Showing posts with label Opinion. Show all posts
Showing posts with label Opinion. Show all posts

Friday, September 3, 2010

Quick Response to Gevlon re: WoW's market


I'm going to leave the rest of Gevlon's post on feminism alone because it would take forever to talk about, but I do want to address one point he made that I think is patently false:

Now the game design being sexist seems a different issue but it's not. The game is exactly what its audience wants it to be. Blizzard is an ethic-less company, responding only to market factors. If the audience is a bunch of morons who jerk off watching cybering blood elf girls, then the blood elves are designed to be sexy. Anything else would be bad business.

The problem with this idea is that the demographic he's talking about is only part of the game's audience. 

There is no comprehensive research about female MMO/WoW players.  The BBC did a survey that estimates that 40% of EQ2 players are female.  Nick Yee used data from WarcraftRealms that showed only 16% females, but that's only people who gave their gender on that fansite, so it's surely an under-representation.

Even if you think the BBC's estimate is high, Blizzard's chosen imagery still turns off millions of potential players (not just females, but also males who don't like this art style).  The current state of the game is bad business.

But if they are an ethic-less company that only responds to market factors, why would they do this?  Because their art choices are driven by their own preconceived notions, not market factors.

Blizzard is a boys' club.  Guess how many female artists, out of at least 16, worked on Starcraft 2, according to the behind the scenes DVD?  One.

Blizzard's elite art team, responsible for most of their concept art?  Zero females.  In fact, it's called Sons of the Storm.

Remember that photo of the entire community relations team that came out a while ago (y'know, where Netheara became a sex object for thousands of frustrated internet teenagers by daring to allow her photo to be taken?).  There were 2 women in that crown of 2 dozen.

So a bunch of  boys make a game.  Of course the art will cater to boys, because that's what they think looks cool.  I'd also argue that a lot of socially insecure guys end up devoting their lives to video games to the point that they work at (arguably) the top developer in the world.  We could go on and on all day about why there are so few women involved, and I'm going to sidestep that issue for now.  What I will say is that it's hard to put out something females would like if you don't have a single female on the team.

They have no proof that their portrayal of gender "sells" or doesn't.  The game might sell just as well or better if they had more variety.  They aren't responding to market forces in this case.  It just doesn't occur to them how unappealing some of the art in this game is to a huge chunk of their potential audience, because to them, half-naked buxom women and burly, inadequacy-soothing men have "concentrated coolness".

If they really wanted to improve business, they would give a wider range of options.  And in a lot of ways, they have (dwarf and troll females, gnomes, goblins), but those options are poorly represented by NPCs and especially by major lore figures.  There's absolutely no need to get rid of the impossibly-burly males and buxom chain mail bikini babes that appeal to the insecure boy market.  Don't take anything away from them.  Instead, add more variety to appeal to a bigger audience and bring in even more money.  How about a dwarf female faction leader in heavy armor, built like a tank?  Or a trim and cut human dude in nothing but a chain loincloth (and a bow tie) as a faction leader (just to make it even given sylvanas's outfit, after all)?  Why are the worgen led by some old guy when they could have a young topless male werewolf with washboard abs (talk about a ready-made audience!)?

As it stands, Blizzard is failing to be an ethic-less company responding to market forces, at least when it comes to their representations of gender.

Wednesday, July 28, 2010

Starcraft 2 Single-Player Impressions


Short version: Blizzard continues to release games when they are ready. 

Long version: OK, I'm not the most impartial reviewer here.  I was predisposed to absolutely love this game after how much fun I had with both the single- and multi-player parts of the original Starcraft, as well as every installment of the Warcraft RTS games.  And guess what?  I absolutely love it.  I love it so much that I wish I could italicize that last sentence twice.

More after the jump.

Monday, July 26, 2010

Death Knights in Cataclysm: what will change?


Well, we've finally gotten the big talent tree revamp we've all been waiting for.  It's obvious that the Death Knight trees are far from finished, but we are starting to see themes forming, and getting some idea of what will change.  A lot remains to be implemented and seen, so it's hard to judge these too deeply.

Overall:
  • New rune cooldown system: this one was announced a while ago.  Simply put, runes of each color refresh one at a time.  You essentially get half as many runes during ongoing fighting, but if you are inactive for a bit you can start out with all 6.  Each of the 3 colors is basically its own energy bar.  The damage and runic power generation of the abilities and talents has been doubled across the board to compensate.  In theory, you should have more free GCDs since waiting a second to use a rune won't lead to a large dps loss down the road as future recharges are delayed.
  • Runic Empowerment: Until recently this was a first-tire frost talent, but is now baseline for all DKs.  When you use a runic power ability like Frost Strike or Death Coil, you have a 45% chance of refreshing a random rune. That's a lot of free runes.  This adds an element of randomness to all rotations.  I'm worried that it will undercut the new rune cooldown system because you'll feel pressured to always have at least one full rune of each color on cooldown in case this procs.
  • Each spec gets its version of death runes right off the bat, as well as a key ability (heart strike, frost strike, perma-ghoul).
  • Anti-magic shell no longer generates runic power off of damage by default.  This does remove a measure of skill from the class (timing AMS to optimize free RP), but hopefully new abilities will make up for it.

Blood:

  • Now a pure tanking tree, and the only tanking option.  Our own Prot tree!
  • Blood presence is now the tanking presence, having the same effect as the current frost presence
  • We just pile on the cooldowns: IBF, AMS, Vampiric Blood, Bone Shield, Rune Tap, and Will of the Necropolis all in one tree!  Also, WoN now procs a free Rune Tap heal and refreshes the ability's cooldown, adding an active element to save yourself when low on health.  We clearly have more cooldowns than other classes, and it will be very interesting to see how hard this is to balance.
  • Block equivalent: in Wrath, Death Knights have been at a disadvantage for smaller-scale fights because of a lack of a block-style mechanic (druids can proc a mini-shield on crits).  There was mention of a block equivalent a while back, where we would have a chance to auto-heal for a percentage of the damage we take.  That appears to have been scrapped, as it does not appear in the current talent trees.  I still hope it makes a comeback.
  • Innate crit immunity: say goodbye to defense rating, the most annoying stat ever in the game!  It was confusing and served as an unecessarily stark barrier-to-entry, and required too much outside research to even begin to understand.  Good riddance.  Now we get PvE crit immunity from Blood talents, just like other tank specs.  Hurrah!
  • Attack Power Debuff: just like with Block, DKs were the only tanking class with no attack power debuff they could apply to enemies (Demoralizing Shout, etc.).  That's finally changing, as talents in the new blood tree give Blood Boil the ability to apply that debuff, making it into a damaging Demo Shout.  Another great call by Blizzard, it's a necessary tanking tool that we went without for too long.
  • Dancing Rune Weapon: now you can parry for two!  In a great leap in the realm of MAKING SENSE, having a second weapon flying around in front of you gives you a sizeble bonus to your chance to parry.  But wait . . . is that another tanking cooldown?  OK, guys, this is getting a bit ridiculous.  6 cooldowns?  That's a lot of runes and runic power being devoted to survivability (even though IBF can be talented to be free!).  Hopefully that won't cripple our threat.
  • Sub-specs can only go 10 points into another tree at most.  This leaves you with very few attractive talents currently within reach for tanking.  You're basically picking between a reduced DnD cooldown and a fear immunity. 

 Frost:
  • With blood presence taking over tanking duties, frost presence now boosts damage and runic power generation (sorry, no more self-healing)
  • Pillar of HOLY SHIT (aka Pillar of Frost): I'll just link the tooltip for you:"Calls upon the power of Frost to increase the Death Knight's Strength by 20%.  Icy crystals hang heavy upon the Death Knight's body, providing immunity against external movement such as knockbacks.  Lasts 20 sec."   Notice anything . . . missing?  Like, say a cooldown?!?  It used to be at 1 minute, maybe wowhead isn't displaying it.  33% uptime is still pretty good - but where will we get the spare frost rune?
  • You can now choose between a dual-wield talent and a 2-hander talent.  This is quite a relief, as I'd love to have a 2-hander spec without a pet.
  • Frost DKs now get the 4% increased damage debuff for raids that was previously limited to combat rogues and arms warriors.
  • On a Pale Horse was moved to early Frost.  I find myself constantly wishing I could fit this mount-speed talent into my builds on live.  I hope Blizzard follows through on the promise to leave you  points for optional talents so I can pick this up.
  • The top tiers of unholy have little worth subspeccing into, so you'll end up putting the majority of your extra points in blood in the current build.  

Unholy:
  • The biggest change to unholy is the loss of Bone Shield.  Most players underestimate this talent's current impact in raids.  Taking 20% less damage at all times is huge.  It prevents some insta-gibs (hello Mauradin cleaving me as I run past him on heroic gunship), reduces healer panic from big aoes, and makes you all-around the most survivable dps in any raid.  Get lucky enough to be the first Mark on heroic Saurfang and laugh all the way to your purples.  This would be even more important in the new Cataclsym healing environment, so it was placed 11 points into the blood tree to prevent non-tanks from getting it.
  • The damage buff Hysteria was removed from Blood and replaced with a similar cooldown called Unholy Frenzy in the blood tree.  Sudden Doom also got moved from blood to give unholy free death coil procs.
  • Ghoul Frenzy keeps getting buffed in the beta builds.  It's more afforable with the new talent philosophy, but it remains to be seen if 1 unholy rune will ever be worth it, especially now that:
  • Scourge Strike costs 1 unholy rune, instead of 1 frost + 1 unholy.  Obliterate and Death Strike, the other FU abilities, remain unchanged.  Blizzard will presumably be introducing some use for the extra frost runes, as they can't possibly expect us to just cast extra Icy Touches, especially given the ludicrously long disease durations we get from epidemic.
  • The likely solution to the frost rune problem is the new Festering Strike, which further extends disease durations and is the first 1 Blood + 1 Frost ability.  I don't see the other trees getting use out of this when they could cast Obliterate or Heart Strike.

Problems:
These builds are clearly still early and in flux.  Some of the priority things for Blizz to work on:
  • Top-tier talents are lackluster in Frost and Unholy, especially for sub-speccing.  At least Improved Icy Touch, Icy Reach, and Vicious Strikes should be both reworked and shuffled.
  • Ghoul Frenzy should either have its rune cost removed, or be reworked to be a desirable cooldown.  Maybe reduce it's duration to 30 seconds, double it's damage effect, and give it a 2 minute cooldown.
  • Frost needs its "required" dps talents to be reduced in number.  Dual-wielders can only afford 1 optional utility point, while 2-hander-wielders can technically afford 4, but are forced to put two of those into Icy Reach and the other 2 into tier 2.  The whole tree really needs rearrange-in'.
  • Can you tone down the cooldowns in Blood just a little bit?  And are you sure threat won't be an issue with all those resources going to staying alive?
  • Festering Strike will have to be implemented very carefully.  Not only will it have to do more damage than an Icy Touch + Scourge Strike (remember, unholy gets Reaping automatically, so blood runes become death runes after being used for blood strikes), but it will also need a way to deal with the fact that you aren't going to be using the blood rune for a blood strike, and thus won't be getting a death rune later.  In the same patch, Festering Strike was added to Reaping, meaning that the Unholy rotation currently looks like SS > SS > FS > FS > SSx6 or something (I'm not really accounting for the new rune recharge mechanics there because I haven't tried them).
Any further evaluation will have to wait until I can actually get into beta and find out the real consequences of the new talents, the new rune cooldown system, and haste's effect on rune refresh speeds.

Friday, July 9, 2010

Blizzard Does Listen To You


Honestly, I'm pleasantly surprised: Blizzard CEO Mike Morhaime just announced that Real ID will no longer be required to post on the SC2 and WoW forums.  They are responding to (an unprecedented level of) player feedback and concerns and rescinding Tuesday's announcement.  We can all breathe a sigh of relief: we get to continue using the forums without having to risk the dangers of exposing our real names.

I am both overjoyed and relieved.  It took them longer than I'd like to figure it out and make a statement, but you have to give them credit for doing the right thing, listening to the players, and even having the Big Man himself sign the statement.


I'm still worried about privacy, and the direction of Real ID.  I'm still worried that my game about killing internet dragons will be transmorphed into an intrusive social network.  Hell, the fact remains that even if they went back on it, Blizzard still claimed Real ID was "only for people you know and trust" while planning to give out your real name to anyone with an internet connection if you used the forums.

But Blizzard deserves credit and some positive press.  And I've re-preordered SC2 and will not be allowing my WoW account to lapse.

I am so glad that I no longer have to choose between my principles and my games.  At least for now.

Thank you, Blizzard.

Thursday, July 8, 2010

Who is Activision/Blizzard's Customer Base


Traditionally, the customer for a video game company (publisher or developer) has always been the gamer.  Or, to avoid categorization, anyone who purchases a game to play it.  As a moneymaking venture, gaming companies focused on eliciting as many purchases as possible.  This motivated the developers to provide games and features that the most gaming customers would be interested in paying for.

Ask the average person on the street, and it's likely they think of television the same way: that the customer of the television industry is the viewer.  You would think, then, that this would motivate television companies to make decisions in the interest of the viewer, because their primary goal would be to make the viewer happy.

And yet, Firefly gets canceled, great shows get underpromoted into obscurity, and we're inundated with reality shows that everyone claims to hate yet everyone seems to watch.  [I believe they watch mostly because they want to watch TV and that's what happens to be on, and because it's something they can talk to coworkers and strangers about as a shared point of experience, much like sports; but the reasoning doesn't really matter to the point I'm trying to make here]

So why doesn't television cater to the audience in the way you'd predict if the viewers were the network's customers?

Because the television network's customer is not the viewer.  The network's customer is the advertiser.

NBC is not in the business of providing television programming to viewers.  It is in the business of providing eyes to advertisers.  Every decision is not made based on providing quality programming in a way viewers want to see it.  Decisions are instead made based on the most cost-effective ways to get advertisers to pay top-dollar for ad space.  That just so happens to lead to television striving to attract viewers, which often leads to the network acting in the viewers' interest; but such actions are coincidental.  They are simply a side effect of serving advertisers.

There's no need to demonize the networks over this, but it's important to be aware of it so we have realistic expectations.  Television networks do not consider you to be a customer, so don't be surprised when they routinely act in ways that seem unfathomable to you as a viewer.  If they lose 10% of viewers over intrusive product placements or longer commercial breaks, they'll do it if it increases the other ad revenue by 11%.  They'd never do it if viewers were the customers.

So what does this have to do with video games, and Activision/Blizzard's expansion of Real ID?  I'm glad you asked.

Actiblizz's recent actions seem unfathomable.  They are going against the wishes of the vast majority of their players.  They are startlingly unresponsive to criticism from the customerbase on the Battle.net and Real ID issues.  They are taking actions that are clearly contrary to the best interests of their players, and are going out of their way to avoid explaining them (except through the ocassional half-truth like "cleaning the forums").  People are canceling WoW accounts and SC2 preorders left and right over something that seems so easily avoidable or fixable.  Don't they care about losing so many customers?

You have probably guessed where I'm going with this by now: we, the players, are no longer the World of Warcraft's customerbase.  Advertisers are.

It's pretty clear from this interview and other statements about Real ID about how they "have been planning this change for a very long time" that Real ID is the lynchpin in an effort to leverage an untapped asset that Actiblizz has more of than any other company out there except Facebook: our personal information

Facebook makes its revenue from advertisers by using our personal information to help them target us more accurately, and by using our social connections to lubricate the spread of marketing messages.  Activision has done the math, looked at their potential to help advertisers target 12 million people, and decided that, come hell or high water, the potential loss in subscription revenue will be dwarfed by the potential gain in ad revenue along with the other benefits to emulating the Facebook business model with a near-captive mob of players to be tapped.

Blizzard once had a reputation for making games for the players.  They were known for scrapping sub-par products rather than releasing them for a quick buck.  They were known for being more player-friendly than any gaming company outside of Valve.  But to Actiblizz, we are no longer the customer.  We are an asset to be monetized . . . stock in a warehouse . . . entries in a quarterly earnings spreadsheet.  We are now Actiblizzard's product, to be sold to advertisers for more than our subscription is worth.  This is, ironically, our reward for making the game so popular.

Actiblizzard has signed a contract with Facebook.  They are committed to this course of action, no matter what we say.  And no matter how many of us quit, it's most likely going to be a profitable move for them.

From this point forward, Blizzard's reputation is done.  We can stop expecting them to treat us like customers.  Advertisers are their primary customers now.

I wonder if Actiblizzard treats them as well as the old, dead Blizzard used to treat us?

Tuesday, July 6, 2010

Real names on the WoW forums.


I cannot comment on this right now because I feel too betrayed and angry to be rational.  Just thought you might like to know that anyone who wants to keep their real name private can't use any Blizzard forum anymore, including WoW and SC2 forums.

http://bit.ly/9ZfjeD

Fuck you, Blizzard.

UPDATE: some comments added.  This is what I posted in the thread under one of my alts (gotta savor the anonymity while I have it):

This is a terrible idea, Blizzard. I know that you're going to go through with it no matter what we say, but hey, I gotta try. I love this game and I had a lot of respect and loyalty to your company, and that is all gone now with the advent of Real ID and it's expansion to other parts of the WoW experience. How long until giving out my personal information is no longer optional for simply playing the game?

You say that you're trying to improve the level of discourse on the forums. Do you realize that what you are doing is driving out every intelligent adult?

Any grown-up with a career outside the games industry? No longer posting on the forums, because it will hurt their career for their boss and peers to know they play WoW. Gaming is not understood by the masses, especially the career-minded.

Anyone mature enough to have a healthy sense of how to protect themselves online? No longer posting on your forums.

Any female who has ever been stalked (ie almost every female)? No longer posting on the forums.

Any female who has ever been ignored or disrespected simply for being female, but found herself finally treated as an equal in WoW because her gender was hidden? No longer posting on the forums.


What's left? Teenage boys who don't have enough career aspirations to want to keep their gaming a secret. The dumbest, most immature, most dead-end teenage boys.

That's the forum culture you are building. Good job thinking that one through.  




UPDATE 2:  You can post a complaint to the ESRB here:

https://www.esrb.org/about/contact.jsp

I'm all for parents supervising the gaming activities of their children.  It is in no way the game company's responsibility to protect children.  BUT the ESRB has taken that goal upon themselves to help inform parents.  And a "TEEN" rating is not high enough when the game is giving out your personal information on the net.  No minor, including 17 year olds, should be allowed to purchase this game without the presence of a responsible adult who is well-informed about the parental controls available to them.  No minor should be able to choose to give out their personal information this way.

Here is the content of my complaint to the ESRB (limited to 500 characters, excuse the grammar):


Filing a formal complaint about Blizzard's announcement today that their forums will display your real first and last name.

It poses a security and privacy risk, especially for minors.  Please raise the rating for all Blizzard games to at least what you would give Grand Theft Auto (preferably Adults Only).

Giving out personal information is more dangerous today than letting a child see the content in GTA.

The move also shows a startling disregard for privacy that you should keep an eye on.

Monday, June 28, 2010

APB Review



If you are an MMO gamer, don't be fooled by the persistence of the world in Realtime World's new online GTA-clone All Points Bulletin (APB).  It's not for you.  I'd argue that it's not even an MMO.  It's a shooter with driving and great customization options that just so happens to take place in a single persistent world instead of the usual structure of separate servers for each match.

The core gameplay consists of receiving a mission that gives you an objective and some opponents and sets you loose in the city.  Each mission is more like a miniature Warsong Gulch match than a warcraft-style "quest" - though sometimes you will be Fed Ex-ing an item from one place to another - sometimes in an actual delivery truck, even.  Nonetheless, such quest-like mechanics end up bearing more resemblance to capture-the-flag than deliver-the-parcel.

If you can accept the analogy: APB is like Halo or Call of Duty if you got to hang out in the map between matches instead of going to a "find a match" menu.  Except it plays exactly like Grand Theft Auto, with very basic first-person shooting and challenging and sometimes wonky driving.



Interview Reveals that RealID is a Scam


Can't believe it took me nearly 2 months for me to come across this interview. In USA Today!

http://content.usatoday.com/communities/gamehunters/post/2010/05/blizzard-and-facebooks-friendly-social-networking-deal-launches-with-starcraft-ii-/1


Holy crap.  Blizzard's plans for Real ID are beyond what I even imagined.

So back at Blizzcon, Blizz announced that they were going to be using Battle.net to add cross game/faction/server communication.  This sounded great.  It would let me ask a friend logged into WoW if they wanted to come play some Starcraft . . . in the form of a whisper to their character!  Yay!




Oh wait.  Now it turns out that they weren't adding cross game/server chat as a benefit to the players.  It's simply bait to create their own social network to get a piece of the Facebook revenue pie.




Thursday, June 17, 2010

The plot thickens....


More from Ghostcrawler on 10s vs 25s:

25-Player Raids not attractive anymore in Cataclysm?
If we wanted to remove 25-player raids, we'd just do that. We know a lot of players like them. Personally, I will probably keep raiding 25s. A lot of players like the 10s too though, and despite what fans of the 25s might think, offering lower item level loot in the 10s doesn't make them attractive enough. We're going to try instead offering more rewards (which includes loot) in the 25s, especially for the heroic modes. Many (though not all) of the players worried about the reward per effort of 25 raiding are concerned more with the heroic modes.

Upping the loot-per-raider in 25 man hard modes makes a lot of sense.  One of the biggest problems with 10s vs 25s right now is how much easier it is to do normal mode 25s vs hard mode 10s for such similar gear.  And that's not even considering that normal mode 10-man Lich King is much harder than the entire first wing of 25-man normal mode ICC.

 It also sounds like 25-man hards will get more perks, which I'm speculating will include things like mounts.  We'll have to wait and see.  I'm just so happy that 10s are being fairly represented now, but I don't want to let that blind me.  I don't want 25s to die.

Cataclysm's systems seem to be in such a constant state of flux lately that it really makes me worry about them making the November/December deadline, though.  I sort of expected them to be approaching the polishing stage now, not in the thick of developing the new stuff.

Tuesday, June 15, 2010

Paladins Officially Overpowered, Blizzard to Kill 25s.


A highlight from Ghostcrawler's interview at Eurogamer:

Eurogamer: Is there a particular class that you thought needed an overhaul more than the others?

Greg Street (Ghostcrawler): I think the Paladin is one I'd say probably needs some of the most work, it got a lot of work in Lich King but it's still not quite there. Each individual role, the damage, healing and tanking all have problems, in some cases they're over-powered but a little simplistic in other cases, so we definitely want to address that. Without changing - you know, it's a very popular class, I think it's our most popular class at the moment, so we don't want to make it unrecognisable either.

 Told ya!


The amount of gear in the 25 person raids will be roughly equivalent on per-person basis to the 10 person raids. One thing to keep in mind it that we don't plan to allow players to upshift from 10s to 25s, only downshift from 25s to 10s on a given week.

The statements beforehand said that 25person would have more gear per person than 10s, so I wonder if "roughly equivalent" indicates a change in plans, or just not wanting to commit yet to either "exactly the same" or "more".
The number 6 per boss was being mentioned I believe, so slightly more I guess, but anything can change in testing so I wouldn't say that it is set in stone. But we all know you guys won't call us out if anything changes during a beta, right?

So basically there will be no real incentive (gear-wise at least) to run 25 man raids.
There are rewards like badges/gold for the additional coordination involved, but we are trying to avoid having gear be the reason that one style is better than the other.

 
What a shame.  Still, the proposed system is better than the current raiding system, IMO.


*Saying they are killing 25s is hyperbole.  More emblems really will be a strong draw, especially if the difference is very large.  I expect many people will still do 25s, and with the raid ID improvements I expect my guild will farm early bosses on tuesdays with our 25-man alliance then do progression in our 10-man group using the same instance ID later in the week, for instance.  But giving more loot per person was the key to keeping a balance, and now that that's gone, 25s are going to be hurt much more badly than I had anticipated.  


The overall system is still an improvement in my eyes.


Monday, June 14, 2010

APB "beta" Preview


I preordered All Points Bulletin, the new Grand Theft MMO from Realtime Worlds.  The preorder comes with 2 chances to play the game ahead of release: the "key to the city beta" (read: a taste of the finished game so you can hype it to your friends) and an early start a few days before its release on June 29th North America and July 1 in Europe.  I played the PC version that I ordered through Steam.

First of all, there were still some technical issues with the download and launch of the game.  I'd recommend a boxed copy, which is the opposite of my usual stance.  You download the APB Launcher through Steam, but starting the game through Steam fails to open the launcher, requiring that you hunt down the file in a different folder directory.  Once the launcher starts, you are in for a (at best) 8 hour download of a 7 gig game.  The APB and Steam forums were both overrun with threads complaining about the download speed.  Then, once I let it download overnight and finished the installation, I still couldn't run the game from Steam, and had to hunt down the new launcher in yet another different directory.

I forgot most of that once I started the game. 

More after the jump.



Monday, May 24, 2010

The Lost Finale


If you haven't watched the Lost series finale that aired yesterday, stop reading now.



After the jump is spoilerland.


Wednesday, May 19, 2010

Female Worgen Models Revealed


The female worgen models officially previewed at the Escapist (nice name) look pretty good!

But I'm glad these are still a work in progress. I'm actually happy with the general idea, but the hips/waist/pelvis look wrong. Kind of fragile. Like, they need some shatter-proofing. Bulk em up a bit. Their faces also need work. I'd recommend giving them more jaw and just generally making the head a and mouth a bit bigger. We'd have to see them with hair. They look too much like does rather than wolves. I know they need to be feminine, but that doesn' t mean you have to change them to another species!

I love the lanky, languid feel, and the bit of graceful savagery to their apparent animations. I'm glad the devs avoided the temptation to over-feminize their limbs, instead making their arms long and their hands and feet large. They really do look like Worgen, isntead of a furry reskinned Draenei female like I expected. Then, just when I think they've made a step forward, I notice that not even plate armor covers their midriff. Vulnerable underbellies are usually a good place for armor, ladies.

I especially want to point out the apparent ear animations as shown in the stills, which are a nice touch, and really bring the model to life.

And their shoulders are a good size! Some of the WoW models have a lot of wasted potential because the shoulders are too small.

Overall, it' s looking promising.

Thursday, May 13, 2010

Wednesday, May 5, 2010

Battle.net should NOT USE YOUR REAL NAME!


Dear Actiblizz,

The fact that Battle.net's method of cross-game communication forces you to give out your full real life name (the one associated with your credit card,no less!) as part of the "RealID" is a [bleep]ing travesty.

IT NEEDS TO GO.

ActiBlizz, I know you really are banking on leveraging facebook and RL social networking and stuff, but you are purposely crippling the useability of your service for absolutely NO benefit to the user. The ONLY people who benefit from forcing realIDs to use real names are ActiBlizz shareholders and executives.

I do not want to give out my name over the internet. I want to go by my handle. I want to keep my RL and gaming life separate. The excuse that "well don't give our your realID to anyone to whom you don't want to give your real name" is complete buttpoopcrap, because it means you are explicitly saying that no one should be using the cross-game communications with their in-game friends that they only met through their guild.

It essentially locks a ton of people out of the service. A service you want to be successful. It can't be used for its intended goddamn purpose because using it opens up a personal security/privacy breach with no way to opt out except to not use the service at all. When it would be SO EASY to just plug that security hole so users could actually use the service freely.

Why didn't you instead just announce "there will be no cross-game communication available in battle.net for people you meet online".

Again, this ONLY hurts the end user and the success of the product's widespread use. So why is the real name being forced in there? Is it really just for facebook integration? Is that really so profitable that it's worth hamstringing the entire service until it's almost pointless? Why would you EVER do it this way??!??!


Yours in INCANDESCENT RAGE,

Hatch

(not my real name, which means that I can't use it as my battle.net handle without giving out my real name to everyone that my blogging persona wants to keep in touch with, thus destroying the purpose of the pseudonym entirely!)


PS: and I quote:
"You will also be able to see the first and last name of your Real ID friends and their Real ID friends."

Yep. If you friend someone with your Real IDs, anyone that other person EVER adds will be able to see YOUR personal information without any way for you to block it except drop that friend.

Why would you force real names on there when the system would be so much more useable and less [bleep]ing dangerous if you just let us opt out of displaying our real names?

Monday, May 3, 2010

Premium Articles at VTW Productions


Hello faithful readers,

Today I posted my first Premium Article over at Versus the World Productions, home of Octale & Hordak, Casually Hardcore, and other great podcasts.

It's (inevitably) about the Cataclysm raid changes, and goes into depth about why the old system is bad, and the new one good.

I AM IN NO WAY STOPPING OR EVEN SLOWING DOWN UPDATES TO MY BLOG. My articles over at VTW will be in addition to my normal blogging over here.

So go check it out, enjoy their podcasts, and tell your friends!

A Brief History of Gear


Click this link and read a great guest post on Blessing of Kings, which gives a decent history of how gear was obtained throughout the past 5 years of WoW. It highlights the fact that players always flock to the best effort/reward ratio activity in the game, regardless of whether it is the most "fun" activity for them.

Thursday, April 29, 2010

Busting the Top 9 Myths About the Cataclysm Raid Changes


Let me preface by saying that I’ve been a raider since back when BWL was the highest tier. My 40-man guild went deep into AQ40. I lived through it as that same guild transitioned to 25s. Then I ran a 25-man raiding guild for a year as the primary raid leader. Then I ran a 10-man strict guild for 2 years, and now I lead a 10-man guild that hosts a 25-man guild alliance run. I’m really, really familiar with every facet of this debate, having led both 10 and 25 man raids as well as having firsthand experience of the 40 to 25 transition.



Now let’s move on to shattering the myths about the new raid changes.


Myth 1: You have to roll against more people in 25s.

Yes, I know, it seems obvious that with 15 more people there, you’d have more competition for loot in 25s. But it’s a myth: Blizzard has stated clearly that 25s will drop more items per person. There is no room for misinterpretation: there is a 0% chance that 25s will only drop 3 or even 5 items if 10s drop 2. It seems most likely that if 10s drop 2 items per boss kill, 25s will drop 6-7. Now do some math: 6.5/25 is a BIGGER NUMBER than 2/10. Which means that even though there are more people in the 25, you will actually have a better chance at personally getting loot in the 25-man raid because so many more items drop (and there is absolutely no reason to assume we won’t see the same item more than once per kill in this case).


Myth 2: We lose too much content with the shared lockout.

All that will happen is you won’t be able to run the same instance twice a week on the same character. Do you really like rerunning the same instance over and over like you do now? Is it a good thing that 25-man raiders feel pressured to run 10 man to get double the emblems? Is it a good thing that 10-man raiders have little to no access to the 25-man run while the bigger groups can easily do both sizes in the same week?

If you have a small group of friends you like to raid 10s with outside your 25-man guild, or if you are a 10-man guild who enjoys a 25-man alliance, that’s easily solved with alts. And if you don’t have time to level an alt, then why are you asking to get to raid the same instance twice a week anyway?

Another easy solution would be to do the previous tier’s content with the other group. Hopefully Blizzard will set up the tiers so hard mode loot from the previous tier is still relevant (but not required), so you have a reason to do so.

If you just prefer to have the freedom to run the instance twice if you so choose, then you are really arguing against lockouts altogether. Why not get rid of every lockout, if having fewer lockouts is inherently better? Oh yeah, because it would break the game.


Myth 3: 10s will be too hard to balance and make class stacking a problem


This one is legitimate as a suspicion, but not a fair assumption to make with this little information. Blizzard design hasn’t been perfect, but they’ve done a pretty good job overall.

As for class stacking: we have no idea if there will be buff changes made to go along with the raid changes. There is no reason why you can’t get a good mix of buffs with any reasonable comp if they set it up right. They’ve already started spreading buffs out.

It’s OK to have reduced faith in Blizzard, but it’s too early to just assume they will blow it. And it’s especially silly to assume they haven’t thought of this yet.

Another thing to keep in mind: right now, everyone is focused on how much bigger a logistical challenge 25-mans are to organize. Well what if the unique challenge 10-man leaders face is in forming a comp that optimizes buffs, while 25-man leaders don’t have to worry about that because they will inevitably have every buff covered?


Myth 4: The devs want to kill 25s


Hah! If they did, they would have just removed them from the game, instead of going out of their way to make sure there are still incentives to do them. Would all of the work they will put into making 25-man versions of dungeons be worth it if their plan is to “stealth kill” all 25-man raids?


Myth 5: The devs will let 25s die (unintentionally)

I’ve often been cynical of Blizzard’s design choices. I can understand this impulse. But every indication is that they are committed to making whatever adjustments are necessary to make both raid sizes into viable choices that people will be interested in. There is no way they are so stupid that if they want 25s to stay alive (as we’ve already established) that they would accidentally totally fail at their goal. Blizzard makes many choices I don’t agree with, but it’s pretty rare for them to outright fail through incompetence.


Myth 6: I love 25s because they are more epic, but obviously no one else does so I’ll never get 24 others together for it after these changes


I have seen this one so many times that I could form a dozen 25-man raids out of the people who say it. It seems like tons of people just prefer the bigger raids. If anything, the response to the changes has proven that 25s will never actually die unless they are removed from the game. What surprises me is how all of these people assume that no one else feels the same way. The entire point is that you feel free to pick the format you prefer rather than having to "game the system" by doing 25s just to get worthwhile gear.

Here’s an example of this one from Dawn Moore at wow.com:

She opens her thoughts with:“I play in a high ranking 25-man guild because that is what I love to do. I don't do it for the glory, better gear, prettier mounts, or legendary items.”

Then she ends them with: “ Blizzard's proposal removes the incentive to do 25-man raids, which will kill the majority of 25-man guilds, which in turn will kill the community I come to the game for. I hate to say it, but for the first time ever I have been served a very good reason to quit the game.”

Yeah, you read that right. She really did just say that she doesn’t raid 25s for the glory or the gear, but now that the glory and gear are gone she has no incentive to do them anymore. GG, Dawn.


Remember back in TBC when everyone was doing arena because losing 10 matches a week would get you a weapon that blew away what was available to most people in a raid? Remember how so many of those people hated arena and never would have done it if they hadn’t seen that it was by far the optimal way to progress their character? Ever notice how now that the rewards are more balanced, the only people in the arenas are those who love arena, and everyone is happier?

That’s exactly what happened to 25s in Wrath. They were the only legitimate PvE progression path (10s offered gear that was a tier behind) through this entire expansion. Tons of people who preferred 10s or other activities felt compelled to do 25s because they were the only avenue to “real” gear and achievements (because 25-man guilds could just cheese the 10-man achieves, rendering them irrelevant). Now that 10 vs 25 is a real choice, and both are legitimate progression paths, those people will leave 25s.

Let me rephrase that: those people will stop doing an activity they didn’t like as much in favor of one that is more fun for them.

Yes, that’s an awful thing to have happen! How dare they have more fun while still relevantly progressing their character!!! This isn’t some game, goddammit!

If you are in a 25-man guild and you think that losing the higher tier of gear over 10s is going to cause many people to leave your guild, that means they didn’t want to be there and were only there because you were bribing them. Are you really trying to tell me you prefer the system where you bribe/blackmail your friends into having less fun? Rather than the system where everyone chooses the activity they want, and gets rewarded either way?


Myth 7: Raid leaders won’t want to lead 25s anymore.

It’s undeniable that organizing a 25-man raid and guild is way more difficult and stressful than managing a 10-man guild. But what is the incentive right now to lead a 25-man raid? A higher tier of gear? That higher tier goes out to the entire raid, not just the leaders. How come the rest of the guild gets rewarded just because the leaders work harder?

The weirdest thing about this argument is that 25-man raiders and leaders aren’t losing anything. They are, in fact, gaining. They still get the top-of-the-line gear, only in Cataclysm they get a lot more of it per boss than they did in Wrath.

If it’s not the gear, then is it the prestige? Not only will 25-man raid leaders still be competing at the cutting edge just like they do now, but their raids will have an innate advantage over 10-man raids: they will gear up faster (including much faster emblem income). If you are hardcore and want to compete for server or world firsts, you will NEED to be a 25-man raid guild because the gear advantage will help propel you to the top. You simply won’t be truly competitive if you are a 10-man guild. So the prestige may be reduced, but it is still there for 25s.

Yes, the number of 25-man guilds will be reduced, and fewer people will want to lead 25s. But it will happen not because no one will want to do 25s anymore, but because people who didn’t want to be doing 25s in the first place will finally feel free to choose not to do them while still being able to advance their character.


Myth 8: The 10 best people in my 25 man guild will just ditch the ones who are “holding them back”.

GOOD. This one boggles my mind. The statement in itself admits that 15 people in your raid are being carried and don’t deserve their victories or spoils, and it implies that the top 10 resent having to do the carrying, but don’t think they have any choice because without the other 15 people they won’t have access to the current tier of gear. I mean, seriously? That's your argument?


Myth 9: First 10 people to hit level cap will not want to wait for the other 15 to catch up and will ditch us.

What? How is this situation ANY DIFFERENT from Wrath? The first 10 people got to 80 and started doing Naxx 10. Then the guild switched over to 25s as soon as enough people were max level. In both situations, the first 10 were ahead on gear. But with 10s and 25s sharing the same difficulty, that will actually be less of a problem in Cata than it was in Wrath.

Yes, I get that the idea is that those 10 will think that using their gear will allow them to progress faster than they would in the 25 with a lower average gearscore. That sort of makes sense…if you are willfully ignoring the fact that with more drops per person on each boss in 25s, they’d make up that deficit almost immediately, and would end up far better geared in the long run.


-------------------------------------------


As you can see, pretty much every argument I’ve seen claiming this is a disaster, or a bad change overall, has giant, gaping holes in it. I was trying to figure out why it seemed to be “gutting” the fun for some people, then I read this statement by Jerome Phillips, and it all fell into place [emphasis mine]:

“The competitive raiding scene is what drove me to play WoW. I started in a casual guild in Vanilla and as I discovered and grasped the concept of a 'top' guild I worked hard to become better at the game so that I could join one. I wanted to play the best and be the best and I worked for it and I still do. It is by far the primary reason I and the majority of players in my guild play this game. When I'm not playing WoW, I play MW2, COD4, and MvC2. Highly competitive games that force you to exert relentless dominance over your competitors and instill a sense of superiority and accomplishment in achieving a win and/or goal. This same feeling is why I and people in guilds such as mine play this game…why would anybody run 25-mans in Cataclysm? The hardcore players like myself have no sense of accomplishment and no discernable way to establish who is best.

It became clear to me: these arguments that break down under scrutiny are actually smokescreens. The reality is: a lot of 25-man raiders were doing it because they liked feeling superior to 10-man raiders.*

The saddest part is that they don’t realize how artificial that superiority was. The only people who work harder in a 25 are the leaders. Period. The average joe in those guilds does nothing more than any 10-man raider does. In fact, 10-mans are tuned similarly to 25s for their own tier of gear (go look up the health and damage numbers yourself if you don’t believe me).

Right now, 25-man raiders can pretend they are better than any given 10-man raider, but the reality is that they don’t really know who’s better. After getting screwed over for years on end, please forgive me for not feeling sorry for the people who spent those years benefitting from the system that was screwing me now that they have to face - gasp! - the prospect of a more level playing field!

If you are a competitive person, wouldn’t you rather the playing field be evened so you can find out who’s really best, rather than getting a false sense of superiority from a rigged system?

There were tons of great players who chose 10-man, but never got any respect or recognition for their skill. With the artificial signal of superiority gone, that type of 25er is in for a rude awakening: you aren’t as superior as you thought, unless you yourself were organizing the raids.

Now we have a way to really establish who is best. And guess what – some of those 10-man raiders are going to be better than you.






OK, that would have been a great way to end the post. But I just can’t do it. As Larisa reminded me with this post, everyone in this argument has feelings, and many people are reacting more out of fear that their own raid group that they have grown to call home will be torn apart. In fact, I bet the vast majority of people arguing against the change are well-meaning and simply reacting to what they perceive as a threat to their current raiding group.

Of course no one likes that, and it’s understandable that perfectly reasonable people would be unhappy about it and be searching for way to convince others that it is a bad change when really they just don’t want to see their group broken up. In the end, I still hold the opinion that the old system was inherently broken and unfair and that the new system is a massive improvement to the game overall that must be done. But I extend my truly heartfelt condolences to anyone who loves the guild that they built under the broken system and might now see their friends torn apart by an improvement to the game.




*I said “a lot” I did not say “every” or even “most”. Please don’t assume I was talking about you unless you actually suspect you are that type of person.