Monday, 8 March 2010

And it all worked out pretty well

Dear reader. You may remember this justified angsty post from September last year. After that post it actually took me almost another month to start working, and yet another month to really pull myself together - or finally panic enough - and get into the writing frenzy which was needed at that point. I made it, I handed in my thesis in time (on 28.12.) and as of last Friday I am in possession of a certificate that boldly states that I've been awarded an academical degree. Wheeee!

Huge, huge, infinite thanks to Alqua and Colt for all the moral support and motivation they provided when it was most needed. And it was needed more than you can imagine. I can't thank you enough. Also, without further elaboration on this point, really big thanks to my parents, for everything.

So, why have I not been blogging more recently? Again, I am not sorry. The limiting factor, once again, is time. I am currently shifting mine between the following things:
  • Work - the one I'm still in until the end of the month and still have more than a few tasks to finish for before I can walk off into the sunset.
  • Job search - my future, wonderful employment. It's going to be wonderful, I'm sure! Anyway, finding it and getting into it does require some additional investment. Lots, in fact.
  • Pushing Enthusiasm forward - our little and ambitious guild has blossomed over the last couple of weeks. Growth and development, however, require lots of attention, and it'll take a while before things settle into patterns and we can shift into "low maintenance mode".
  • Actually playing WoW - quite a fun thing to do. Really.
  • Researching on WoW - I like to know stuff. About my own role, and about others' roles as well. Especially since I'm kind of trying to grow into the position of a raid leader, it's really useful to know what's actually going on during those encounters. And crucial to have at least a basic understanding of all classes. Trying, trying.
  • Domestic tasks, social contacts - everything human beings tend to do in addition to the sleep/work/hobby trinity.
  • Blogging. Oh yes...

So, without any malice or disinterest on my part, blogging just ends up being the thing easiest pushed off the priority table. But I'll try, I'll do my best. As of now, I have a pretty specific topic on my mind I want to write about at length. Stay tuned!

Friday, 19 February 2010

Why you should watch the Fall of the Lich King cinematic

Well, first of all, you don't have to. It is, obviously, your choice. I'm just here to tell you that you have no reason not to. And no worries, it won't contain spoilers.

So, Rem, do you read the ends of books ahead of time, too? Well, no. But World of Warcraft is not a book. It's not even a film. It's a game. And the purpose of a game is not so much telling you a story, as letting you take part in a story. Yes, I hear you shouting that you care a lot about the game's story. Your claim may be more or less justified by how much or little you actually learned about the background and history of the game so far, but I hear you in either case. That's exactly the point. You should watch the cinematic because you care about the story, not despite. Confused? Let me explain.

Like I said, the purpose of a game is letting you take part in a story. Consequently, the point at which you will be automatically confronted with the cinematic is tied to your in-game actions. To be more precise, to your defeating the Lich King for the first time. This is an event that may never take place. Despite all the ramblings about how "easy" the game is, it's not all that easy in fact. There is no telling at this point in time if you (or me) will actually be good enough to defeat the Lich King. I'm not saying you (or me) won't, I'm only saying the information is not available yet. Unless you've already done it. In which case you've already seen the cinematic. In which case .. uh .. this whole argument is not aimed at you anyway. Right, talk about trolling oneself. Where was I.

Let's assume you are good enough (and me too, yay!), because that's the more interesting thing to assume anyway. Allow me to describe the probable course of events. Allow me to attempt to immerse you into the atmosphere of the moment. The tension of the final sequence of the hardest boss fight in the game. Someone will be shouting "10% ... 5 ... 3", someone else countering "30 seconds to enrage ... 20 ... 10 ... COME ON, GIVE HIM ALL YOU HAVE!", and then, with the last bit of mana, health, energy, rage and pure will, he will fall and Vent will erupt in cheers, cries and yells, while you'll be fist pumping and/or doing a little dance (as well as cheering, crying and yelling). There will also be some cinematic playing in the background. You think you'll care, at that moment?

Besides, it's not really like you're actually jumping in the story arc. The story is technically already told. It's a long story, which started all the way back in WC3 and is rooted in even older events. But now it is at its end. Did you do the Wrathgate questline, the Matthias Lehner questline and the ICC questline? Then you do not need to flip forward to the last page. You are on the last page. That the Lich King will be defeated is not a spoiler, it's a rule of the genre. The story is told. The rest are details. You may, of course, defer reading the last page until you personally reach a certain milestone. Keep in mind though that when you do, you'll go out to party and drink. And when you return and sit down to re-read what you half missed, you may feel it's not quite as spectacular as reaching the milestone itself was.

Of course, this is not quite true. There are still a couple of blank pages between where you are now and the last page (i.e. the cinematic). But those will remain mostly blank. This is the place where, once again "take part" comes into play. This space will be filled with your adventures, with your personal path to the goal. It is a story no one else will write. More importantly, it is a story that is going to be better than what anyone else will write. It will be more exciting and more epic, because it will be yours. If it wasn't, if, instead, a 4 minute cinematic, no matter how atmospheric and well done it is, was better than anything you experience on the way to it, then, frankly, we'd all have wasted our time.

Don't save the cinematic as "the best thing for last", because it is not the best thing. Don't see it as a climax, because it's not. The climax, the best thing will be how you and your peers will carve their way to that ultimate battle and how everyone will do their very best to prevail in it. You should watch the Fall of the Lich King cinematic, because it is merely an appetiser for the hopefully even better things that lie ahead on your path.

Monday, 8 February 2010

Wrong sport, lads and lasses

The recent Ensidiagate prompted me into posting on a subject that's been on my mind for a while now: the morality of competitiveness. Maybe I should have used that as the title of the entry, but, honestly, my titles sound preachy enough as it is. So, what is this all about, anyway? Competition.

Competition is an interesting thing. A two-edged blade. Competition means motivation, determination. It is a reason to try to be better. Competition is the antidote to complacency, and thus a catalyst of progress. Us not living in caves is a direct result of competition.

Curiously, having come so far since the time we left the caves means that competition has changed as well. In fact, outright competing with the next person is societally frowned upon, and usually manifests itself in the less productive forms of constant 1-up'ing and raging envy. Also, mobbing and other sorts of ugliness.

The medium through which we experience modern competition in what is considered a "pure" form is almost exclusively sports. It is easy to argue that sports, as such, arose from the demise of competition as it was known in former ages of mankind, as a mimicry of activities that once constituted the competition for survival (and procreation): hunt, war, elopement, gathering, perseverance. Not that war could be attributed solely to "former ages of mankind", but at least we don't want it to be an open competition anymore.

So, sports. The pitfall here is what kind of sports we grow up with, what sports get the most spotlight and gain the highest prominence. Football/soccer and basketball matches are frequently decided by coaxing the referee into a wrong decision in your favour. Fall down without having been shoved, talk trash to disturb concentration and hope for a rebuttal that may be punished as an additional bonus. Yell at the referee and argue every decision. No-no, my foot wasn't behind the line. Inconceivable.

Then there's athletics, cycling and similar disciplines, which seem to have long evolved into a race of "who can shove more stuff into their body without being caught overstepping an official rule". The phrase "usage of illegal doping" alone is amusing already, when you think about it - it means there is legal doping, so, the question isn't really "if", but only "by how much". The answer may arrive in the form of a life-ending heart attack at age 40.

Speaking of racing - Formula 1, anyone? Turned into a competition for finding the most improbable loophole in the technical regulations. Funnily, the stricter and more complicated the rules get, the more severe those loopholes are. Back when the limits were more relaxed and everyone was shooting for the sky, the differences were more, you know, tangible. Back then, A had a better engine, B had a better chassis and then we watched it unfold. Now it's all "so, turning this screw 57° to the right can be justified with the following paragraphs as not contradicting to those other paragraphs, and it also gives us half a second per lap".

Major sports these days are a cutthroat business where the limits of the "humanly possible" were reached decades ago, and now everything that gives you any sort of advantage that is not in clear and unmistakable contradiction with the rules is considered "fair game". And then you venture into regions that are in contradiction with the rules and simply hope not to get caught. You are supposed to take everything you can get, try to grab some more and then act as you deserve even more yet.

Having grown up with this image of sports and thus competition, we arrive in a place where everything can be justified by pointing out that X is going up against Y. A "competitive situation" is suddenly a sufficient reason to abandon all honour, humanity, grace and dignity. You are supposed to bite and claw, to kick and punch, to blow low and exploit, exploit, exploit. All is fair in love and competition.

I would like to introduce you to another sport - or, rather, remind you of its existence. One that is not as widely popular world wide, which doesn't get much prime time spotlight. I'm talking about Snooker, a billiard variation with an emphasis on high precision and, most importantly, strategic thinking. Is Snooker competitive? Oh, boy, yes. Look at the faces of the players. They want it. They want it badly. So, what's the difference?

The difference is that Snooker is a deeply aristocratic sport by its very nature and origin. You can't play it in school yards, you can't play it in pubs, half drunk. You have to overcome a high entry barrier to play it at all, and thus, it has traditionally been coined by the, dare I say, noble. Therefore, the standards the players are held up to are inherently higher. And I don't mean merely things as the dress code. I mean moral standards. An example.

There is a rule that forbids you to, at any point, touch a ball, any ball, with any part of your body or clothing. This is something that can be very hard to keep track of, because it basically only becomes relevant in those cases where the intended shot is a highly tricky one, so the view will be obscured, and although the referee will try his best to have a line of sight, he'll also do his best to accomplish this without distracting the player (ideally staying out of his field of view). You can't exactly drive a camera in there either. Besides, in the vast majority of cases, the fleeting contact of, say, a sleeve with a ball wouldn't do anything. So, what?

I'll tell you what. It is considered and unexceptionally accepted the duty and obligation of a player to announce an illegal contact when he becomes aware of it. Immediately. Even if nothing has moved even by a dust particle's margin. It's a matter of honour, it's a matter of morality, it's a matter of what defines you as a Snooker player and earns you respect. Just as a pointer, respect is what earns you money through the discreet ad sticker you're wearing on your breast pocket. It is not considered "okay" to run with it, just because no one noticed.

If you touch a ball, you admit it. If you are carefully swinging at the ball and your cue touches it before you execute the actual shot, you announce it. If you get a double contact (white jumps back from first contact with other ball and hits cue again before you pull it away), you say it. Even if no one noticed. Even if it costs you the frame, or the match. You don't try and figure out how much you can get away with. You don't care how much you can get away with. You care about fair and clean competition, and you are not interested in any unfair advantage.

If you get a fluke (i.e. a lucky shot with a much better outcome than initially planned), you apologise. You appreciate its results, of course, and the opponent accepts them gracefully, without any "lol ur lucky nuub" rage. Luck is part of competition, as it is of any process. But you apologise. When your opponent masters a particularly difficult situation successfully, or plans and executes a masterful shot, you congratulate. You don't cry "hax" and rant about how his haircut is overpowered, but show respect for the skills of your opponent. It's tradition. You just do it. Failure to comply with the moral standards of the game is as severe as a violation of its functional rules.

The bottom line is, competition does not have to be that dirty, grey-zone, cutthroat, no-respect-for-anyone dogfight we learned to accept it to be. You can compete, and compete on a very high level, without disregarding respect and morality. And next time you think about competition and what it allows and justifies, don't think about what ESPN is showing right now. Think about Snooker. Otherwise you're just tuning yourself to the wrong ideals.

Sunday, 7 February 2010

Analogy of the day

Taken from the WoW tanking forums:

Being a gorgeous 18 year old girl allows you go out with as many guys as you want. But in the end, you're still a bitch.

Being a tank is the same thing. It does allow you to coerce people into doing things they don't want to. But in the end, you're still a bastard.


Oh, and since we're at it, here a very, very nice statement I read (and saved) a few months ago on the MMO-Champion forums:

This is my opinion. There are many like it, but this one is mine. The game does not suck completely just because I've run out of normal modes to farm gear from. The game is neither easy, nor hard, except from my own vantage created by my experience and skill that makes it so in my mind. Naxx does not suck just as Sesame Street does not suck. I won't complain about 6th graders having it easy because their algebra homework doesn't compare to the rocket surgery I perform daily at a 6 figure job. They have to start somewhere just like I did. Even though I am very smart and skilled, I am one person of a 25 man raid who killed a boss. I did not solo him with my skinning knife even though I sometimes talk like I did. Let me live to a 102 and still have a hard mode achieve out there worth getting or strike me down now if I cry about no new shiny new content with so much still left in the game to do.

Saturday, 30 January 2010

Adopted unrealistic expectations

Today my favourite druid recalled a funny incident we experienced yesterday in our good-night-PuG, which took us to Drak'Tharon Keep and teamed us up with a DK, a shaman and a mage.

To recap. The mage asked if people wanted a table, to which the DK responded with "nah let's make it a quick run". How is that even a contradiction? How does free food make a run less quick? Oh yes, I see, because you don't have a draining resource, no one else has to consider theirs either. Of course. Consequently, when I stopped before the first boss and called for "regen", seeing the mage and shaman both below 40%, the arduous DK smartly remarked after the fight "just go no time to wait all over". As usual, my response was a simple /slap. After the second boss the DK dropped group, supposedly because things were not going "quick" enough. We got a replacement-hunter within seconds (of course) and finished the dungeon without any further incidents.

The story would hardly warrant retelling, especially not on two blogs, if it wasn't for some ironic details. Like, as pointed out in the linked post, the DK wearing the "Patient" title. Yeah, right. Or, more on the subject of this post, that he was, in a way, correct - the run was going less quick than expected. I noticed that. See, I'm pulling stuff, and then there's the stuff, and ... why isn't the stuff dying? We fumbled around with those stupid spiders until they called in their entire families, pets and their pets' families and families' pets for us to fumble around with. So, I had a look at Recount, fully expecting to see the impatient DK doing something in the 4k ballpark and the other two dragging along in the 1k range (his attitude was implying more something along 5-6k, but that would not have been possible, since if even one person does that sort of damage, stuff dies quicker than it was). What did I actually see, however? Go on, guess. Oh, right, you read Alquiel's post so you know already ... right.

What we had there was a mage and a hunter, both at about 2.2k, and the DK well behind in the 1.5k vicinity. As well as me comfortably leading the way at above 2.5k, because when I pull entire rooms of stuff, those Cleaves, Thunderclaps and Shockwaves pad my numbers as well, but that's beside the point. For the sake of the point, let's make a few observations here.

  1. For a heroic 5-man dungeon (excluding ToC and ICC), 1.5k DPS is, speaking in terms of feasibility, more than sufficient. This means, that if all your damage dealers perform at that level, as well as tank and healer providing their role-equivalent of 1.5k DPS, you can clear it without much trouble. You won't clear it in 15 minutes though.
  2. Doing 2.2k DPS in a heroic 5-man dungeon (again, excluding ToC and ICC) is actually good performance. It is not a particularly good performance as measured by currently available gear, but measured by the approached content, it is good nevertheless. Although again, it won't make you clear the dungeon in 15 minutes.
  3. Damaging below the tank (especially if your tank is a warrior) is not exactly a badge of honour, but one has to keep in mind, that a tank's DPS is not a universal measure, but a moving target. As Gevlon recently pointed out, an iLevel200-DPSer damaging below the iLevel245-tank isn't slacking, he's doing content appropriate for him, while the tank is doing content he vastly overgears.
  4. The Dungeon Finder matches groups with a "mentoring" principle in mind. It always attempts to place one or two people who just barely qualify for that specific dungeon into a group that could, give or take, clear it on their own. It's a good way to ensure a smooth transition from levelling into group content.
  5. If you're lucky, your group will consist of a seriously overgeared tank, a slightly overgeared healer (this is more for the benefit of the healer, since overgeared healing tends to become slightly boring), 1-2 barely geared DPS and 1-2 vastly overgeared DPS. This may enable you to blast through a dungeon in 15 minutes.
  6. Being regularly matched into groups as described above creates the somewhat skewed perception, that dungeons can always be cleared in 15 minutes, even if you are the underperforming DPS yourself. A case can be made, that the longer you linger at scrub-level, the more often you're matched with T10-DPSers who will AoE the entire dungeon faster than a mage can summon a table.
  7. Scrubs think a dungeon can be cleared in 15 minutes just by yelling "gogogo" at the tank convincingly enough. Those who actually effect the fast clear may know better.
  8. In our PuG yesterday, the vastly overgeared people were the tank and the healer, while the DPS were merely "appropriate" or "good". While this setup pretty much guarantees you a smooth and uneventful run, it also means things will take a little more time.
  9. The dicknight was so used to being carried, that he failed to realise, that the speed of a run is, among other factors, a direct function of his DPS-contribution.
  10. He further failed to realise that his DPS-contribution sucked.

Monday, 25 January 2010

Skill vs. entry barrier

Today I want to talk about tanks being the most awesome beings in the (MMO) world. And by that I mean, I want to explain why they're not.

The astute reader may be aware of the recent "meat in the room" discussion. Are tanking and healing harder than DPSing? Do they require more skill? If they do, how comes members of top-guilds settle for the "lesser" jobs? They are all highly skilled, they should all be playing "high-skill" roles! Maybe they're sacrificing themselves for the sake of the guild by playing the undesired DPS roles - which would put an interesting twist to the commonly spread perception of tank and healer "sacrifice". Or maybe the whole argument is based on a flawed assumption. The secret, you see, is in entry barriers.

First, let's talk about healers, since this is the role I am personally least familiar with, but have been observing it being executed long and close enough to come to the following realisation: healing, above all else, is about having the right mindset. A great healer is not necessarily the person who thrives at polishing rotations and perfecting execution infinitely. A great healer is, first of all, a person who is capable of immersing themselves into looking after others. This is the great challenge in the mastery of healing, the ability to transition from "I do" to "I help". The MMO worlds are full of those who do not possess that ability, the "battle healers", oh don't we know those. They may make for highly competent DPS, if you'd let them, but "forced" into the healer role they'll always have an above average rate of slip-ups, cock-ups, focus-losses and accidental deaths. Those who do possess that ability, they may never rise to the top when DPSing, but when they're healing, you feel safe, in bold letters. They got your back, no matter what. Salutes to my favourite druid as well as a certain priestess who may or may not still read this blog and may or may not be still very angry at me.

However, this is not necessarily an entry barrier. It's the path to mastery, and it's a precondition for feeling comfortable with a healing role in the long run, but not something you absolutely cannot do without. You can. As long as the encounter is not too challenging and/or there's someone to cover up for you, in one way or other, it's possible to just round up those healing buttons and roll along. You'd be surprised how far you can roll this way. Or you wouldn't, because you've probably seen it yourself.

Tanking is somewhat different. Its mental transition is far smaller. While one has to abandon the "I destroy", the point of destination is a very vicinal "I am indestructible". You're still the fighter who wrestles with the monster (to save the princess?), the change is marginal. What changes a lot is the entry barrier you need to overcome to even begin tanking. In WoW it is currently best expressed through the defense skill. If you want to tank heroics and do not bring at least 535 defense (skill, not rating) to the party, you're asking for disaster. They're doing away with it and incorporating it into talents in Cataclysm - which is a good thing. But defense is only one aspect of the barrier, and easiest to judge, because it's measurable.

The thing is that tank failures are very hard to recover from and to compensate for. Not impossible, especially with competent DPS and a dedicated healer, but hard. Case in point: a tank needs to keep mobs in front of himself, while melee DPS needs to attack mobs from behind. It's basically the same thing - positioning. By attacking from behind (or the side, if it's a dragon), the DPS removes the possibility of being parried, improving their damage output by roughly 5% at the same time as not causing additional damage on the tank through parry-haste, plus avoiding cleave attacks themselves. It's a win-win-win. But when you're only starting out in group play, those 5% are negligible, parry-haste is not as common (or feared, due to the effective removal of crushing blows) as it used to be, and beginner-level mobs and bosses won't exactly cleave you to death on the spot. You should learn it, and you should learn it soon, but you're safe starting out without and learning on the job.

The equivalent task of the tank (keeping the mobs in front) on the other hand is not at all optional. Being attacked from behind means that your parry is removed. As well as your block and your dodge, in short, your entire avoidance is stripped, save for the miss chance (inherent 5%, modified by your defense skill - depending on mob level usually 10-15% total). You are going to eat 2 to 3 times as much damage. And since you, as a beginner tank, are likely to be running with a beginner healer (look, being carried doesn't count), they won't be able to compensate. So, those 5 mobs you're about to pull, with a caster and a hunter type? Yeah, have fun dancing around trying to keep them all in front of you. Your ability to do that will make or break your group's ability to progress. Oh, and your melee DPS will hate you for it.

But is that really hard? Is it so heroic and incredibly awesome that everyone needs to be at your feet for doing it? No, not at all. It's not hard. It's basic. Your task of keeping the mobs in front of yourself isn't really that much harder than the damage dealers' task of staying behind them. But the tank has to learn to do it now, while the DPS can learn to do it later. That's all the difference. When I struggled with AoE threat, I spent several restless hours analysing my rotation and spec, pinpointed what I was doing wrong, changed a glyph, and the next time we lined up for heroics the problem was solved. If I was instead struggling with my AoE-DPS, I could have easily afforded to gradually tweak and improve over weeks.

Tanking doesn't require more skill, nor is it that much more stressful - not if you enjoy doing it! What it does require is the ability and dedication to tackle and solve problems the moment they occur. Actually, you're supposed to solve them before they occur, because, see above, tank failures are very hard to recover from. When Rem slept on picking up Herald Volazj after the insanity phases, two people got subsequently one-shotted. I screwed up, I shouldn't have let that happen. It is the tank's job not to let such things happen. It was a learning experience.

Which leads to the next important remark: yes, there is a lot more to learn when it comes to tanking. It is not just "learn the basics and you're set forever". I learn every day, every time I tank, no matter what I tank. Experience is invaluable. But you need the basics.

Last but not least, let's talk about DPS. See, any damage is a contribution. Even 100 DPS, although laughably low, does, mathematically speaking, still contribute to mobs going down. This is why there is virtually no entry barrier for damage dealers. Okay, there is: don't do outright stupid stuff! But other than that, unless there are enrage timers in play, or the realistic chance of running into mana trouble, pretty much everything you bring to the table is more than would have been on the table if you were not there.

Does this mean DPS takes no skill, since it's always useful? Oh, hell no. The flip side of the coin is that more DPS is always more useful (unless there's Mirrored Soul, or Overlord's Brand, but .. come on, work with me here!). Sky's the limit. And while it takes not so incredibly much skill to start contributing some DPS, it takes one helluva lot of skill and dedication to contribute really amazing DPS. And this means that contrary to popular (well, with some) belief, proficient DPS should be valued very, very highly. And I guarantee you that the proficient damage dealers in the top guilds mentioned at the beginning of this post are valued very, very highly. Because they had the determination to go past the "I'm doing okay" stage, transcend the "I'm doing good" phase and banged their head into the "I want to be freakin' amazing" place they're in now.

Have you noticed a common theme in all three roles? Yep. Dedication. Love what you do and do what you love. And stop worrying so much whether your job is the more important than someone else's or not.

Friday, 22 January 2010

Introducing a new tag: game design

Having mastered the "November/December Rush" and having more time on my hands now, I am once again tempted to drift where every gamer with any programming skills tends to drift: making The Best Game Ever! Now, before you roll your eyes (as you should) and walk away, let me elaborate quickly.

I am fully aware of realistic capabilities of a single person - even if said person were to work on a particular development project full time, which I (at this point) do not intend. I am also aware what it takes to create a piece of gaming-software that would be even remotely capable of holding its own compared to what else is on offer. I absolutely understand that there's no way I sit down with a drink and cookies, code to myself for a few hours a week and, look and behold, half a year later The Best Game Ever is born. Doesn't work that way. The net is full with downloads of software (not only games) where some guy had some great idea, hacked together an ugly and unhandy piece of something and threw it out there. I don't want to be that guy. I appreciate that the quality and success of a software product, particularly and especially a game, draws from many sources like graphics, artwork, ergonomics and a few dozen others. I know that I am not very knowledgeable or even flat out untalented in several of those areas. Even if I were, and had the necessary resources, it'd take me 10 years to finish everything on my own. That's an optimistic estimation.

However, there are things I am kind of, sort of, talented at. Making up and developing concepts and mechanics. And to some extent, you know, programming. Therefore, I am not intending to write a game. Instead, I will try to present and elaborate on concepts I think would make for a good, fun and involving game experience. I will also program a bunch of little parts and components representing some of the underlying mechanics of those concepts - a toolbox of sorts.

This place, this blog, is where I am going to write down thoughts and ideas, inviting you, dear readers, to join in and contribute your thoughts and ideas. The "game design" tag is meant to be a combination of "thoughts on game design" and "thoughts on designing a game". Let's be clear, I do not claim that everything presented here is an idea no one ever had before me. Most will be inspired by things I see, hear, read and experience, bits and pieces I gather together and improve (in my opinion) upon. Some of it will probably be genuinely original, but to be honest, I can't even know.

Therefore, if you like what you read here and happen to be capable of making games, well, you have two options. You can just take the ideas and put them into a game - I'll be happy enough to play it. Or, better, offer me a job helping you make that game. Obviously, same goes for contributions in comments. Inversely, by submitting ideas over the comment function you agree on them being possibly used by whoever happens to read it. Sorry for being a megalomaniac ass about it, but better safe than sorry.