Desiring some quick VP before raid last night, I queued up for a heroic dungeon and was whisked away to the Temple of the Jade Serpent. I must admit, that dungeon gives me a bit of anxiety because for the past few months I’ve been laboring under the delusion that it’s possible to get the achievement Cleaning Up while in a LFD group. And yet, so far, things have not worked out — though my delusion persists.
Without fail, in every run, I turn to head into the library first and some of the group members stop in a haze of confusion and ask where I am going. Some can only muster up the strength to express a single “?” in party chat. I must know, when did it become the default for so many people to head into the pool room first for a little splashy-splashy, so much so that they would think starting with the library was actually an incorrect choice?
Brick Road, the dungeon-building character from Earthbound, once declared that “[his] statistics show about 70% of the people go to the right first.” But obviously that’s not really scientific, and further, I’m not entirely sure his dungeoneering degree is from an accredited institution. He may just be blowing smoke. (I don’t actually think that his declaration is a representation of any real data, mind you).
I only learned of that quote yesterday while reading a dissection of the first dungeon from the first Legend of Zelda game at one of my favorite gaming blogs. The author there was talking about how the designers at Nintendo were guiding the player through the dungeon — which starts with a similar left-right split — with subtle clues that would hint at what may be the correct path. Then hours later I had my Temple run with its similar left-right split at the entrance. Does that count as an example of the Baader-Meinhof phenomenon?
From a dungeon design or gamer psychology standpoint I’m willing to wager the reason that left seems to be the obvious first path for the Temple of the Jade Serpent is because, between the two otherwise equal paths, the left is distinguished by having enemies visible in the doorway. When you enter a dungeon, you’re on a mission to clear out all the mobs and collect all the loot, so the brain would be naturally inclined to start with the most immediate and clearly present threat.
I can’t speak for the actual designers at Blizzard, but I can imagine that their logic was to make the seemingly obvious path pool then library with mobs as cues, and then the achievement (because they have to involve some kind of flip or reversal) the counter-intuitive opposite. It’s subtle but, if intended, pretty clever in how it manipulates the players. And oh boy are there players who fall for it.
Anyway, just something I found interesting! Now if only I could get queued up with a group that doesn’t have that one dps player who can barely do above 5k dps. One day.