My good friend Ferrel of Epic Slant and various podcasts has just launched a Kickstarter campaign for a card game called Havok and Hijincks that he and his colleagues designed.
As a recent parent, I love the idea of a game that requires thought
but not a lot of time - something I can play with my wife during nap
times, but that won't take a ton of time to set up or put away. Cute
dragons on cards and some light strategy sounds like just what I'm
looking for. Between Ferrel's track record publishing three books (two
of which went to Kickstarter only after he finished the manuscripts) and
the public record of the game's development over the last year (I
provided some rules suggestions myself), this is the relatively rare Kickstarter that I can recommend without reservation to anyone who thinks they are interested in the product.
More information on the game is at http://havokandhijinks.com and the game's Kickstarter campaign runs through September 24th.
(P.S. At the risk of derailing this post with broader MMO discussion, there is a big difference between someone trying to crowd-fund a pen and paper game, and all the video game and MMO projects that have gotten so much press of late. You can actually design, test, and prototype a card game using index cards and a sharpie and have a decent idea of how the product is going to function. If you are willing to support the development out of pocket through some combination of volunteer-work by the team and fronting the art costs out of pocket, you can get most of the way to the finish line BEFORE you go to your customers and ask them to pay you. It's not impossible to do the same for a video game - see the valiant efforts of Eric at Elder Game - but that's no easy path either, and I maintain it's only a matter of time before a video game project that received a seven-figure budget from Kickstarter goes bankrupt without releasing their product.)
Monday, August 12, 2013
Sunday, August 4, 2013
Gear Catch Up Versus Bolster
I've been spending some time working on the tips from Blizzard's official guide on "catching up to 5.3" to gather some of the endgame gear from the patches I didn't play at the time. I'm enjoying most of the process and it's going reasonably quickly, but I can also see how a new player just looking to play current content with their friends would lose patience with even this significantly accelerated pace. Is this system really better than just automatically bolstering characters up to the entry level gear - a mechanic we're seeing increasingly for PVP in other games?
The Catch Up Method
Blizzard's guide is helpful and I highly recommend it to anyone who does have a new max level character in World of Warcraft. I also find it unfortunate that the developers of an MMO are in the position of having to write this document, and especially unusual that the authors are encouraging customers to skip so much of the content that Blizzard spent so much money developing.
To oversimplify greatly, the guide's main point is to get to the bare minimum gear level required for the computer to let you queue for the lowest level of the automated raid finder, and then take advantage of several mechanics that have made gearing up in these raids much faster than it was a year ago. To this end, the authors identify several low-hanging fruit in the reward scale - the kind of advice that five years ago you'd read on a player site like Player Versus Developer, rather than having the developer themselves TELL you to do X content and not Y content because the rewards are better. They even go so far as to suggest fooling their own queueing system by equipping easily obtained PVP gear - this stuff may actually be worse than the random quest rewards you already had on from leveling because some of its stat budget gets spent on PVP stuff, but the item level is high and this is all the group finder cares about.
Personally, I don't feel that players who get something early, when doing so is hard, should have a right to demand that future players must work as hard for the same rewards. However, when you consider how often WoW in particular resets its entire itemization curve, and how extreme the catch up curve is, it starts to seem like your accomplishments will be so temporary that it's hardly worth working for them - better to just show up at the end of the expansion, like I have, drive through quick to see all the sights once, and come back in a year or two for the end of the next expansion. Meanwhile, the new or returning player is forced to spend time - the guide says a week or two but this appears to assume far more effort far more consistently than what I've been putting in - grinding dailies and running random groups until they have enough gear not to hinder their friends in current tier raid content.
Bolster and other automated solutions
Just giving players the stats they need to do the content they want seems counterintuitive to a genre that is built on persistent character progression. Then again, this has happened in a variety of settings - Guild Wars 2 in particular made a big deal of this feature - and in particular in PVP settings.
I'll pick on SWTOR for a moment because their situation has evolved - and brought with it some serious growing pains. Like many games, SWTOR has a PVP-specific character statistic, which causes problems when placing new characters who do not have this stat against characters who are fully geared out - even if the newbie's gear is very good for normal gameplay, they will fare very poorly.
Bioware's first attempt to solve this problem was to make the entry level PVP set available for relatively reasonable sums of credits. Next, they moved to giving every new level 50 character a full set of entry level PVP gear for free (in the process significantly upgrading whatever random stuff you had on when you hit the cap). In the new expansion, they started implementing an automated "bolster" system that is intended to scale your stats up to some baseline level. There were many loopholes (i.e. better to go in naked than wearing mediocre gear, because this would get you an overcompensating bolster bonus) but it sounds like most of the issues have settled down.
The end result is that players show up in whatever gear they're wearing, but are boosted up to the amount of PVP stats found on the new entry-level set. This begs the question of why that's a non-zero number to begin with, rather than just using the entry level as the baseline if you're going to set everyone to at least that number anyway. Players can still spend PVP currency to get the entry level PVP gear - and I think the intent is for this to be slightly better than the automated bolstering - but the overall effect is that you should NOT need to go do something you do not want to do as a prerequisite to doing something you do want to do with your friends.
The cost of NOT bolstering
Getting back to World of Warcraft for a moment, prior to the current expansion, the developers stated that about a third of the quests in the expansion pack were daily quests so that players working on any one faction would have a variety each day the logged in. Today, the guidance straight from the developer is that all of this content is completely optional. The 3-man scenarios and 5-man instances also seem to be things that you spend only brief time in if you really want to - the real rewards are quicker and easier if you somehow get into the raid finder.
It just seems like such a waste. Time and limited resources wasted by the developer on content that won't be worth doing in six months. Time wasted by players grinding out gear, enchantments, etc, that will be blanked constantly. Time spend playing but not enjoying the game in the notoriously reward motivated random groups (that would not exist if not for the daily rewards). And - in my case as someone who actually likes small group content - entire chunks of the game that aren't worth doing because the raid finder is easier and more rewarding.
Would it really be worse to take stats off of gear altogether, give everyone what they need to do the content they're trying to do, and let players spend as much time as possible doing what they want with the people they want?
(P.S. Random speculation - a purely subscription game makes its money based on how long players spend playing, so it's especially odd to see the last big subscription game standing giving players advice on how to skip so much of the content. Either the lost revenue for NOT handing out this advice is even worse - players burning out and quitting early - or perhaps Blizzard is thinking about laying the groundwork for a business model shift where their money is less proportional to time /played.)
The Catch Up Method
Blizzard's guide is helpful and I highly recommend it to anyone who does have a new max level character in World of Warcraft. I also find it unfortunate that the developers of an MMO are in the position of having to write this document, and especially unusual that the authors are encouraging customers to skip so much of the content that Blizzard spent so much money developing.
To oversimplify greatly, the guide's main point is to get to the bare minimum gear level required for the computer to let you queue for the lowest level of the automated raid finder, and then take advantage of several mechanics that have made gearing up in these raids much faster than it was a year ago. To this end, the authors identify several low-hanging fruit in the reward scale - the kind of advice that five years ago you'd read on a player site like Player Versus Developer, rather than having the developer themselves TELL you to do X content and not Y content because the rewards are better. They even go so far as to suggest fooling their own queueing system by equipping easily obtained PVP gear - this stuff may actually be worse than the random quest rewards you already had on from leveling because some of its stat budget gets spent on PVP stuff, but the item level is high and this is all the group finder cares about.
Personally, I don't feel that players who get something early, when doing so is hard, should have a right to demand that future players must work as hard for the same rewards. However, when you consider how often WoW in particular resets its entire itemization curve, and how extreme the catch up curve is, it starts to seem like your accomplishments will be so temporary that it's hardly worth working for them - better to just show up at the end of the expansion, like I have, drive through quick to see all the sights once, and come back in a year or two for the end of the next expansion. Meanwhile, the new or returning player is forced to spend time - the guide says a week or two but this appears to assume far more effort far more consistently than what I've been putting in - grinding dailies and running random groups until they have enough gear not to hinder their friends in current tier raid content.
Bolster and other automated solutions
Just giving players the stats they need to do the content they want seems counterintuitive to a genre that is built on persistent character progression. Then again, this has happened in a variety of settings - Guild Wars 2 in particular made a big deal of this feature - and in particular in PVP settings.
I'll pick on SWTOR for a moment because their situation has evolved - and brought with it some serious growing pains. Like many games, SWTOR has a PVP-specific character statistic, which causes problems when placing new characters who do not have this stat against characters who are fully geared out - even if the newbie's gear is very good for normal gameplay, they will fare very poorly.
Bioware's first attempt to solve this problem was to make the entry level PVP set available for relatively reasonable sums of credits. Next, they moved to giving every new level 50 character a full set of entry level PVP gear for free (in the process significantly upgrading whatever random stuff you had on when you hit the cap). In the new expansion, they started implementing an automated "bolster" system that is intended to scale your stats up to some baseline level. There were many loopholes (i.e. better to go in naked than wearing mediocre gear, because this would get you an overcompensating bolster bonus) but it sounds like most of the issues have settled down.
The end result is that players show up in whatever gear they're wearing, but are boosted up to the amount of PVP stats found on the new entry-level set. This begs the question of why that's a non-zero number to begin with, rather than just using the entry level as the baseline if you're going to set everyone to at least that number anyway. Players can still spend PVP currency to get the entry level PVP gear - and I think the intent is for this to be slightly better than the automated bolstering - but the overall effect is that you should NOT need to go do something you do not want to do as a prerequisite to doing something you do want to do with your friends.
The cost of NOT bolstering
Getting back to World of Warcraft for a moment, prior to the current expansion, the developers stated that about a third of the quests in the expansion pack were daily quests so that players working on any one faction would have a variety each day the logged in. Today, the guidance straight from the developer is that all of this content is completely optional. The 3-man scenarios and 5-man instances also seem to be things that you spend only brief time in if you really want to - the real rewards are quicker and easier if you somehow get into the raid finder.
It just seems like such a waste. Time and limited resources wasted by the developer on content that won't be worth doing in six months. Time wasted by players grinding out gear, enchantments, etc, that will be blanked constantly. Time spend playing but not enjoying the game in the notoriously reward motivated random groups (that would not exist if not for the daily rewards). And - in my case as someone who actually likes small group content - entire chunks of the game that aren't worth doing because the raid finder is easier and more rewarding.
Would it really be worse to take stats off of gear altogether, give everyone what they need to do the content they're trying to do, and let players spend as much time as possible doing what they want with the people they want?
(P.S. Random speculation - a purely subscription game makes its money based on how long players spend playing, so it's especially odd to see the last big subscription game standing giving players advice on how to skip so much of the content. Either the lost revenue for NOT handing out this advice is even worse - players burning out and quitting early - or perhaps Blizzard is thinking about laying the groundwork for a business model shift where their money is less proportional to time /played.)
Wednesday, July 24, 2013
The True Story of Theramore and Pandaria
Nearly a year ago, Blizzard rolled out a pre-Pandaria special release of the in-game World of Warcraft scenario that destroyed the long-standing Alliance town of Theramore. My reaction at the time was that the events shown in game made no sense without context provided from the novel, Tides of War, that was released around this time. I picked up a copy of the novel as part of my pile of offline trip reading, and it turned out that I had only part of the partial story... it's the entire expansion that is only now making sense to me after having read the book.
In addition to explaining how and why Theramore was wiped off the map, the book describes how numerous Alliance and Kirin Tor NPC's were killed in the bombing. Their deaths were not immediately apparent in-game, and are a key part of the political context for the entire expansion - why it is such a big deal for both sides when conflict breaks out over the newly discovered continent of Pandaria. The player finally encounters the survivors of Theramore in the Alliance Thunder Isle storyline (patch 5.2), and is left to piece together what happened to them in the time since last they were seen in game from random snippets of dialog.
A Blackrock Orc named Malkorok is introduced in the novel as Garrosh's personal enforcer, at a minimum helping to enable the Warchief's fall to the dark side. His actions - murdering anyone who disagrees with Garrosh and denying the Warchief's most closest advisors access to their leader - are apparently a big part of how the other leaders come to the conclusion that Garrosh must be removed, even if it means working with the Alliance to do it. In game, this character is a throwaway character in one of the scenarios added in patch 5.3, and in a quest along the Horde storyline. I guess he'll probably be a raid boss next patch, and most players won't know why.
More generally, my initial impression of the Pandaria expansion storyline, NOT yet having read the book, was extremely mixed. I felt that the Pandaren stereotypes (serene but hungry) were jokes that got overused and that the faction tension appeared artificial with the two sides in the conflict somehow taking on the same foes as they work across the continent. Now I understand the narrative decision that brought us to Pandaria, and the seemingly odd decision to pre-announce that the Horde's own faction leader would be the expansion's final boss.
The entire continent is a narrative gimmick, used to introduce the concept of "Sha" - physical corruption of people who have negative emotions - to take Garrosh's story to the end of his career as Warchief. Knowing that this is what the story is about - and knowing all the context that was only available in the book - now makes me much more interested in seeing this seemingly bizarre detour in the story of Azeroth through to its ending. It also emphasizes how inadequate the in-game treatment of the story was, when a player could go to the level cap, covering a fair amount of the content in the process, and have no idea what was going on.
In addition to explaining how and why Theramore was wiped off the map, the book describes how numerous Alliance and Kirin Tor NPC's were killed in the bombing. Their deaths were not immediately apparent in-game, and are a key part of the political context for the entire expansion - why it is such a big deal for both sides when conflict breaks out over the newly discovered continent of Pandaria. The player finally encounters the survivors of Theramore in the Alliance Thunder Isle storyline (patch 5.2), and is left to piece together what happened to them in the time since last they were seen in game from random snippets of dialog.
A Blackrock Orc named Malkorok is introduced in the novel as Garrosh's personal enforcer, at a minimum helping to enable the Warchief's fall to the dark side. His actions - murdering anyone who disagrees with Garrosh and denying the Warchief's most closest advisors access to their leader - are apparently a big part of how the other leaders come to the conclusion that Garrosh must be removed, even if it means working with the Alliance to do it. In game, this character is a throwaway character in one of the scenarios added in patch 5.3, and in a quest along the Horde storyline. I guess he'll probably be a raid boss next patch, and most players won't know why.
More generally, my initial impression of the Pandaria expansion storyline, NOT yet having read the book, was extremely mixed. I felt that the Pandaren stereotypes (serene but hungry) were jokes that got overused and that the faction tension appeared artificial with the two sides in the conflict somehow taking on the same foes as they work across the continent. Now I understand the narrative decision that brought us to Pandaria, and the seemingly odd decision to pre-announce that the Horde's own faction leader would be the expansion's final boss.
The entire continent is a narrative gimmick, used to introduce the concept of "Sha" - physical corruption of people who have negative emotions - to take Garrosh's story to the end of his career as Warchief. Knowing that this is what the story is about - and knowing all the context that was only available in the book - now makes me much more interested in seeing this seemingly bizarre detour in the story of Azeroth through to its ending. It also emphasizes how inadequate the in-game treatment of the story was, when a player could go to the level cap, covering a fair amount of the content in the process, and have no idea what was going on.
Thursday, July 18, 2013
Things I Missed In Game
The downside to being away from MMO's for a month is that stuff happens when you're not around. A few things I observed from afar:
- Another round of double exp weekends in SWTOR. A bit disappointed to have sat this one out, the exp rate would have gotten my third character through their class story and made a decent dent in a fourth.
- FFXIV's third closed beta phase (received invite). Indifferent to having missed this, as characters were wiped at the end of beta 3, and supposedly characters will NOT be wiped at the end of the open beta/phase 4. Not sure how they're going to have both a non-reset open beta and a pre-purchase headstart program, guess we'll know in a month or so.
- Growing pains in Marvel Heroes. The game's launch was a bit of a mess. The patcher kept re-downloading the entire game client to the point where technical support was recommending that you install the game through Steam. There were a variety of bugs and quality of life issues associated with quest rewards. Perhaps most interesting, the studio has announced plans to move away from the completely random drop system for earning heroes in game and instead use a token unlock system. Given that playing real characters from the IP is a central selling point of the title, I don't know if it's more puzzling that they refused to give ground on this point for so long, or that they reversed so suddenly. Either way, the game looks like it's in much better shape than it was a month ago.
- Other things I'm not tracking so closely include Rift's business model shift (came down just before I left, haven't really heard much discussion since) and TSW quietly putting out DLC at a decent clip after the game's relaunch and the relocation of its studios.
Wednesday, July 17, 2013
Adapting to MMO Churn
I enjoy the occasional time "offline" from my hobby reading and writing about MMO's. It's a change of pace and a chance to get perspective on the way things have been going, both in my personal gaming life and in the bigger picture. My thought, sitting back and observing the major discussions of the last month, is that this entire genre - players, developers, financiers - is still struggling to adapt to the current reality that MMO's are no longer a long-term commitment to a single title.
- Business model discussions remain the hottest issue in MMO's, in part due to Blizzard's effort to create the infrastructure and groundwork for a significantly expanded cash shop in World of Warcraft. The upcoming title Wildstar is actually announcing in advance that they intend to make a business model announcement in the future. This environment is affecting the direction of game development, as studios struggle to recoup ever rising costs, but no one seems to have found a solution that is as mutually acceptable to both producers and consumers as the monthly subscription was in the days where players stayed put for the long haul.
- Increasing portions of the innovation that we're seeing in MMO's focuses on lowering entry barriers to combat the effects of churn on PVE groups and guilds. WoW announced a new raid format with flexible group sizes in early June. SWTOR is rolling out story mode flashpoints which remove the requirement for the holy trinity, and has also added guild bonuses that require players to be in guilds that have at least 25 active accounts. Titles including FFXIV and WoW are adding instanced content intended to train players to function in groups. These features simply weren't necessary in the old days where players stuck with games for the long haul and were forced to learn to group as they leveled.
- Another topic of the day is the decline of MMO bloggers - especially blogs that focus on a single title. In an era where more and more people are hopping in and out of games, the investment required to set up a dedicated blog for a single title is harder to justify and sustain. The same seems true for single-game podcasts - the recently concluded 200-episode run of Casual Stroll to Mordor is the highest profile example, but I've been seeing both smaller numbers and shorter runs on game-specific podcasts for a while now.
- I think the story of the Pandaria era in WoW is that Blizzard attempted to use incentive design to replicate the level of daily engagement that players had in Azeroth back in the days where people stuck with the title for years. My view is that people stuck with WoW in 2005-2006 largely because no other title on the market in that era was as focused on solo play, and that people formed legitimate social bonds that led to ongoing long-term engagement as an accidental consequence of not having anywhere else to go. You can get players to log on for daily quests, dungeons, and raids, but you cannot replace genuine social ties with an alliance of convenience motivated purely by the fastest path to the daily incentive reward. Instead, the artificial drive for commitment leads to faster burnout.
Labels:
Baseless Speculation,
Business Models,
FF Online,
PVD,
Star Wars,
WoW
Thursday, June 13, 2013
PVD Summer Vacation
It's been a busy summer thus far and only stands to get a bit more hectic. As a result, extended summer vacation for the blog starts a bit early - it's not worth stressing about when I'll have time to update the blog. I should be back up and running in mid-late July. As always, comments will be moderated while I'm away from the helm to keep the place from filling up with spam. Have a good summer everyone!
Thursday, June 6, 2013
Character Transfer Diservice
I picked a server a bit over a year ago, after consulting with three bloggers who I knew were playing the game. All recommended the same server and even the same bloggers' guild. The third party stats sites guesstimated that the server was the number three RP server in the region. Unfortunately, the guild didn't really work out - all the members seem to have gone off to other games, and I haven't even been able to find people to get guild invites for my new alts, leaving me on a server where I don't know anyone. I can name at least three other servers where I would rather be playing today, but for the not-so-minor issue of all the time and even money I have invested on the server with my six current characters.
If you really follow my games and guilds closely, you might have guessed that the unnamed game experience described above is in SWTOR. Most of you were probably scratching your heads, because a highly similar scenario exists in many MMO's.
SWTOR's transfers
After promising for the better part of a year that character transfers were finally coming - a year which saw 90% of the game's servers closed, including the seemingly healthy one I picked several months post launch - Bioware has announced its paid character transfer service. Transfers will cost $14-18 per character (depending on how you purchase your cartel coins), and it looks to me like they will NOT be available for resale in the in-game auction house.
Bear in mind that this is a game that specifically promoted making all of your alts on the same server though the game's legacy system. My six characters cover all the crewskill professions and each has probably a million credits worth of in-game currency investment in terms of character-specific legacy perks, collection items, companion affection purchased with gifts, etc. More importantly, these characters share a large array of server specific legacy unlocks, a few of which I even purchased in the cash shop using my subscriber point stipends.
Despite all of these reasons why I opted to make this many characters in the first place and all the claims that the transfer service would be "legacy friendly", there is no discount for transferring multiple characters off of the same server. I would either need to leave behind characters - and not get any credit for their future efforts towards my legacy on the new server - or else be prepared to fork over $80. Even if I did move to a server that's better today (the Harbinger server, home to the Ootinicast crew, would otherwise be a top contender), I'd have no guarantees that I won't be in the same boat in a few months if the new server also goes belly up.
An industry-wide standard
In a related story, Blizzard is running a one-week only sale on its paid transfer services - Azuriel points out that even at 50% off these prices are still higher than the SWTOR prices. At the time Blizzard announced the service, the stated justification for such high prices was to recoup the development costs for the transfer feature and to deter frequent use of the service to enable antisocial behavior. Apparently both of these arguments can be dispensed with if it encourages more transfer fees. Tera also apparently had a window for open transfers that is coming to an end, with a new fee starting next week.
I get that locking players into static servers worked great for the industry in 2004, in part because that's what the technology of the era could support. It's not 2004 anymore, and I don't think it's reasonable to punish customers for choosing "wrong" months or years ago by charging them to play with their friends in a genre that's struggling to find ways to keep customers engaged in the product. It's not good for my enjoyment of the game as a customer, and therefore it's also not good for Bioware's revenue when my poor experience leads to less money spent on their product.
It doesn't have to be this way. Many modern games offer single-shard or cross realm functions in one way or another (Cryptic games, GW2), and we also have the example of Rift, which offers free transfers between its more traditional servers. Unfortunately, this feedback falls on deaf ears when developers can rake in nearly six months' worth of sub fees by selling a single customer in my position on paying to solve a problem that was not the customer's fault.
If you really follow my games and guilds closely, you might have guessed that the unnamed game experience described above is in SWTOR. Most of you were probably scratching your heads, because a highly similar scenario exists in many MMO's.
SWTOR's transfers
After promising for the better part of a year that character transfers were finally coming - a year which saw 90% of the game's servers closed, including the seemingly healthy one I picked several months post launch - Bioware has announced its paid character transfer service. Transfers will cost $14-18 per character (depending on how you purchase your cartel coins), and it looks to me like they will NOT be available for resale in the in-game auction house.
Bear in mind that this is a game that specifically promoted making all of your alts on the same server though the game's legacy system. My six characters cover all the crewskill professions and each has probably a million credits worth of in-game currency investment in terms of character-specific legacy perks, collection items, companion affection purchased with gifts, etc. More importantly, these characters share a large array of server specific legacy unlocks, a few of which I even purchased in the cash shop using my subscriber point stipends.
Despite all of these reasons why I opted to make this many characters in the first place and all the claims that the transfer service would be "legacy friendly", there is no discount for transferring multiple characters off of the same server. I would either need to leave behind characters - and not get any credit for their future efforts towards my legacy on the new server - or else be prepared to fork over $80. Even if I did move to a server that's better today (the Harbinger server, home to the Ootinicast crew, would otherwise be a top contender), I'd have no guarantees that I won't be in the same boat in a few months if the new server also goes belly up.
An industry-wide standard
In a related story, Blizzard is running a one-week only sale on its paid transfer services - Azuriel points out that even at 50% off these prices are still higher than the SWTOR prices. At the time Blizzard announced the service, the stated justification for such high prices was to recoup the development costs for the transfer feature and to deter frequent use of the service to enable antisocial behavior. Apparently both of these arguments can be dispensed with if it encourages more transfer fees. Tera also apparently had a window for open transfers that is coming to an end, with a new fee starting next week.
I get that locking players into static servers worked great for the industry in 2004, in part because that's what the technology of the era could support. It's not 2004 anymore, and I don't think it's reasonable to punish customers for choosing "wrong" months or years ago by charging them to play with their friends in a genre that's struggling to find ways to keep customers engaged in the product. It's not good for my enjoyment of the game as a customer, and therefore it's also not good for Bioware's revenue when my poor experience leads to less money spent on their product.
It doesn't have to be this way. Many modern games offer single-shard or cross realm functions in one way or another (Cryptic games, GW2), and we also have the example of Rift, which offers free transfers between its more traditional servers. Unfortunately, this feedback falls on deaf ears when developers can rake in nearly six months' worth of sub fees by selling a single customer in my position on paying to solve a problem that was not the customer's fault.
Labels:
Business Models,
Guild Wars,
My Characters,
PVD,
Quality of Service,
Rift,
Star Wars,
TSW,
WoW
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