Tuesday, April 06, 2010

What do players want?

Today Dellmon of the EQ2's Day podcast reminded me I haven't posted player feedback in ages. I stopped as we approached our last expansion, since during beta, when most of our feedback was about NDA-covered beta things, I couldn't post them. But since Sentinel's Fate launched it's just been laziness, I'm afraid! So, without further ado:

Selections from recent player-submitted in-game feedback ...

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Text: Being parried by ghosts' butt cheeks in Perah'Celsis is infuriating.

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Text: I think it would be great if You relocated Merriou, the Kerra who wanders around South Qeynos longing for the simplicty of her traditional Kerran life, to Kerra Isle in Sundered Frontier. There, she could complain of how the rat problem is worse than in the down below, yada yada yada. Would be a nice in game Easter Egg
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Text: I think your boobs should get bigger as you level.

(Domino note:  /VETO!!)
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Text: If EQ2 gets a PG rating it should be for religious exposure instead of alchohol usage.

The pandas are totally Buddist.

---

Text: I'd really (REALLY) love the ability to purchase an empty lot.

Have it be the upgrade to the 6/7 room houses, cost 10p or more to buy.

Be a decently sized open lot - no walls, no ceilings, just a variety of backgrounds maybe. That way, we could build our own houses.

---

Text: Nerf Fucking sk! Now

---

Text: I personally think it was about time we had some sort of underwear revamp or w/e you want to call it. I am tired of the baggy slack pants and tattered dress we have had since Isle of refuge. I miss the old days of EQlive where each and every race had a different looking underdress. I'd also prefer and fully support that the more bestial races have the option of appearing fully, or at least more nude than they currently are able with the imperceptible gear. Its entirely possible as I've seen happen in some cases with rare glitches and nothing shows anyways so I don't see the harm.

---

Text: More evil eyes n Runnyeye

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Text: The Community Cushion should be allowed to be placed in Guild Halls. Guild pillow fights would be awesome!

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Text: Thought it might be cool for this Halloween to have a zombie Apocalypse.Here is how I thought the idea might work out.

Give the player a Detrimental that makes them look like a zombie of their race and an ability(clicky) that allows them to infect other people.Then you could set up a quest to get "the cure".If people don't want to participate the Detrimental could wear off at the end of the Halloween season or when you camp.

After they have found "the cure" they could go around and cure others or maybe have a merchant/NPC that sells some kind of "Zombie combat kit" that would allow them to cure zombies.

Prizes/rewards could include.

Custom titles could be rewarded for cureing or infecting so many people.

___________________________
Apocalypse Survivor
Survivalist
Dead by Dawn
Zombie Lord/King
Brains Gatherer
Flesh Eater
The Living Dead/The Walking Dead
Ect...
___________________________

Other rewards could be house items such as...
___________________________
A brain plushie
Zombie Survival kit
Zombie plushies
Ect...
___________________________

And if you happen to need someone to blame the Apocalypse please feel free to blame my lil gnome ^.^ I'm sure he was tinkering with something he shouldn't have been.

Thanks for your consideration
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Text: Its a real shame when your fighting someone on this so called pvp server and 92% of the itme, people run away.

---

Text: An Easter event idea for you guys. (well, two actually)

1.) An Easter day only zone that we can go kill bunnies and recieve egg shinies till our hearts content.

2.) An Easter Bunny mob that spawns randomly all over norrath (scaled to whatever zone he's in) that can be killed for special rewards (perhaps shards or marks could be in his basket)

Just a couple of thoughts and ideas for everyone to think about for next year.


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Text: My bathtub requires a yellow rubber ducky. please make it so!

---

Wednesday, March 24, 2010

Ada Lovelace

Apparently it's Ada Lovelace Day today.  I'd heard of Ada Lovelace, but the day was new to me, and it seems to be very new in general.  From what I've read, it was established last year to try and raise awareness of women in science and technical areas, and bloggers are encouraged to blog on this day about women in technology fields.  Almost 2000 people blogged last year on this day, and it's expected even more will do so this year.

Here's a brief blog I wrote for the SOE GIRL site:  Happy Ada Lovelace Day.

New Scientist (my favorite science magazine) marked the day with:  Celebrating Women in Science.

And, a friend and former guildmate of mine, Paul Fenwick, flattered me greatly by actually including me in the list on his own blog for Ada Lovelace Day.

I've been a woman in technology for most of my life I suppose, depending how you count it.  My dad is a physicist and engineer, so I was raised in a scientifically friendly environment and encouraged strongly to study the sciences.  I think he was very disappointed that I didn't show any interest in going into physics, but biology interested me far more, so off I went to the University of Toronto.

I had a couple of female professors in the biology department at UofT, although they were in the minority.  Verna Higgins was a good example to me as I finished up my degree, which ended up being a specialist Bachelor's of Science in Plant Pathology (the diseases of plants).  Studying plant pathology meant studying a lot of fungus, not a particularly glamorous life, but I did spend a couple of enjoyable summers working in the mycology labs growing plate after plate of Penicillium species.  It's interesting stuff.  Not really an area that women are rushing to get into; but then again, I'm not sure the men were particularly rushing in either.  Although women were in the minority, I wasn't the only female in my classes.

The B.Sc. was followed up by a Masters of Science at the University of East Anglia in England, mainly because they didn't have any job openings but they did have an unclaimed scholarship in my field.  But even with a M.Sc. now in hand I still had no prospects of a job.  I applied to numerous positions in science roles, but coincidentally, I happened to hear of a position in I.T. support at an entertainment company where a friend worked.  And eventually, I got that job in London.  At first it was just answering the helpdesk phones, but soon I was documenting instructions, helping to train new support technicians, and eventually programming databases also.  Once again, there were a couple of women in the department, but not very many.  There were several programmers working on the reporting and financial software, however, and they were very encouraging as I tried to learn more and expand my skills: Adelaide, Vanessa, and Natalie.

A promotion to be the email administrator for Latin America (and a relocation to Sao Paulo) followed, where I had the pleasure of hiring and working with our network administrator Cristiane Kadooka.  A native Brazilian, she worked incredibly hard to practice her English and was completely dedicated to everything related to our networks.  She is still with the company, and several promotions later, is now based in Miami.

Another promotion for me and I was the I.T. Manager for Australia & New Zealand, based in Sydney and responsible for our offices in Sydney, Auckland, Melbourne, Brisbane, Adelaide, and Perth.  Here, however, I was completely isolated from other women working in the same area as me.  The I.T. department consisted of just me and one (male) contractor for many years, and although the company itself was full of smart, competent women, this was still an entertainment company and their skills were mainly in marketing and promotions.  The only exception I can think of was Shainaz Tamrazians, a very smart and efficient lady with a background in economics, who inherited responsibility for much of the sales reporting.

Parting ways with that company after 9 years, I worked briefly as a database designer for a small company in North Sydney, in which the only other female being the receptionist.  I hadn't been there long before my current position beckoned, and I made the transition to game design and moved to San Diego.  Here I have had the pleasure of working with a number of very smart women in the industry.  Although there were at one point three female game designers and two assistant producers on the team, unfortunately three of those have moved on to other things (two still within the industry) so there are only the two of us permanent female content designers on the team now.  I'd love to see that ratio growing again.

Reading back over what I've written, I seem to be talking about myself an awful lot.  I didn't intend for this , post to be so much about myself, but it is meant to highlight some of the different areas of science and technology that I've seen personally, as well as some of the remarkable women I've met there.  There is no doubt in my mind that in pretty much any field of science or technology that you care to name there are women who are currently excelling in their field.  I look forward to the day though when there's no need to call them out separately.  I look forward to thinking of some of the "big names" in game design, and besides people like Sid Meier and Will Wright, the name of a woman will pop directly to mind also.  I look forward to when there will be no more need for these "most influential women in MMO development" type articles, just "most influential designers in MMO development" with a proportion of women in the list that's proportionate to women in the general population\.  There's no way I'd make it onto a list of "most influential designers in MMO development" right now.  But one day, I hope I do, and I very much hope I'm not the only one there with two X chromosomes.

Tuesday, March 16, 2010

GDC 2010: Achievements

It's been too long since I posted here, but in my defense, I took some time off after the expansion launched, and at present I'm in San Francisco after attending GDC.  For those readers not in the industry, that stands for Game Developers Conference, and is a week-long conference consisting of discussion panels, round tables, lectures, a large display floor, and lots and lots of opportunities to mix, mingle, demo, meet, and generally discuss anything and everything to do with games.

I have been here for 3 days (Thursday, Friday, and Saturday) which is when the bulk of the talks/lectures are scheduled, and I've taken the opportunity to attend quite a few of them.  I had never been to GDC before so I decided to attend this year mainly to see what it's like.  Very interesting, is the answer!  Some of the talks were better than others, and inevitably there were a few annoying time slots when I wanted to attend two different things at once (or even three), but enough of the information was interesting enough to make me quite enthusiastic about the topics.  GDC is also a great chance to meet others in the industry, and catch up with old friends who may have moved on to new companies and/or cities.  This week I've had lunch, dinner, or drinks with people from Blizzard, Bioware, Ohai, 38 Studios, Trion World, and more; and listened to people from these companies and many more discuss their own perceptions of gaming, their own product's particular challenges or successes, and much more.

Two lectures particularly enthused me, Chris Hecker's talk on achievements, and Dmitri Williams' talk on what kind of useful information you can get out of your game data.  The second probably does not make for a very interesting blog post unless you are particularly enthused by business intelligence databases, but I'll take a stab at summarizing the first.

So, ever since Skinner and particularly since the 1970s, psychologists have done a lot of studies about what motivates (and demotivates) people.  There's a ton of data out there, however not all of it agrees on all points, since measuring people's behaviour is not always an exact science.  However, according to Hecker, over all the studies it was possble to pull out two key points on which they all agreed:

For interesting tasks:
  1. Tangible, expected, contingent rewards reduce free-choice intrinsic motivation
  2. Verbal, unexpected, informational feedback increases free-choice and self-reported intrinsic motivation
A couple definitions of terms here - intrinsic motivation means that the task itself is motivation to do it (like, I want to do a crossword puzzle because it's fun to do a crossword puzzle - the motivation is in the task itself). This is as opposed to extrinsic motivation, which means the motivation comes from outside the task (like, you pay me to do crossword puzzles).  Tangible reward = real, you can touch it, such as money, as opposed to verbal rewards like someone saying "good job".  And contingent reward means that whether you get the reward depends on what you do, for example knowing that every time you finish a crossword puzzle you get $1, as opposed to unexpected rewards which you can't anticipate when or whether you will get them.

To give some examples of the interesting task rewards listed above:
  1. Giving someone a tangible reward they know about in advance which is based on their performance (e.g. read this book and I will give you $5) reduces people's motivation to do the task subsequently without a reward.  (e.g. they are less likely to decide they want read books on their own, for no reward, after you start paying them to).
  2. Giving someone verbal feedback they aren't expecting makes them more likely to report they are likely to do the task again without a reward.  (e.g. unexpectedly telling someone "hey, you read a book! that's great!" may make them feel more positive about reading more books in the future).
In this talk, only interesting tasks were looked at.  For boring tasks, like data entry for example, promising rewards can have different effects on motivation because people are never really going to be motivated to do really boring stuff for the sake of doing really boring stuff (there is little or no intrinsic motivation to boring tasks). But the talk ignored boring tasks, since it's a sensible assumption that computer games are made with the intention of being interesting, and nobody intentionally makes a computer game to be boring.

There were many examples given of how offering rewards changes the amount of intrinsic motivation that people reported to do tasks.  Some examples:
  • take a group of children drawing things.  Give half of them candy as a reward for drawing things, and don't give the other half anything.  Next time, the children who got the candy will not be as interested in drawing things.
  • offer a child money to clean his room.  The room will never again be cleaned unless money is offered again.
  • give people money to wear seat belts, they will wear seat belts less often.
  • give kids a reward for reading, they will read less.
Once an external reward is offered, the focus changes.  The task itself is made to look less interesting than the reward, and people focus now on the reward instead of the task, which becomes just an annoyance to complete as a path to getting the reward.  There are numerous studies showing this (and even quite a few arguments published demonstrating that this is why investment bankers should not be rewarded with big bonuses).

Now, if you're at all familiar with achievement systems in computer games then you can probably see where this is going.  Achievements are an external reward system which is contingent on completing certain specified and usually predetermined tasks.  Whether you define an in-game reward as tangible or verbal is a matter for debate, since most of the existing studies looked at real world examples, which do not translate entirely directly into a virtual world, but it probably makes sense for an in-game item to count as a tangible reward.


So what are achievements doing to players' enjoyment of the games?  If we tell you that you'll get an achievement for killing 500 orcs, do you now curse and swear as you slog through joylessly killing 500 orcs just to get the achievement -- have we removed all the fun from killing orcs for the sake of killing orcs?

In EQ1, many many years ago, I spend hours and hours and days and days doing various crazy things just for the sake of doing them -- such as killing enough minotaurs and kobolds to be non-kill-on-sight in the gnome city even though I was a dark elf, or handing in endless numbers of bone chips to allow me to safely enter the city of Cabilis.  There was no reward for doing any of this other than being able to stand safely in those cities surprising the "normal" residents, and I spent days on it.  There was even one completely dedicated player I knew back then who set out to earn friendly faction standing with every single tribe of goblins in the world ... and eventually did so (even in Droga).  This was not a task of hours, or days, or even months, it was literally years and years of dedicated work.  There were no achievements back in those days, this was all done just for the interest of the task and the challenge itself.

In EQ2 or in any other MMO that I play nowdays, I can't imagine ever spending that amount of time to do anything similar.  Unless of course we put in an achievement for doing something like that ... in which case someone would do it, just to get the achievement.

Hecker's "nightmare scenario" was as follows:
  1. You make an intrinsically interesting game.  Congratulations!
  2. You decide to add extrinsic motivation (ie, achievements) to make your game even better.
  3. Unintentionally, you destroy players' intrinsic motivation to play your game.
  4. Because achievements are easily measurable, the metrics that you are using to measure player actions actually push you towards designs where extrinsic motivations work better and better - which becomes a less and less intrinsically enjoyable game experience.
  5. As a bonus, women appear to lose intrinsic motivation to enjoy tasks even faster than men do, when extrinsic motivation is added.  So you also end up distancing your female players even more.
Nightmare result: you end up with a boring and unenjoyable game that people (mostly men) grind through just to get the achievements.

Hecker was the first to acknowledge that we need to do more research to see how the psychology research he referenced would translate into virtual worlds.  He is hoping that someone with access to the data needed will be able to produce more information, or at least make the data available for others to research it.  But there certainly seems to be enough real-world-based evidence to raise questions such as, are achievements actually making our games less intrinsically interesting?  Or are we implementing achievements in a way to ensure we don't do that?

In closing, until we can definitively determine how achievements are affecting gameplay experience, his final note of caution was to minimize the potential damage from achievements as follows:
  1. Don't make a big fuss about them
  2. Use unexpected rewards
  3. Use absolute, not relative measures (e.g. "you killed 10 rats", not "you are the 9th highest rat-killer in the world")
  4. Use endogenous rewards, not external ones
  5. Make them informational, not controlling
Chris Hecker's website is at http://www.chrishecker.com, although unfortunately he hasn't updated the site yet with his talk on achievements.

Monday, February 22, 2010

Food for thought

Been too busy leveling up my characters in EQII to spend extensive time blogging this week!  So just a quick update with a couple of interesting links I've read lately.

Be Lucky - It's An Easy Skill To Learn: research by Richard Wiseman at the University of Hertfordshire, England suggests that being lucky is something that can be learned, and more to do with a person's attitude and state of mind than any external influence.

I agree with this very much.  I consider that I've been very lucky in life on the whole, but I definitely don't think I played a passive role along the way.  Every now and then an acquaintance of mine will comment enviously of my luck at getting my job, or complain how their luck has prevented them from doing the same.  And yes, I was lucky; but it was luck + effort, and not a small amount of the latter either.  I don't believe there is any type of luck that can't be improved by the right attitude and some effort.  And anyone who thinks they can just sit on their butt doing nothing while waiting for their good luck to arrive gets no sympathy at all from me.  And should probably read this blog post.

Easy = True: we tend to believe and to like things that are easier to pronounce and understand.  Which may go some way to explaining why the most inane sound bites can nonetheless be remarkably persuasive.  Apart from the many fascinating moral, political, and behavioral issues that the article raises, it makes me think once again how important UI design is in a video game.  According to this research, bad UI design isn't just an inconvenience, it actually makes the game harder, and makes the customers like it less.  Is that important enough to pay attention to yet?  And what other tricks could game designers learn from this kind of research to help players find things easier, think about things more clearly, and be generally happier?

Friday, February 19, 2010

TGIF!

It's Friday of launch week, and the expansion launch went super smoothly on Tuesday.  I don't recall an EQII expansion launch that went so uneventfully, and had people logging in so early!

So what's expansion launch day like?  Well, it's a pretty long day for some of the team - key folks including the team leads were in the office from an ungodly early hour in the morning.  Greg "Rothgar" Spence, our lead programmer, updated his blog a few times over the course of the morning, starting at aforementioned ungodly hour:

3,2,1, Launch! (2am)
Launch Update (5am)
Sentinel's Fate is Live!  (8:15am)

More people started drifting in from 5am onwards, including much of the Community team, who communicated progress (and problems, if we had any) to the eagerly awaiting player base.  All remaining devs were expected to be in the office by 8am in case of any issues.  (Normal start of work time is 10am, and although a couple people like me are earlybirds and like to be in around 8am regularly, it is definitely uncomfortably early for quite a few of the team.)  I woke up at 6 though I didn't need to be in till 8, so I came in early around 7 bringing cookies to the folks who'd been there for hours already.  And a rather sleepy looking bunch they were.

Lydia "Zatozia" Pope from the Community team hosted a live web broadcast event where players could ask questions and chat in an online chat forum, while a selection of devs and related people of interest could answer questions live on webcam.  Which included me, since I was in early, and you can listen to my incoherent ramblings if you go to the SOE UStream site, click on the "Archived videos" link, and select the "EQII sentinel's fate" link from the list.  I haven't dared to go listen to it again, as I'm absolutely awful at public speaking and suspect I was quite incoherent.

So, all went smoothly and the US servers were unlocked super early, and into the game rushed our players, eager and waiting to see the new continent and all it contains.  And so far the reactions seem to have been really positive.

It's been rather anticlimatic for the rest of the week.  We hadn't scheduled any regular work just in case there was some horrible disaster following the launch that we'd need to work on, but happily there was no such thing, and so we've been doing odds and ends and getting early starts on our upcoming work while keeping an eye on in-game chat channels and discussion forums.  Of course there have been a few bugs here and there, but overall I don't think we could have expected better.

This expansion raised the level cap from 80 to 90 for both adventuring and tradeskills, and so far I've reached 81/81 on my dirge/provisioner, and also got my carpenter to 83.  And been staying up a bit late in the evenings doing this after work!  But I'm having lots of fun, and getting to see the content that other people have been working on which I hadn't had much time to look at in detail before the launch.

Already we're moving on to work on the next big game update (which will contain the new player starting city of New Halas, among other exciting things), and looking forward to the opening of the new PvP battlegrounds that should provide hours of violent bloodthirsty wholesome exciting fun for all.

So anyway!  What are you doing reading this?  Sentinel's Fate is now up and running.  (Free trial here if you aren't already subscribed.)  Go play!  =)

Monday, February 15, 2010

It's beginning to feel a lot like Christmas... in February

It's Monday morning, less than 24 hours before the launch of EverQuest II's sixth expansion, Sentinel's Fate.  I feel a little like it's Christmas eve, both excited about all the fun to come and anxious whether everybody will like the presents I got them.  I even spent a good part of Saturday night dreaming about it - dreaming about people running through the bigger quest lines, worrying whether things were broken, worrying they would spoil the little susprises by telling each other too soon what to expect.

Will people enjoy all the quests and recipes and tradeskill content that I worked long and hard on?  There were almost as many tradeskill quests added just with this one expansion than had existed in total before, and I'm hoping that's a good thing.  Or will the forums fill with hateful flames and complaints, making the previous months of work and careful thought seem a waste?  In another day I'll be at work watching the servers come up and will find out then which it will be.  But until then, I can't help running over all the tradeskill content in my head, worrying I forgot something, worrying there are bugs that weren't caught, worrying that I spent too much time on this and not enough time on that, or should have added the other instead.

If you haven't been following the news from beta, EQ2Traders has a crafting-oriented clearinghouse of information about tradeskills in the Sentinel's Fate, and 'Zam has a great general overview.

Thursday, February 11, 2010

Random vs predetermined

An "anonymous" poster left the following thoughts on an earlier blog post of mine, which I thought was interesting:
Earlier this evening, while crafting some provisions, I was musing on the absence of "randomness" in the item portion of EQ2. Recipes produce endless carbon copies of whatever you want to make. Loot seems to be pre-defined as opposed to being randomly generated from pre-established sets/ranges of attributes. I was stuck wondering just what the considerations and trade offs were when the decision was made by the EQ2 creators to go one way or another vis a vis random/deterministic in game item attribute assignment.
Is there some forum or another anyone could point me where that issue is discussed/debated?
 I certainly can't answer anything about the pre-launch EQ2 creators' thoughts or decisions, since I wasn't on the team then, and anyway saying anything on behalf of SOE would violate the company's employee blogging policy.  And I'm not aware of any forums where EQ2's pre-launch decisions would have been discussed, although general game related forums (such as maybe Fires of Heaven or Quarter to Three) might possibly have some general discussions relative to all games, if you dig deep enough or start a new thread.


I can only give my personal opinions in a general sense, not specifically related to EQ2, but general thoughts which would apply to any game.


Benefits of pre-determined outcomes to crafting recipes:




  • You know what you will get every time 
    • This may sound obvious, but MMOs have a pretty steep learning curve with all the different things that you need to learn how to do, and for a new player it can be not only confusing but frustrating not understanding why a recipe's results are different.  People can invent remarkable superstitions around game systems they don't understand.  I remember back in the early days of EQ2, talking to a crafter who insisted on buying the much more expensive "distilled water" to use in making his components instead of the cheap "aerated mineral water", because he was absolutely convinced that it gave a lower chance of failure events during the crafting process, and thus a better chance to make a pristine (best quality) outcome instead of a lesser quality product.  Now I've seen the back end of the recipes I know that this is completely impossible; not only was there no difference which water you used, there could not have been, the mechanics to support that simply don't exist.  But lacking an understanding of the mysterious processes that happened on the back end, players came up with the most remarkable guesses and superstitions.  One recipe --> one product avoids this, at least as far as possible.
  • You are never put in a situation where through no fault of your own you've made an item that your customer doesn't want
    • If you're a crafter in an MMO, chances are you're looking to sell things you've made to customers.  You're in the business of supplying goods, and in order to stay in business you have to make the goods that the customer wants to buy.  Adding a random factor into what you get is all very well in theory, but if the customer wants a breastplate with good cleric stats and you randomly make a breastplate with good berserker stats, that is not going to be a happy customer.  Especially if you were using the customer's rare dropped component to make the breastplate.  This puts the crafter in the unfortunate position of either having to absorb the cost of a second (or third, or fourth, or ...) try to get the item that the customer wants, or have an unhappy customer.  I remember crafting in the original EQ, where you had to obtain all the rare and pricy components, give them to a crafter, and just wait to see if a mouse-click resulted in the item you wanted or a complete loss of every single item.  What crafter wants to tell a customer "sorry, I just wasted all your materials and I didn't make what you wanted"?
  • You don't end up with bags full of useless items while trying to make the one extra-nice item, which is of course the only one that customers want
    • The problem with making one or some results nicer than others is that they immediately become the de facto standard of what people want.  The implementation of crafting at EQ2's launch was that there were 4 quality levels of each crafted item, pristine being the best quality, and that the third quality level would be the expected standard; according to the devs' statements at the time, the pristine quality was expected to be exceptional and not normally achieved.  Of course, before the game had been launched long at all, the only thing that customers wanted was the pristine products.  And as the crafters could reliably make the pristine product on demand, all three lower quality levels were viewed as just mistakes to be sold back to vendors.  Aion does this a slightly different way; while crafting any item you have the chance of a rare event happening during the process, and if this event occurs, you get an extra-nice version of the item.  There's nothing you can do to increase your chance of getting this rare result, it's just random luck.  As a result, while learning handicrafting, I ended up with dozens of regular quality jewelry items filling my bags, and only two or three of the "noble" quality items.  Not only is this annoying in terms of bag space, but it's also frustrating to me as a crafter that my knowledge and skill do absolutely nothing to influence the result.  It would be like sending an adventurer to kill a monster but telling him that his equipment, strategy, and skills have absolutely no influence whatsoever on the result,  it's just a random chance whether or not he wins.
  • (If completely variable) It is far less load on the database storing a much more limited number of predetermined recipe products, than to allow each to be unique
    • I certainly can't speak to the technicalities of data storage in an MMO, but I do know that the more unique items that have to be stored and loaded, the more chance there is of slowing the game down.  I have heard, though I don't know the details so this may be apocryphal, that Star Wars Galaxies suffered from very serious database issues back when it allowed every crafted item to be different.  Whether or not that's true, common sense says it's likely; 10 predefined items will obviously require less storage space than 10 general item types each of which comes in 10 different variations, = 100 items being stored instead of 10, a whole order of magnitude more items to store, manage, and load.
  • (If only somewhat variable within predefined results) It is far less work for the developer to make and maintain just one product from one recipe than to make multiple possible outcomes, most likely only a few or one of which will be desirable
    • In the original implementation of tradeskills in EQ2 it wasn't totally free-form as SWG was, but as mentioned above every recipe could make 4 diffferent quality levels.  Of which only one was desirable.  To maintain this system, the tradeskill developer was therefore spending three times as much time itemizing completely useless items that nobody wanted than they were on making the actually desirable items that would end up being used. It would also be four times as much effort to revisit the stats on items or implement any changes to already created items.  If this isn't a huge waste of developer time then I don't know what is.  With the Kunark expansion EQ2 did away with this system, and now you just make only the product that was previously called pristine; instead of getting the lesser products as lower quality results you just get your fuel costs back instead.
Benefits of pre-determined loot that always drops (or has a chance to drop) from the name dungeon or named monster:
  • Allows players to plan accordingly
    • If a player is looking to upgrade their equipment, they want to be able to actively do something that will affect their chances of upgrading.  For example, I used to be guilded with a berserker around the time of EQ2's second expansion (Kingdom of Sky) who really, really wanted a pair of spaulders that had a fairly rare chance to drop from a named monster in the Halls of Fate zone.  The knowledge of what he wanted and what he had to do to get it allowed him to plan accordingly, and after enough runs through Halls of Fate, he did eventually get the spaulders he wanted.  If however the items that dropped in Halls of Fate were randomly generated, he would have had no reason to go to Halls of Fate instead of any other zone, and he would have felt as if there was nothing he could do to work towards getting his spaulders.  It would have been entirely down to random chance regardless of anything that he did, and I don't think that's a generally satisfying feeling for most people.
  • Allows the loot to be custom named and/or themed to the dungeon and/or monster
    • Isn't it cooler to kill Lord Evilpants and get The Pants of Evil from him, with special effect "Evilpants' Revenge" on them?  Killing Lord Evilpants and getting the generic "Superlative Leather Elbowguards" just isn't as immersive, or as much fun.  And people who look at you wearing the "Superlative Leather Elbowguards" will have no idea where they came from, whereas people who see you walking around town looking bad-ass in The Pants of Evil will know that you are the one, the mighty warrior, who took down the vile Lord Evilpants.
  • Same issue as above with database management
    • infinite numbers of item variations mean an increased problem managing the data.  Certainly not impossible, but definitely requiring careful planning and management.
  • Customer service confusions are less likely
    • So you killed the dread Lord Evilpants, but you couldn't loot his treasure because it got stuck in the wall or didn't spawn at all due to some bug or something.  The customer service rep who is trying to help you presumably (hopefully!) has tools to determine exactly what WOULD have been in the treasure chest if you'd been able to reach it, but convincing an angry group of players that the randomly assigned loot stats that they're getting reimbursed now are the exact same ones they would have got from the original treasure chest could be difficult.  Also, if you've tried to maintain a bit of themed flavour to items by naming multiple stat variations of an item with the same name, so that Lord Evilpants still drops The Pants of Evil but the actual stats on them vary, then it means the customer service team has to take extra care (and therefore time).  They can't just spawn The Pants of Evil to reimburse a player, now they have to check logs and find out whether the player needs The Pants of Evil with +3 wisdom, or was it The Pants of Evil with +5 strength and +20 cold resist, or was it The Pants of Evil with +10 stamina?
  • Maintenance is less of a nightmare
    • What if, after your game has been out for a few years, you decide it's time to revisit the stats on your items?  Let's say you've decided to add a new stat, or perhaps you're just finding that the low level items created when you launched are really pretty undesirable nowdays, and need a bit of a facelift.  This isn't an unusual situation for a long-running MMO.  If you have pre-determined items then you have a much smaller number of items that need to be examined and potentially upgraded than if every item can be different.  Let's look at some imaginary numbers.  Let's say you have 10,000 players (a small number for most MMOs, but easy to work with).  Over the 4 years those 10,000 players have played, let's say they've all looted 1 item from Lord Evilpants.  If every single item they looted was unique and individual, that's 40,000 items that you now have to at least check, if not actually revise the stats on.  And that's just one loot item in 4 years.  Multiply that by how many other things they killed and you're looking at millions, if not hundreds of millions of items.  If on the other hand Lord Evilpants drops the exact same identical Pants of Evil for everybody who kills him, now you have 10,000 players all with The Pants of Evil, which is exactly 1 item to upgrade as opposed to 40,000.  I know which the QA department I work with would rather spend the time checking, post-upgrade.
OK, so those are just my initial thoughts about why there are definite advantages to having pre-determined loot and item stats instead of trying to randomly generate items, whether completely free-form or from a pre-defined range.  There are most certainly other reasons still that haven't occurred to me off the top of my head.

On the other hand there are also arguments to be made in the other direction; it can add variety to the loot in the game, and (relating to crafting products) can put more control in the hands of the players if they're able to influence the stats on their results.  Complete automation of loot generation can save time if nobody at all has to manually create it, and there's no risk of one developer making an item ridiculously and game-breakingly overpowered, as can accidentally (or intentionally) happen when things are made by hand.  If such a system were designed from the very start to manage database storage and future upgrade requirements as efficiently as possible, it's theoretically possible that it could work well, though I can't think of any game that's actually doing this at the moment.  

The entire loot system, and therefore really the entire game, would have to be designed around this mechanism from the very start, however.  It's not something you could just decide to put in one day, not if it is to fit in smoothly and work efficiently.  And although I haven't worked on a pre-launch game myself, I tend to suspect that there are more central and pressing concerns that most teams would focus on than the loot generation system to be used - such as the story of the game, the character creation choices, the art, the world, the combat system, the design tools, etc.  The story and the combat system will make or break your game; whether the loot is manually or automatically generated is unlikely to do either.  I rather suspect that by the time most game teams get around to thinking through the details of the loot, it's already too late to build a game and database structure that would be designed to properly support randomly generated items.

I don't know if any of that has answered my anonymous commenter's initial thoughts and questions, but those are the first things that spring into my mind in response.  Hopefully they've raised at least a few more thoughts and demonstrated why it's not necessarily a simple or easy decision!