it the "March" edition, especially when it required about two months to design, but here are some pictures to introduce the context.  You can click on the pictures for a bigger view:

Out from the lava of February comes a bustling explosion of human design and creations.  While Cassandra Hexthorn's MFP design was focused on the darker side of man's inventions, I contrasted with the appreciation for culture and innovation.  Welcome to "The Globe."
What humans have imagined and designed has always fascinated me.  I mean, take a look at Wizard101, and  then try to convince me that Homo sapiens aren't fascinating and clever.  This product is an example of our (again, that word...) culture.  References to movies, music, philosophy, history, games, books, and values passed down through the generations exist in these files -- records of our creativity, in other words.


Smoking columns float along with Mooshian flags to signify an active dueling grounds.  
The items within here have a theme that blend Mother Nature and mankind together.  Stone columns were crafted out of rocks by humans.  The barrel in this picture was formerly a tree that was cut down and sent to a lumber mill for carpentry.  Wooden boards with cryptic writing display our unique ability to communicate through systematic languages.

Scrolls and trophies surround the casting field.
Due to the high frequency of spectators and duelers asking other players to remove themselves from the center of the dueling circle, I began to hone my floating techniques into designing some kind of "barrier" that would (1) prevent others from trespassing through, but (2) allow visibility for both the audience and participants alike and (3) allow accessibility for potential participants (i.e. allow people to join the battle circle after a duel has ended).  I ended up creating a video on how to float items into the PVP ring.  Trophies were placed along the barrier of scrolls to give it a more aesthetic feel.

Minigames and wooden boards above the seating platforms.
There were a few hilarious glitches to the design itself...one being that if a player ran directly below a minigame kiosk that was situated on a raised platform, that player would find themselves encased within the kiosk!  The columns were also floated to ensure that visitors could traverse the area without the inconvenience of collision.  These were all late revisions to, again, enhance user-friendliness.  The wooden boards also serve a very special purpose:

The view from riding a mount and wearing a Life Amulet.
One pet peeve that I have with Wizard101 is the lack of the ability to zoom your camera in for a first-person view; your wizard's always in the way!  However, you can force the camera to zoom further in, simply by placing your character's back to a wall, and looking straight ahead, as demonstrated in the picture above.


A first-person view, without the mount, weapon, or amulet.
Five boards were placed on platforms that were perpendicular to one another to allow spectators the freedom of watching a match without their body obstructing some of the view.  With a raised view, they also provide for some awesome visibility all around.  Here are some other views from the other platforms:

"South" view

"East" view

"North" view
One guess I could make about why I become so excited about designing an arena ring:  Wizard101 is on the focus of plot development through a series of card battles.  Your wizard develops a reputation with the teachers after completing quests and defeating monsters and bosses with the use of cards.  Word of mouth, supposedly, brings your name to other characters and other worlds, and eventually you become an influence to their world or their culture.  Purses are returned to their original owners because you pulled out a blade or a trap card.  Thus, to me, what appeals the most is where you're using the cards.  The team positions, cards, decks, weapons, and pets may all look the same, but there's a noticeable change in what you feel when your battle takes place in a strange or unfamiliar area.  You're either excited, intimidated, distracted, or visually stimulated in some way, shape, or form.

So, welcome to yet another personal Battleblood project: Arena Design, where ideas and plans are executed, floating and housing mechanics are dissected, and other works within the community are appreciated.