The High Cost of Respeccing, The Low Cost of Meaning
Posted by Stropp on November 1, 2006On my look through the forums today I came across a post from a player complaining about the high cost of respeccing talents. This player felt that players were being punished for wanting to try out different specs. Tseric responded with:
The basic idea is about consequence through cost. Decisions carry weight because of costs or consequence behind them. In trying to estimate these costs beforehand and make a decision, this idea makes something carry more weight and be more meaningful for players.It’s sort of like why the only real way to play poker is with real money. Sure, you could use chips with no value attached, but the betting is less meaningful. People will bet differently with real money because there is more consequence to it and more repercussions from the action. This is what gives the game of poker its real value. The exchange between players and the betting becomes the real game, rather than simply having three-of-a-kind or fulfilling some basic game requirement.
When there are too many reset buttons and decisions can be easily overturned, boredom shortly follows because things then have no meaning.
Having players get upset or emotional about respec’cing costs only speaks to its function and the fact that it does what it does well. If nobody cared, it wouldn’t be a big deal and we might even change it. However, it was designed to make choices significant and that is demonstrated by how players react and behave in relation to it.
Simply put, Tseric is saying that actions that cost a lot are more meaningful, and that if those actions were cheap, they would quickly become boring. Hmmmm. I don’t really agree with that. After all, aren’t some of the most meaningful moments in life free? Moments with family, friends, walking along a beach with a loved one? Playing with your children?
Even in the game, the meaning comes not from how I change my talents to make my character more uber for a particular situation. It comes from the moments I share with friends. From watching an AFK player break formation and run towards a pack of Core Hounds. From being silly with fellow guildies. From just helping someone complete a quest.
I can see where Blizz are coming from, but frankly, if you are relying on making the cost of change prohibitive to players to make your gameplay interesting, you are doing something wrong. It’s certainly not what’s keeping me in the game.
I believe the primary reason for these sort of costs is to provide a money sink in the game. In a later post in the thread Tseric makes a statement that if it were a money sink, that would be Blizzard being malicious, perhaps to keep players grinding gold. Well no, a money sink in a game like World of Warcraft is a necessary thing. In fact WoW needs a lot of money sinks.
The reason is inflation. As with any real world economy, the government can’t print more money whenever it needs it. Cash is just a symbol, a representation of how wealthy a nation is. If you print more, the less it is worth. However, this is exactly what WoW does. It prints gold every time a quest reward is given out, every time a character sells a gray item to a vendor.
If there was no outlet for that constant inflow of gold, the world economies would inflate, gold would be worth less and less. A single stack of medium leather would sell for 2000 gold. Eventually a single piece of medium leather would sell for 2000 gold.
This is why talents cost so much to respec. It’s why an epic mount costs a small fortune, and a bag slot in the bank costs 100 gold. It’s why every MMORPG made so far has a money sink**.
So Blizzard aren’t being malicious for making the cost of talent respeccing high. If anything they should add more money sinks and reduce the costs of existing ones.
However Tserics last statement is what I find a bit odd. If players are upset about something, it’s working as intended. If players aren’t reacting about something, then they might consider changing it. Does this mean that if the majority of the playerbase enjoys a particular feature, Blizzard would change it so more players would not like it?
That seems counter-productive to me.
I would think that if players hate something about a game, perhaps the incessant grinding for rep, I hate Furbolgs and never want to see another one and I’m only at friendly, then that’s okay. Leave it as it is, don’t fix it because it is broken. Is this the correct attitude for a game developer? Should’t the primary motivation for a game developer be that his game is fun to play?
If something is not enjoyable, the players will find a way around it. Grinding for cash is not enjoyable to a lot of players, so they buy gold. By making talent changes expensive, the majority of players don’t bother respeccing, but some will spend dollars for gold and respec anyway. In a lot of ways this makes talent respeccing even more meaningless than if it were cheap.
Okay, so not every player is going to like everything about the game. I’m not suggesting for a minute that Blizzard should cater to the whims of every discontented player. What I am suggesting is that they take a good hard look at the features that the majority of players don’t enjoy, and make them enjoyable. If players feel the need to buy gold to do something in the game, then something is wrong with the game, not the players.
**Except, as far as I know, A Tale in the Desert. In that game there is no money, only resources. Players however are able to create their own banknotes based on the ingame barter economy.
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When you’ve been playing at level 60 long enough, it doesn’t take much to keep a pool of money around to respec every week if you wanted to. I have over 500G just sitting around on Gitr that I’d like to get to Burning Legion.
I have only respecced Gitr once, and will likely only respec Deadr once or twice, as far as my plan goes. You know how the best laid plans can go, though.
Well, my thoughts on it are that specing costing gold is a good thing. Lots of classes have an ‘ideal’ PvE build and an ‘ideal’ PvP build. Rarely are those things the same thing. I think it’s good that someone has to ‘choose’ which of those areas they are going to excel at. Otherwise every priest in PvP will be shadow and every priest in PvE will be Holy. I, personally, like seeing offspec as it adds a lot of diversity to the game.In addition, if a respecing was free, there would be no point in having a talent tree. If there is no ‘price’ for your choices, there is no point in having choices. If there weren’t talent trees, this game would be a lot less diverse than it is. I like that a combat/assassination rogue is a lot different from a Hemo rogue. I like that Protection Warriors and Fury warriors play a lot differently. Without ‘forcing’ people to choose one path, everyone would just be warriors or rogues and the game would lose a lot of depth.All that being said, do I like spending gold on respecing? Nope, that’s why I research my choice ahead of time and only respec if I’m significantly going to change something. My 60 has paid to respec one time. Went from 18/33/0 to 30/21/0. I’m certainly not going to drop gold to move a point from A to B. The more significant the price of our choices, the more ownership we have over them, and I think that’s a big part of the game.
Thanks for your comments guys.
I think you are right, talent respecs shouldn’t be free. But I think they are at a price that discourages ordinary players experimenting to get the best setup for them. What happens then, is that the player goes to external resources and selects the ‘best’ setup out of two or three templates. They then never really change again.
I also like that different specs play the game differently, but does the high cost of respecing really make the choice meaningful? If I want to play a priest and raid, then I’m pretty much forced to go holy. If I don’t, then there are guilds that won’t have me. Sort of limits my choices. If I want to do some PvP in non-raid times, I’ll be sub-par.
By all means, don’t make respecing free. But I believe it should be a whole lot cheaper.
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I don’t think the fact that respeccing costs money is an issue, but rather its that the cost increases on a curve everytime you DO respec.
Consider the new player who doesn’t really understand the talent tree, but wants to experiment with the tree to tailor his/her character to something that suits his/her playing style. The first two respecs are reasonably priced at 1 and 2G. But then the price jumps to 5G, and then 10G and then 15G!. The first 3 jumps would account for experimenting with each tree. Then to test out a blend seems forbidden by wow unless you grind furbolgs for a day. Given the fact that you are not limited to how many times you create and delete a character, a person *could* just start a character for each tree, but what a waste of time.
Regardless of what "life philosophy" wow gives for the price curve, the obvious reason is to make the player invest time (which IS money, and what money stands for). Players who invest their time in their characters results in maintaining a monthly subscriber and the more time they spend (Gold = time spent grinding), the more months the player invests in wow.
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