Why I Love ArenaNet

I think the fix that we had for syncing worked for what it was intended to do, it just brought to light greater issues with the problem. Why are people syncing? To get a team that they feel is guaranteed to win. Why is that so important? Because most people are playing for title points, not for fun - thus losing is seen as inefficient, and generates resentment to whoever is the "source" of your loss. So playing on truly random teams was fantastic for people that are either more casual, or just interested in playing for playings sake - it's like just joining in to a random TF2 server. You can go in, shoot some guys, help your team with your objectives, and probably have fun regardless of the outcome. Titles (and related things, like Fame) in GW have been a double edged sword: they're a terrific motivation for people to play, but as we've seen, sometimes they come with some consequences. So while we can implement the syncing fix, I don't think it's in our interests to do so until it's coming along with something that's part of fixing the bigger problem. Generally I'm not a fan of band-aid solutions unless there's no other choice, I like to get at the real problem where we can. And for what it's worth, bug fixes for old stuff do make it into the builds that we're putting out when we've got time for them. The unfortunate reality of the situation is that with the size of the team, we're only able to do so much, and new stuff has to be a priority. It's not our job to be making money first (although it is always a concern; we are a business after all, and we need to show that our team is valuable and worth keeping around) rather, it's to keep people excited for and engaged with the game. New content is always going to be more compelling in that regard - it gives people something to look forward to, speculate about, argue over, and eventually play (or play with, in the case of features.) I have to prioritize doing the things that buy us the most positive returns, and hope that we'll be able to work toward the resources to better include maintenance as well. John Stumme 18:40, 27 December 2010 (UTC)

GW Lead John Stumme gives a very detailed, thoughtful, and clear answer as to why reworking older content/fixing bugs/PvP syncing is on a lower priority than new content.

It's so nice when things are explained sanely and clearly, without being patronising or mysterious.

There are many, many company representatives out there (not just games folk) who could take tips from how Stumme answers questions.

Plinks - The Lady of Shalott

Just a taste of what my poor neighbours have been subjected to since I got my iPad. XD

I've lost so much over the last decade of totally not touching any piano or simulation thereof.

Right now I can play (yes, yes, I fumble, I need more practice) either chords with 1 hand, and only 1 hand, or no chords, but with both hands... and only the intro right now - because when it gets past the intro my brain explodes and my hands go everywhere.

Which is sad because I think the 2 handed version sounds so much richer and more beautiful.

More practice! More torturing of ze neighbours! XD

P.S. What makes this particularly horrifying for my neighbours is that I'm doing this by ear. I can no longer read scores/sheet music, I've totally forgotten how. Not that there seem to be scores of this free on the Intarwebs anyway, but since I can't read em... it's a moot point.

The fling is over, I'm going home.

*snuggles Rotty*

Cataclysm is beautiful, but it ultimately brought home to me how much I hate WoW's combat architecture, and how I disagree with almost all of Blizzard's game design choices. And so, in what was probably a foregone conclusion in the first place, I've cancelled my subscription again.

That being said - Cataclysm is truly polished work. If this had been the first expansion I'd played, rather than the Burning Crusade, I might never have left.

But now, it's time to catch up with Gwen and Keiran, and to get back to feeding toes to Rotty!

Public Groupon Editorial Manual - Some of the Best Guidance on Writing Humourous Marketing Copy You'll Find on the Intarwebz (and Arguably, Anywhere Else)

https://docs.google.com/View?id=dmv9rbh_11gtqx983t

Groupon's writing style is very similar to Thinkgeek's - absurd, witty, and engaging without ever sacrificing clarity of information, and the hard-sell call to action.

I was going to write that it 'may not be appropriate for all markets and clients', and then I realisd that while it definitely may not be appropriate for all instances - what is? It's appropriate for many, many instances.

It's just that clients are often afraid.

And when clients are afraid, they fall back on corporatese.

That's one of the tragedies of copywriting. Corporatese. I can write it. I do write it. But it makes the craftsperson in me who wants to deliver a fine product sad every time.