New Blizzard is, in fact, dumber than SOE at this point

Remember way back in the WotLK days when (unknown to us at the time) New Blizzard said that 100+ character open-world battles in an MMO where technically impossible? I believe they said that the same day EVE had a 1000+ man battle (so a random Tuesday in New Eden).

Now New Blizzard is back and telling us it would be really technically difficult to put up a vanilla server. You know, the same vanilla servers that exists right now, run by small teams of volunteers and amateurs. It’s one thing for New Blizzard to assume what CCP does is some technical magic, but now they can’t even do what some amateurs are doing? Somewhere in a cave the folks at SOE are laughing.

This line is pretty great too:

One other note – we’ve recently been in contact with some of the folks who operated Nostalrius. They obviously care deeply about the game, and we look forward to more conversations with them in the coming weeks

Like you know the first question was “so… can you show us how you got old WoW to run, we can’t figure it out”. And then the guys from Nost started talking and it was glazed-eye city at New Blizzard. Total clownshow.

And as predicted, New Blizzard is going to cut their entire face off to spit their nose with some butchered understanding of ‘classis’ WoW. Yes idiots, I want to play the hot garbage that is Cata+ content, with current abortion class design. Oh and can that sweet suffering take longer? Yes? Thank you! (said no one)

This is just more New Blizzard protecting their ego, because if they do put up these abomination servers, they won’t be popular for very obvious reasons, and the idiots can say “See, we told you no one wants to play vanilla! Come join the few dozen actual people playing current WoW!”

It really is a total joke.

 

Posted in World of Warcraft | 18 Comments

EVE: The man who funded World War Bee

Very good read over at Polygon about who funded the war against the Imperium, and just what it took. Pretty interesting that basically one guy, who is great at making ISK (and he wasn’t selling skill books or hauling badgers like an idiot to do it), was able to successfully fund mercenaries to take down Goons.

The victory will be short-lived, and the Goons will be back, but without doubt the man made his mark on history, and will go down as the person who successfully used his ability to make huge sums of ISK and turned that into meaningful change in EVE Online.

Posted in EVE Online | 15 Comments

WoW: Churn and burn

The closing of a private WoW server has sparked some good debate, particularly around my favorite fact (not topic) of discussion; that WoW stopped growing during WotLK, thanks in large part to the design changes made at that time. Az disagrees (with a historical fact…) because he believes during WotLK more new players signed up for WoW than ever before. And while that’s true, very true actually, it doesn’t help the cause of WotLK as the total number of subs flat-lined. It actually hurts it tremendously.

From a revenue standpoint one sub is the same as another in any given month. Meaning someone who has played for a year pays the same $15 that someone who is new paid (ignoring the one-time gain of selling a box), so you aren’t growing revenue if you are bringing in more people than ever, while at the same time more people are leaving than ever before (churn), and from a business standpoint if you aren’t growing you’re dying.

Az brought up churn rate, but never answered whether he thinks WotLK or Vanilla had the higher rate. He doesn’t really need to answer (other than for a sanity check), because I think we all clearly know the answer, but that answer leads into some interesting territory; what sells an MMO, and what sustains it?

Mr T sells your MMO. TV commercials sell your MMO. Marketing, hype, and yes, the basics of what your game is all about sell your MMO (mostly graphics and the general theme, not the damage % of ability X on class Y being nerfed .5%). Those things get people in the door, but no one playing at the time said “ooh, Mr T is talking about WoW, let me buy another 6 month sub to continue facerolling content that isn’t getting updated for a year!”.

Once you are playing an MMO however, the details of what the game is actually about is what retains you. If the content you are enjoying changes to something worse, that might make you leave. Hell, if the content you enjoy stays stagnant or doesn’t have long-term appeal, and another MMO comes along that does what you like better, that might make you leave. Retaining a player in an MMO is both very easy (social hooks and all that potentially being so strong) and very hard (because unlike most other genres, the goal here is keeping someone months if not years longer than they would play a single-player game, though titles like LoL, CS, and CoC already blur the lines a bit in this regard.)

In other words, while hype and marketing will get you in, content and design choices will determine whether you stay or not, and for how long. Today WoW still has the hype and history to move boxes when a new expansion hits, but it’s also a dumpster fire in design, as almost everyone that comes back leaves shortly after consuming the little bits of bleh content that were added. How WoW arrived to its current sad state started with WotLK.

Vanilla grew more than anyone thought was possible, and TBC continued this unprecedented growth. That growth trajectory was very different (unique really) from other successful MMO. EQ1 hit its peak 1-2 years after release, EVE had a far longer growth, but obviously not nearly as sharp before hitting its current stall, Lineage 1 hit its peak something like 15 years after release, FFXIV is still growing 3+ years in, etc. Point being: there is no magic timeframe of expected growth and then decline for an MMO, because how you update your MMO is what really determines whether you grow or fade. Had WotLK been designed better, ala vanilla/TBC, WoW would have kept growing.

So yes, during WotLK the marketing and hype for WoW dwarfed what it was during vanilla or even TBC, and you no doubt had far more new people jumping in to try it. The actual design changes of WotLK though? All of those combined resulted in a game going from gaining millions of subs to flat-lining, and then ultimately declining by 60%+. Factor in all of the social hooks and forward moment WoW had at the time (to say nothing about the financial ability to spend on content and marketing compared to anyone else), and stalling out growth of that snowball rolling down the hill is actually quite the amazing feat that WotLK pulled off, and its why its place in MMO history is so significant.

PS: On the topic of Blizzard hosting vanilla servers and how difficult/costly that would be; if multiple amateur teams can do it, even to the scale of 150k+ accounts, I’m pretty sure Blizzard (even New Blizzard) could figure it out (Hell if TWO separate teams can get Darkfall 1 up and running, I’m pretty sure its easier than current-day WoW dungeons!).

From a technical standpoint this whole thing is trivial, and the easy money is there on the table. But again, imagine the ego hit (and really, reality check) everyone at New Blizzard would take when vanilla WoW had more active players than current-day WoW? The server will eventually happen, because current WoW will continue to decline, but we won’t see Blizzard do it until desperation really sets in. Perhaps once the WoW movie flops and Legion follows the same pattern as Warlords, but not before that. Early prediction time; we see legacy WoW servers in 2017. Second prediction; those servers become insanely popular, and that popularity sustains itself far better than EQ1 legacy servers or similar ventures.

Posted in MMO design, World of Warcraft | 18 Comments

Update on CoC, CR, and BB. HS is dead

Quick update on the mobile gaming front.

We have one open spot in both Clash Royale and Boom Beach, along with two spots in Clash of Clans. Search for “Supreme Cream!” to find us, and state you are a blog reader when applying. Any level can apply in all games, though if you are heavily rushed in CoC, you might not make the cut in all wars until you get caught up. Also if you are reading this and have stopped playing, please remove yourself to make room for others. Also apologies to those who have pinged me on Steam about joining, it’s tough to keep it all straight when a spot does open up.

As for the games themselves, I feel each is in a good spot right now, with all three being entertaining in different ways, and each requiring a different level of commitment.

Boom Beach is by far the most casual, as even the group-based Operations that we run aren’t a huge time sink or heavy skill/strategy requirement. Progression is also very easy/casual. If you are looking to dip your toe into mobile gaming, or want a low-effort side game, I’d recommend BB.

Clash Royale is the middle child, only because while the direct-PvP aspect makes it more skill based and anything outside of clan wars in CoC, progression (getting more cards) is still easy as even a poor player winning 40% of their games will get chests and can open their daily free ones. It’s certainly a fun game IMO, but it also being the newest of the bunch means it’s not nearly as feature-rich as BB or CoC. I am looking forward to more of our clan hitting the tourney-max (level 8/6/3/1 for commons/rares/epics/legend) so we can get a proper in-house tournament going!

Finally, Clash of Clans is, IMO (well, my opinion and that of the rest of the world, really), the top dog. It’s not just the best mobile game out, I fully believe it’s easily a top 5 game period. Insane depth, flawless execution, frequent updates, and a good balance of ‘easily’ gameplay (farming) with a very hardcore skill-based aspect (clan wars). If you are like me and find yourself transitioning more into a mobile gamer than strictly a core PC player, and really want to sink your teeth into something, you can’t do any better than CoC. Just be aware that this is a long-haul game; I’m 2+ years of playing it daily and have at least another year to ‘max out’ (assuming the current max stays in place, which it won’t). Not to say this is one of those ‘real game is at max’ situations, but yea, the progression path in CoC is a long one.

I’ve completely stopped playing Hearthstone, as the utter boredom of playing the occasional match in that abortion of a mobile game just to watch how poorly Blizzard managed it just wasn’t worth it anymore. I held out as long as I could for comedic purposes via blog content, but the game finally beat me down with sheer awfulness.

I’ve also stopped playing Dungeon Boss. While a decent game, it simply lacks the long-term appeal or design of the three games I am playing, while the constant updates of more new units to collect was becoming far too much of a grind rather than something fun to chase after.

Overall, I really am only playing the three games from SuperCell, and no longer check the app store for new titles to waste a few hours with. In a somewhat ironic twist, the ‘pick up and play for a bit’ space that mobile gaming is (was?) known for has been replaced by my PC and Steam. I dabble in a lot of titles thanks to Steam and Early Access, while it’s becoming increasingly rare that I spend 100+ hours on any one game (Fallout 4 being the latest, but we all know that game sucks).

 

 

Posted in Boom Beach, Clash of Clans, Clash Royale, Inquisition Clan, iPhone, Steam Stuff | 8 Comments

Zombasite doesn’t actually play like a Diablo-clone

I’m digging deeper into Zombasite, and the time spent is being rewarded. The biggest shocker? I don’t really look at the game as a traditional ARPG (Diablo-clone) anymore, because the focus of the game just isn’t the same. That’s hugely important for my enjoyment of the game, and figuring that out has also tied together a lot of the other systems in the game for me.

I mentioned before that in Zombasite you start in your clan’s town and venture out from there. What I now understand is that clan management is critical, and the game is more about growing the clan and your town than just finding better gear and leveling up your own character. This also applies to the ‘story’, of which Zombasite really doesn’t have. There is no main quest, there is no linear progression through zones. Instead, the ‘story’ is how you take your clan from a small start and grow it towards one of the different win conditions, all while dealing and reacting to the events of the world.

Each clan member that you have has individual ratings for things like happiness and insanity. They also level up, can be given gear, can go out on missions, and even marry each other. You can find more potential clan members out in the world, and you can (and should) kick out clan members that aren’t working out (fighting with others, perhaps cursed or infected, etc).

There are also other NPC clans out in the world, each with their own town, traits, members, and goals. You can trade with them, become friends or allies, complete quests, and even go to war, ultimately eliminating them and looting their town. Because each world can have multiple clans, if you are allied with one and go to war with another, now those two NPC clans are also at war, and will raid each other as well. It’s all very dynamic, and once you have discovered a good chunk of the randomly generated world, it can become very hectic (in an enjoyable way).

Right now when I play my time is split between pushing into new areas for additional quests or loot, and reacting to what the world is doing, either by raiding other towns or defending my own. It feels and plays very different from a Diablo-clone, while still having the familiar combat system and skill-tree character building.

Overall I must say the game is certainly worth trying, though do understand you will need to put in some time for it to really click. It’s also nice that the game is being patched very frequently, as one of the latest patches fixed one of the big issues I was having (trees and other large objects now fade when you move behind them, making moving around and seeing the land much, much easier).

Posted in Random | Comments Off on Zombasite doesn’t actually play like a Diablo-clone

One man and a million copies later

Stardew Valley has sold more than 1 million copies already, and it’s a game made by one man. It’s also very good, as I noted briefly here.

I think the success of such a game is important for the industry overall, not just to show that catering extremely well to a niche audience doesn’t mean you stay niche in sales, but also because in this day and age, a small (or one-man) team can accomplish great things easily on par with what we consider AAA releases.

 

Posted in Random, Steam Stuff | 2 Comments

Vanilla WoW today would have more subs than current WoW

All the recent talk of vanilla WoW is right in my wheelhouse, and not just because its yet another feather in my giant cap of “things SynCaine was right about long before everyone else caught up”, but also because you still have certain people (Az, Tobold, and some commentators) that don’t understand why vanilla worked back then and why it would still work today (perhaps to a lesser degree, but perhaps not).

As I wrote on Az’s blog, Blizzard not running their own vanilla server is just New Blizzard being New Blizzard. They are leaving money on the table, in some part likely due to ego. Imagine if the vanilla servers were more popular than current WoW, and what that would say about what New Blizzard has done vs what Old Blizzard did? And while I don’t think that is a given, is anyone willing to say they are 100% sure vanilla WOULDN’T have more players than the now-we-don’t-report-it under 5m WoW has today? I’m not, especially considering the utter joke that current WoW design and support is.

It’s money on the table because if they charged $15 a month for vanilla (or even $20 since they could say its a ‘premium’ service), anyone who leaves new WoW to play on vanilla isn’t a lost sale, its a transfer, not to mention the hundreds of thousands (if not millions) of players who don’t play the current abortion of a game but would play the good version (and likely play it for far longer than the current ‘one month and done’ content WoW produces via expansions).

Sky-is-blue stuff aside, the more interesting item here is the misunderstanding of why vanilla WoW worked and grew while current WoW is bleeding out. Az again is incorrect in thinking that the community aspect of a private server exists because everyone playing is a pirate. They are, technically, but put up a private current-WoW server and you won’t get anything close to a vanilla server community, because it’s not just about the people playing, but under what rules they are playing by.

FFXIV has the community it has because the game does an excellent job of weeding out ‘WoW kiddies’ very early. You must run dungeons, you must group, and you can’t face-roll forward like you can in WoW. That filters certain people out early, and the millions left are people who better understand and value the core principles of an MMO, resulting in far nicer and more successful pug groups, as well as just an overall better community.

Vanilla WoW is the exact same idea; the rules are such that they force people to play differently if they want to succeed, or at least progress at a more optimal rate. In a vacuum, spamming trade chat to find a group for a dungeon is worse than clicking a single button and being instantly ported inside with a group. But outside of that vacuum, having to work a bit more to find a group molds people long-term, where suddenly having a guild is more meaningful, and a successful dungeon run feels more rewarding. Leveling super-fast means in a vacuum players see that ‘ding’ more often, and more ‘ding’ means more fun. Outside the vacuum, levels meaning nothing erodes a core enjoyment of gaming (its why every genre today has levels), and all of the systems that rely upon levels meaning something also suffer. New Blizzard designs everything in a vacuum (or just caves in to player demand, which is almost always vacuum-thinking), while Old Blizzard saw the big picture much clearer.

Dismissing people wanting to play vanilla as nostalgia that wouldn’t work is either dismissing or outright not understanding that vanilla WoW was a better version of WoW. What’s crazy is the clock on the scoreboard of that discussion has long since hit zero, because while vanilla grew by millions, post-WotLK WoW has done nothing but bleed subs.

I do hope that at some point New Blizzard does get desperate enough (perhaps once Overwatch flops like HotS has) that they open legacy servers, if only to hammer the above home for people once again. Now I know certain perennial losers will just move the goal posts, but it would still be worthwhile. Plus, I wouldn’t mind running Strath or MC again in their true forms, just to check in on some old friends.

PS: You know you’re being really dumb when you have to follow SOE in the ‘good idea’ department. Not to mention the fact that legacy EQ2 is bringing back an absolute failure of a game, and even that works enough to justify a server, so imagine what bringing back an actually good game would do?

Posted in EQ2, Final Fantasy XIV, MMO design, RMT, Tobold being Wrong, World of Warcraft | 56 Comments

The beatings shall continue

Ho hum, another major GotY aware goes to Fallout 4. Let’s all pretend to be surprised…

Posted in Fallout 3 | 2 Comments

Zombasite is a deep indie ARPG

Full disclosure: I was contacted by the devs of Zombasite and sent a free Steam key. This write-up is based on about 4 hours with the game.

Zombasite is a Diablo-like game with some interesting and often confusing systems layers on top. It’s also an indie game, meaning the graphics aren’t amazing. It’s currently in beta for $19.99, though a free demo exists.

I’m not a huge ARPG (Diablo-clones) fan overall. I’ve played a bunch of them, but too often the ‘click click click’ gameplay bores me far too soon, and I don’t really enjoy farming the same content for better gear in a single-player game. At its core, that’s what Zombasite is, you click-click-click through waves of enemies in different areas and dungeons and collect gear of different colors/flavors. It has multiple classes, those classes have multiple skill trees, you get skill points as you level up, etc etc.

The big ‘twist’ in Zombasite aren’t the zombies though, but the fact that you are the leader of a clan (small village), and you can recruit more members and send people out to hunt for food, gather supplies, or just adventure for gear/xp. It also means the first ‘zone’ you start in is your home base, and that base can be attacked.

Tying into the whole clan thing are other clans, which you can befriend, go to war, and/or trade with. What kind of clans (races) are in your world is random, as is their location. You also have nemesis enemies, which from what I gather are boss-like mobs that will send attacks at your home clan until you eliminate them. This whole aspect is what separates Zombasite IMO, and it works very well. Finding other clans is interesting, gathering new clan members is cool, and forming a party with who you have recruited or with allied clans puts a good twist on the more traditional ARPG gameplay.

There are also a TON of other systems that add complexity to the game, such as every NPC having different traits and relationships, a crafting system, some town upgrading, etc. It’s clearly a deep game, but I’ve really only scratched the surface so far.

Even as a beta I haven’t run into any bugs or crashes with the game, and perhaps most impressively the game loads up almost instantly to the menu screen, where you are one click away from resuming your game. Maybe its just because I’m also playing Dragon’s Dogma, which takes a solid 3-4 min to get back into playing, but there is something to be said about being able to actually play a game 10sec after you double-click the icon on your desktop.

If there is one big drawback to the game its the graphics. Indie games can’t be expected to look amazing, but at least for me an ARPG does rely more on how it looks than other genres, and nothing in this game really jumps out and impresses or looks particularity memorable, which for me means a quicker path to the click-click repetitiveness feel. Worse still, in some of the environments its very difficult to tell what’s a ‘wall’ or whats just some vegetation you can pass over, to the point that I was often looking more at the minimap to see where I could go instead of the actual game world (dungeons are much better in this regard, and for that reason far more enjoyable). That’s not good. Hopefully as the beta rolls on something can be done to improve this, as I think it will be the biggest thing pushing people away from the game.

If you are in the market for a new ARPG, I’d say give the demo a shot and see if it works for you. I could see this game turning some people away pretty quickly, but I can also see its depth and layered systems sucking people in and really giving them a very deep, interesting experience. I’m going to keep at it for now, because I do want to get a better feel for the interconnected content and how/if it all comes together.

Posted in Random, Review | Comments Off on Zombasite is a deep indie ARPG

Dragon’s Dogma has me confused

Dragon’s Dogma has me in a mental pretzel right now in terms of loving/hating it. Well, I’m still actively playing it, so I do like it overall, but it does so many things infuriatingly bad while at the same time doing some things so well that it’s a really hard game to pin down or say whether I would fully recommend it.

Let’s start with the bad. The UI is a goddamn train wreck. It’s a console port, and a super lazy one at that. You can open your inventory with the I key, but you can’t open the map with M. To open the map, you have to hit escape, which brings up the main menu, then click on map. Why? No idea. For the inventory, the I-key view of it allows you to see what you have (in nested menus, which are also terrible), combine items, or view equipable stuff. You can’t actually equip anything though. To do that, you have to go into a different inventory view. Why? No idea, and I don’t think there is a way to go directly into equip-stuff mode.

Speaking of going directly, or in this case not going, you can’t quit out of the game without returning to the main loading menu. On a console you would just turn the thing off, but you don’t turn your PC off every time you are done with a game, so this is actually really annoying. Again, super-lazy port.

You can also assign items like healing potions to hotkeys, but you can’t seem to do that with stuff like bombs. Unless I’m doing it wrong (totally possible), you have to go into the inventory and manually select to hold a bomb (which are stored in the same section as healing and buff items, so that whole section gets pretty large), and once you throw a single bomb, that’s it, even if you have multiple copies. It’s so cumbersome and time consuming I don’t bother with it unless I’m facing a super hard challenge, but that’s also problematic because a decently-large focus of the game is finding random components to craft all these buff items and consumables.

The graphics overall aren’t great, but at the same time some of the dungeons or landscapes just have this fantastic feel to them in terms of style. Like each individual texture or graphic effect is poor, but put them all together and you might stop and marvel at the sights. It’s really weird. The same goes for characters; technically they are low-poly and meh textures, but something about the design of your characters and the monsters you face just works, and some of the bosses are again jaw-dropping for some reason.

The combat is good, though could be great if the UI and controls weren’t getting in the way as often as they do. This is actually the first game ever I’ve honestly considered getting a controller for, because I think that would really smooth out the experience. A lot of the encounters will be stuff you button-mash over, but then you can easily run into something that either almost insta-kills you, or has you reloading over and over to eek out a victory, a victory that feels really rewarding.

Quests and monsters don’t have visible levels, which is actually kinda nice. Sure, it can lead into a situation where you set off to do a quest, travel (run) for 15 minutes, and show up only to find out the monsters are outright impossible for you to kill, but it also means everything feels more open-ended, rather than a given list of “do this, then that, and finally this”.

The whole pawn (companions) system really is interesting, and fiddling with group composition and how best to tailor it for different area/encounters is fun. There is a lot of depth to almost everything in the game, and while you don’t need to take advantage of it at all times (meaning the game isn’t a constant slog), it does come into play often enough to feel important and worth investing effort into.

As I said at the beginning, the game really has me a bit confused in terms of enjoyment. I’ve had nights were I absolutely hate it because I’m fighting the UI more than monsters, but then it has nights were I can’t pull myself away from a dungeon or certain encounters. If you are looking for a unique RPG experience, I’d say it’s worth grabbing during the next Steam sale, just know you are going into a flawed experience.

 

 

Posted in Random | Comments Off on Dragon’s Dogma has me confused