Tuesday, May 28, 2019

Classic Thoughts, Part II

Other People in Classic

A long time ago, I observed that:
It's a little unfair to the developers, but the best reason to play WoW instead of other MMOs is that you don't have to listen to people talking about WoW.
Well, now you can play WoW while listening to people constantly talk about WoW. Either castigating Battle for Azeroth or reminiscing about 15 years ago. It's non-stop, and it's like these people don't have any other conversation.

Truthfully, it makes me less inclined to play Classic.

Grouping and Questing

Regarding the discussion of grouping and questing, I came across this old post of mine from TBC days: Is Questing Anti-Social. An excerpt:
I think people don't group because they are ambivalent about approaching strangers. Maybe it's fear of rejection, a desire not to impose on someone else, or feeling bad about asking for help. But my experience is that a lot of people are perfectly willing to group up, they just don't want to be the one to ask. And because you can solo most quests, they don't ask unless they have to.
I think we are already seeing this issue in the Beta. Classic is a game which works best when groups are formed easily. But people simply don't like to group.

Will Classic Weaken Guilds on Live?

My current guess is that Classic will attract a great deal of attention on launch. But over the next three months, it will lose 90% of its audience. It will still stabilise at a few hundred thousand, numbers any other MMO would envy.

I don't think that Live will lose significant numbers to Classic. However, I wonder if the "type" of people who switch from Live to Classic will matter.

Basically, the type of people who will be very attracted to Classic are the highly social and the organizers. They'll be the ones who will be able to handle the grouping, who have a rolodex of friendly tanks or healers. In Live, though, these are the people who form the strong core of guilds. Guild leaders, officers, etc.

Numerically, these people are outnumbered by the rank-and-file. But they're the type of people who's loss hurts the most. I look at my current guild, and I think I have a general sense of who would be most interested in Classic. If we lost half of them at the same time, it would hurt us a lot.

I think something similar happened before, when 10-man raids were introduced. The core of many existing raid teams focused on 10-mans, but a lot of the rank-and-file ended up dropping away.

Monday, May 27, 2019

Classic Thoughts From The Weekend

More observations and thoughts on WoW Classic, from the Beta:
  • I am really unsure how successful Classic will be. Sometimes I think it will do well, but then I see three groups going "LF Tank for DM" in Westfall chat, and I become more sceptical.
  • One group even offered to pay the tank 15 silver. It's been years since I've seen that. Also, it is amusing how 15 silver is a valuable reward in Classic.
  • I made a whole bunch of alts and tried the various classes up to level 7 or so. Paladin is the most boring, all the other classes are reasonable.
  • Rogue is the one class which feels the most similar to modern classes, and you can see how many classes have become more like the Rogue over time.
  • I think the best way to play Classic is to be super-aggressive about grouping. Someone is in the same area as you doing the same quest? Send them an invite, do the quest, and then say good bye.
  • This is especially important for paladins. Add a single group member and game-play smooths out and efficiency spikes.
  • In some ways, I think Classic levelling is a better game than Live when in a group, but a significantly worse game when solo. When you're in a group in Classic, even at very low levels, there is a noticeable feeling of the group being stronger than the sum of its parts.
  • The question then becomes how easy is it to get a group while levelling.

Friday, May 24, 2019

Classic Updates, Heroic Mekkatorque Woes

WoW Classic Beta

I haven't had much time with the Classic Beta. I got up to the quest with the Defias Pillagers, who have killed me multiple times so far. I think I'm a bit underlevelled. I probably should have gone and done the quests in the dwarf area.

I'm really not feeling the paladin, though. Currently Classic Beta feels very lonely and paladin game-play is very boring. I think I'm going to try out a few different classes this weekend.

I did roll a Tauren Druid, but have only reached level 3 with it.

Heroic Mekkatorque

We're still having a lot of trouble with Heroic Mekkatorque. We can beat it every week, but it always takes us five or more pulls every week. It's simply not on farm status. Unlike all the other fights, it feels like we haven't improved on that fight even after killing it several times. In contrast, we can one-shot Heroic Jaina now.

Because Heroic Mekkatorque can take us up to two hours, it's in an awkward position for completing all the content, and actually getting both Daza'lor and Crucible down in one week.

I think there must be a better strategy out there, though I'm not sure what we're doing wrong. My guess is that our tank movement and raid positioning is ad-hoc, and makes things more difficult than it has to be. Like maybe there's a better way to position the group that makes the fight more standard and less variable.

If anyone can link me a particularly clean H-Mekkatorque kill video, I would be grateful. All the videos I can find have messy kills, usually because they're first kills.

Tuesday, May 21, 2019

Audience Inconsistencies, Class Quests

Audience Inconsistencies

Sometimes I feel sorry for Blizzard. They get so many conflicting signals from the audience that it must be quite hard to figure out what the right thing to do is. For example, right now:

Players: Classic is amazing with it's difficulty and inconveniences. It's awesome when players have to be careful about what enemies they attack and avoid. Retail should be more like Classic

Blizzard: In Patch 8.2 absorbs will no longer prevent daze. You need to be more careful about avoiding enemies, and not just mounting up and running straight through them all.

Players: Why does Blizzard hate fun?!?

Class Quests

I hit level 12 in the Classic Beta yesterday. Apparently there's an entire quest around getting Resurrection that I completely forgot about!

I really enjoyed that quest. It's small, and involved a lot of running, and wasn't that difficult. But it was very paladin-specific. I also liked that it wasn't world-shaking, but first about providing linen to an orphanage for clothes, and then resurrecting someone who was investigating the Defias. It fit nicely with learning the Resurrection spell. Though that does raise questions about who you can actually resurrect or not resurrect story-wise.

Monday, May 20, 2019

Classic Westfall: Where Dreams Meet Reality

First Death

I finished Elwynn Forest and moved on to Westfall, where I had my first death. I got attacked by a Coyote and a Coyote Packleader and foolishly decided to fight when my bubble was on cooldown. It's interesting because if it had been three coyotes, I would ran away right at the start and survived.

I also had a second death a bit later, fighting a Defias Trapper, and not realizing that a Defias Smuggler was throwing knives at me from a distance.

Dreams meet Reality

If Elwynn Forest is the zone where you see all the advantages of Classic, Westfall is where you start to see some of the disadvantages. And you realize that there was a reason Blizzard changed things.

Like one of the first quests is to kill 30 Defias, 15 trappers and 15 smugglers. You have to make a circuit of several camps, killing one Defias at a time. You run away if two of them attack you. You sit and drink after killing three or four. The respawn time is long so you have to find multiple camps.

There are some advantages to this playstyle, though. You explore a lot of the map. You usually end up working on several quests at the same time. For example, kill a couple Defias in camp A, then kill some boars for livers on the way to camp B.

Truthfully, it is kind of boring. Another thing which made it worse is that Westfall chat wasn't working in the Beta. There's a saying that MMOs are glorified chat channels, and that's true to an extent. But the chat channels work with the slow pace. The slow pace gives you time to read chat and respond in between killing a mob or two. And the chat channel makes the slow pace bearable.

Another element is that the way paladins interact with a couple of mechanics pushes solo gameplay to be even less interesting. Mana regen in Classic is governed by something called the "5 second rule". Mana only starts regenerating a full 5 seconds after you last used an ability. For most classes, this isn't an issue, because you have to spend mana to deal damage. For paladins, though, the abilities are all front-loaded. If you Seal, Judge, Seal at the start of the fight, mana regen will kick in after 5 seconds. Then if you just auto-attack, you'll get most of your mana back during the fight. The only damage you are missing out on is Judgement, and it isn't that much. Especially if Judgement gets resisted, which is rage-inducing because you realize that you killed your mana regen for nothing.

Fights are slightly longer, but you don't have to sit and drink. But game-play is atrociously boring. Press three buttons at the start, and then auto-attack for 30 seconds.

Now, obviously, playing any other class might be more interesting.

Saturday, May 18, 2019

WoW Classic Beta!

I got a WoW Classic Beta invite, and it is hilarious!  I remade my paladin, and here she is at level 10.

Classic Coriel in Goldshire
You can see the Seals, Judgement and (5 minute!) Blessing of Might on the bars. I had forgotten just how few buttons the classic paladin uses. (The question mark is a mouseover macro for Holy Light that seems to have a bug with the tooltip. I have reported the bug.)

It feels very much like the vanilla WoW that I remember. It's pretty slow, level 10 took me maybe four or so hours. Lots of running around. Combat is somewhat dangerous. I haven't died yet, but I've had to use bubble and run away four times. Twice from gnolls, and twice from murlocs. I'm wearing a mix of leather and mail, and I've even been wearing greys!

The major difference so far between Classic and retail is how much interaction there is with other people, and how the mechanics push you to interact. For example, tagging is absolute here, there are no shared tags at all. So I've ended up making impromptu groups for almost every named quest mob with the others who are waiting for the mob.

People seem to make liberal use of buffs, randomly buffing people nearby. Priests and Mages give me Stamina and Intellect, and I give them Blessing of Might. Though, this may just be the beta crowd. If you get in over your head (very easy to do!), and someone is nearby, they'll often help out.

I even traded some linen to someone who was leveling tailoring in exchange for two six-slot bags.

It's a very interesting experience to see exactly what you miss, and what you don't miss from retail, and what you wish was in retail.

So far, things I miss from retail:
  • AOE looting. I kill two murlocs and I always forget to loot the second one.
  • The bag clean up button. Apparently I use this constantly in retail. I open my bags, and reach for the button before I remember that it doesn't exist.
Things I don't miss from retail:
  • Quest markers and sparkles. The map and mini-map in Classic are very basic, and don't do very much. The mini-map doesn't even show new quests. After playing Classic, it's clear that I pay more attention to the map in retail rather than the actual world. In Classic, bringing up the map doesn't really add any information, so you pay more attention to the world. I am beginning to think that the balance between map and world in retail has tilted too far towards the map, and the map simply does too much.
Things I want from Classic back in retail:
  • The spinning uppercut animation for Hammer of Justice. It's so much better than the current animation. Every time I use Hammer of Justice in Classic, it annoys me that it got removed from retail.
Overall, WoW Classic has clearly got that vanilla feel, with all the advantages and disadvantages thereof. It's a unique opportunity to compare and contrast the two versions, rather than relying on nostalgia and unreliable memories.

Thursday, May 16, 2019

WoW Classic and Layers

When WoW Classic launches (Aug 27!) it will use a new tech for managing server populations called "layers". From BlizzardWatch:
Called “Layering,” the new system will help reduce queue times and improve server stability for the launch of WoW Classic. Layering is tough to explain without a metaphor, and thankfully Blizzard came up with a good one while explaining it to press and content creators recently. 
Imagine a tray with an empty glass. The tray is a single server in WoW Classic. The empty glass is a layer. When you log into the game on launch day, you’ll be with a flood other players: the water that we’re going to pour into the glass. Once the glass is full, we add another empty glass and start filling it up with water, or players, too. Each new glass is a new layer that consists of two to three thousand players — which means any single server could handle tens of thousands of players at the same time but without all of them being crowded into the same place in-game. The only way to see players from another layer is to group up with them —otherwise they don’t interact.
A layer is basically an invisible server. You get assigned to an invisible layer, and you only see other people who are assigned to that same layer. If you join a guild, you get transferred to that guild's layer. So you should see the same guilds and characters over time.

If the population of two layers drops down, the layers are merged, just like a server merge. Only because the original and final layer ids are unknown, and character names are unique across both layers, the merge should be unnoticeable. Other than seeing a bunch of new people running around Stormwind.

The interesting thing will be to see how many traditional "servers" WoW Classic launches with. Perhaps it's theoretically possible that WoW Classic could have a single server (or maybe 3 for PvE, PvP, and RP) and have 1000 layers.

Of course, naming characters would rapidly become very, very hard. And I wonder if there is value in having a named subcommunity, rather than everyone thrown into one giant pot. Is it good to feel like you belong on Lightbringer, while others belong to Skywall?

Wednesday, May 15, 2019

Cinematic: Safe Haven

Blizzard dropped a new cinematic on us in the lead up to patch 8.2 titled Safe Haven.


It's a pretty good cinematic. It looks like Thrall is coming back to the Horde.

I really wonder what Blizzard is planning for Sylvanas. They said she won't be Garrosh 2.0, but she's sure looking like it. I also don't think they're handling her character very well. She's supposed to be the cool-headed, competent archetype, but she seems to be making rash and foolish decisions all through this expansion.

Ah well, we'll see how this turns out in the patch.

Thursday, May 02, 2019

Ahead of the Curve: Uu'nat

Heh, I thought it would take another couple of weeks, but we tweaked our strategy and how we handled the Tears and got a kill!

Defiant-Doomhammer kills Heroic Uu'nat
  Here's a screenshot from our Jaina kill which I never posted:

Defiant-Doomhammer defeats Heroic Jaina

Uu'nat was a pretty decent fight. Using the same three artifacts with the same double-edged powers in both fights of Crucible was an interesting twist. Ultimately, though, I think it was a touch gimmicky. I still think Jaina Proudmoore was the best designed fight this tier (and probably the best from the last several tiers).

Wednesday, May 01, 2019

Updates

World of Warcraft

We're working on Heroic Uu'nat at the moment. It will probably take a couple more weeks, I think. We're currently working on steadying Phase 2 and figuring out Phase 3.

Otherwise, things are pretty steady in WoW. One thing about the server transfer is now all my other characters are stuck on the old server, and it's a bit of pain to switch servers. So they're basically gathering dust now.

I am very slowly leveling a Shadow Priest. I decided to do questing-only, with no heirlooms. I like upgrading gear and watching my character change appearance as I level. But it's quite slow without heirlooms. I think I would like Blizzard to separate out the XP gain from the heirlooms. Since quest gear now scales with level, you don't really need heirlooms unless you don't want to bother with gearing entirely. Perhaps XP gain while leveling becomes a stat that you could permanently increase through various mechanics, including heirlooms.

Final Fantasy FFXIV

I'm pretty much done with Stormblood, and waiting for the next expansion. I've been leveling Ninja using the AI Squadron in dungeons. It's not bad, but it can be tricky to force the tank to take aggro on everything.

The only thing I have really left undone in Stormblood is Eureka. But I'm at an awkward stage in Pagos where I'm too low level for the bosses, but I find it hard to get a smaller challenge log group going. Content that requires groups is really hard to do if you can't find groups.

Torchlight II

I ended up deleting this. The problem here was that Torchlight is one of those games which doesn't allow you to respec. I was putting all my points into one main ability and a bunch of passives. This worked well, but got boring. I really wanted to try different builds, but that would have required making new characters. The story wasn't really gripping me, so I eventually decided that I wasn't interested in finishing the game.

Anthem

I haven't played much since the patch. I did log in and do some missions and a stronghold for the daily one day. It was actually a pretty good day in terms of loot, with two Legendaries and four or five Masterworks. I haven't tried the new stronghold yet, though.

Wednesday, April 24, 2019

Mythic Champion of the Light

We had a weird raid last evening. First, we went and did Normal Crucible of Storms. I think we did this mainly to get another look at Uu'nat before we start working on the Heroic version.

Then we killed Heroic Restless Cabal again. Interestingly, this was harder than our previous kill because we were trying to fully use the Promise of Power mechanic, instead of just dispelling it early.

After Cabal, the raid leader noticed that we had exactly 20 people in the raid, so we tried the first boss of Mythic Dazar'Alor: Champion of the Light. She was fairly easy, and we actually one-shot her. I think that because it was Mythic, everyone paid a lot more attention to the mechanics.

Loot-wise, it was pretty lucrative, as I got a warforged i425 shield! I also realised that our raid does not have a single 2H Strength DPS character. No Warriors, Retribution Paladins, or Death Knights. As a result, there's no one for me to leech Retribution weapons from. I was wondering why I haven't replaced my Retribution mace since Uldir.

We then tried Mythic Jadefire Champions, but that was a big step up in difficulty and coordination. We made some decent progress, but then people had to leave. So we finished up the night with the first three bosses in Heroic Dazar'Alor.

Pretty good night, all in all. It's rather unlikely that we'll have exactly 20 people again, so that's probably our only foray into Mythic this tier. To be honest, I don't mind. I do kind of miss the intricacies of Mythic raiding, but that's more than outweighed by not having to worry about roster issues or the bench.

Monday, April 22, 2019

Heroic Jaina, Heroic Restless Cabal

Heroic Jaina Proudmoore

Last week, we killed Heroic Jaina and got the Ahead of the Curve feat for Battle of Daz'alor. The fight took us a fair amount of time overall, as we had a lot of problems with Phase 3.

We ended up switching to having most of the raid get frozen early during Bloodlust, and having a small group break people out. That proved to be the strategy which got us past P3, and Jaina went down shortly after.

I really like the Jaina Proudmoore fight. It feels like fighting a powerful frost mage. It matches the story quite well. There's a solid variety of mechanics, but nothing feels too contrived. Jaina using Iceblock in response to Bloodlust is simply hilarious, an outstanding mechanic.  Once you master each portion of the fight, you generally have it down. Wipes never feel arbitrary, but always because you made an identifiable mistake.

Heroic Restless Cabal

After we got Jaina, we still had an hour or two left in the raid, so we went back to Crucible of Storms, this time on Heroic. The first boss took us about an hour. It's basically the same as Normal, only this time you have to do all the mechanics correctly.

If you did the fight properly on Normal, and didn't try to overpower mechanics, Heroic is just more healing and damage required. It's less difficult than Jaina.

After Restless Cabal, we took a look at Heroic Uu'nat. This one looks a lot harder, and it looks like a fun challenge to finish the rest of the tier. I also think that--unlike Cabal--we didn't do half the mechanics properly in Normal, so we'll have to learn to do them correctly.

Thursday, April 18, 2019

Torchlight II

Since I signed up for Origin Access Premium for Anthem, I decided to see if there were any other interesting games on the service that I might like to try. I noticed Torchlight II, and thought that it would be a good light game to play. I did play the original Torchlight back in the day.

Torchlight II is very much like Torchlight. An ARPG like Diablo, but much more light-hearted. There are more pets than just the dog this time around. I also believe that there is multi-player this time, though I am playing it as single-player.

Outlander, Embermage, Berserker, Engineer

There are four classes:
  • Outlander - Two pistols, traps
  • Embermage - pretty standard elemental mage
  • Berserker - Dual-wielding fast melee attacks
  • Engineer - 2H melee, cannon, or 1H+Shield, with tech special abilities like bots

I'm playing an Engineer, which feels a lot like a heavy hitting melee class. A Warrior who occasionally pulls out a bot.

In some ways, there are two types of RPGs: ones where you can respec freely (like Diablo III); and ones where character decisions are set in stone. Torchlight II is the latter type. In some ways it's a little restrictive, because it stops you from experimenting. I took a main attack and a healing bot, and have otherwise been putting my points into passives. You also have to put points into your stats.

There are some interesting elements here. Gear has either a level requirement or an ability requirement. So you can use the gear early if it matches the stats you are focusing on. Or you can wait a couple of levels and it will be fully unlocked. It's an interesting way of pushing you to choose specific types of gear without locking the gear to a specific class.

Combat is fairly normal for this genre, with lots of potion-chugging. The story is decent enough, nothing too unique.

So far, Torchlight II has been a pretty fun game. It's not a game you'll play for years, but it's pretty solid. A good bonus for Origin Access, or if you find it on sale somewhere.

Wednesday, April 17, 2019

Crucible of Storms

Yesterday, the Crucible of Storms raid in WoW opened. It's a small raid with two bosses, with about the same difficulty and item level as the latter half of Battle For Daz'alor.  Similar to the Trial of Valour raid from Legion.

First off, there is a quest line leading to this raid. If you have not done so, do a Naga invasion. There's usually one active at all times. A mob will drop the item which starts the quest chain. It's a pretty neat quest, and actually leads into the mechanics used in the raid.

The items in particular seem to have less stats, but an equip effect which is somewhat double-edged. For example, I got a belt which heals you for 70k if you drop below 35%, but deals 60k damage to you over 6 seconds. I gave the belt to one of our tanks to try out.

We decided to try the new raid on Normal, and extend the Jaina lockout from last week. The raid was fairly easy on Normal difficulty.  The fights revolve around three artifacts. In the first fight you have work around the different artifact powers, and in the second fight you have to use those same powers to your advantage.

One very interesting mechanic introduced is effects that turn you hostile to the other people in the raid, but do not mind control you. So you're still attacking the boss, but you can't be healed, can't heal others, and you take damage from cleaves.

For Holy Paladins, you have to be careful with Holy Shock. It's very easy to accidentally Shock someone else in the raid for damage if you don't realise that they're hostile.

All in all, it was a fun raid, with some very unique mechanics. The loot is particularly interesting, with lots of weird effects.

Monday, April 15, 2019

Star Wars News

Apparently there was some sort of Star Wars celebration over the weekend, as several different announcements were made.

Star Wars IX: The Rise of Skywalker


"The Rise of Skywalker"? Seriously? Is that really the best Disney could come up with?

I hope Rey doesn't turn out to be of the Skywalker bloodline. I really liked VIII's reveal that she had no special heritage. Hopefully "Skywalker" will turn out to be a title or name she assumes. Or maybe it refers to Kylo Ren, who is a Skywalker.

Star Wars Jedi: Fallen Order


Is it just me, or are the game devs making better Star Wars movies than the movie people?

Apparently, Fallen Order is a pure single-player game, with no micro-transactions. A bold move for EA, we'll see how it pans out.

The trailer feels a little reminiscent of Kyle Katarn and the Jedi Knight games. I liked those games back in the day, so hopefully this one will turn out well.

The Old Republic: Onslaught

No snazzy trailer here, but SWTOR announced that the next expansion will launch in September. The quick feature list is:
  • New Storyline
  • New Planet - Onderon
  • New Planet - Mek-Sha
  • New Flashpoint - Corellia
  • New Operation - Dxun
  • New Species - Nautolan
  • New Level Cap - 75
It feels very much like the first two expansions, Hutt Cartel and Shadow of Reven. That Bioware is going back to more normal MMO style rather than extreme story-centric Eternal Empire expansions.

They also announced that they're trying to do some interesting things with gear, including more sets and items which changes your abilities. A little like the old Glyph system in WoW. It should be interesting to see how things turn out.

Monday, April 08, 2019

Random Thoughts on Battle For Azeroth

Just some thoughts about Battle For Azeroth which have been bouncing around in my head over the last little while.

General

A lot of people seem to think BFA is a "bad" expansion. I confess that I don't really see this. To me, BFA seems more or less like Legion. I liked Legion, and I like BFA.

Story

The base zone stories in BFA are quite good. I do think that effectively requiring you to level both a Horde and an Alliance character will be deemed a mistake in hindsight. But as I have max level characters on both sides, it's not much of a barrier.

As for the faction war story, I didn't have very high expectations, thanks to my predictions about the nature of war. I think BFA has shown that the basic logic of those posts were sound and correct. However, Blizzard has managed to exceed my expectations in the handling of the war. So where many other people seem to be disappointed, I'm actually impressed that they did as good a job as they did.

Azerite Armor

Azerite armor was a decent attempt at fixing the issues with both artifact weapons and legendaries in Legion. However, Azerite armor really demonstrated that character power must be monotonically increasing, as mathematicians would put it. Players will not accept a temporary reduction of power now in exchange for future power later.

And as always, it falls victim to people theorycrafting the best options, and everyone ignoring all the others.

Island Expeditions, Warfronts

In my opinion, the last two expansions gave us several solid "evergreen" systems. For example, Warlords gave us the modern LFR/Normal/Heroic/Mythic raiding structure, which is quite good. Legion replaced dailies with World Quests and Emissaries.  Legion also gave use Mythic Keystones, which are excellent small-group content for players in the higher tiers.

I believe that Blizzard is looking for a new system or mechanic for players below that tier, for whom Mythic Keystones are not a good fit. Players who are casual, and primarily use Group Finder to make groups instead of guilds or Party Finder. Basically the type of player who currently tops out in Heroic Dungeons or LFR.

Blizzard basically took two cracks at the problem with Island Expeditions and Warfronts. I'm not sure either was entirely successful. Though here, it's hard to tell. The vocal part of the WoW player base, the people who post on the forums, are not the target audience, they're in the tier above. Overall, Warfronts have probably been better received than Island Expeditions.

I think Blizzard has been looking for something for this group of players for a long while. Their last attempt was Scenarios in Mists of Pandaria, and given that Scenarios never appeared again, we can gather that they weren't successful.

Friday, April 05, 2019

Epic's Digital Storefront

Lately, one problem I've been having with the gaming community is that so many issues go like this:

A pretty lame "surpised pikachu" meme.
My foray into outdated memes

Case in point is Epic's new digital storefront. Everyone is complaining about games being exclusive on Epic's store. But this was entirely predictable and expected.

When Epic announced the store, the major point which set them apart from Steam was that Epic's cut would be 12%, compared to Steam's 30%. Developers would get 88 cents of every dollar instead of 70 cents.

But developers are not Epic's customers. Developers are Epic's suppliers!

The only point in giving a supplier a better price is so that they will sell the product to you instead of selling it to your competitors. Or in other words, exclusives. Epic's entire strategy is centred around exclusives, and has been from the very beginning.

It is an interesting strategy, certainly. Steam is so consumer-focused that it is hard to see what Epic could have offered that could compete consumer-side. They could have offered a lower average price. Of every Steam dollar, give the developer 70 cents, take 12 cents, and effectively "give" the consumer 18 cents. But Steam sales are so steep that pretty much all the cost-conscious consumers would probably wait for those rather than buy at the default Epic price.

There is the curation issue, I suppose. People complain that there's a lot of junk on Steam. But is this a real problem for consumers, given that you can search for the specific game you want? I don't think Steam has gotten to the point where search fails, which is where curation becomes really valuable.

Ultimately, I think Epic's exclusives strategy was entirely predictable. It's also possibly the only strategy with a chance of breaking Steam's hold on the market. I expect that while Epic may pay lip service to complaints about exclusives, they're going to ignore the community clamour, and follow this strategy until they get established.

Wednesday, April 03, 2019

Anthem's Development

Jason Schreier has written an article on Anthem's development: How Bioware's Anthem Went Wrong. It's a very interesting read, and explains a lot about why Anthem is as it is.

In particular, there's a saying, "It's better to make a bad decision than no decision at all" which I think really applies here. It seems like until Mark Darrah came on board, the leadership kept flip-flopping. The whole going back and forth on flight, which is a core game system, is a real indicator of problems.

As the article states, you have to design your entire world very differently if you can fly. Think of the current Anthem world, which is very vertical to take full advantage of the ability to fly.

EA comes off surprisingly well in this. Other than the directive to use Frostbite, which is not unreasonable, they seemed very hands-off until presented with an unacceptable product. They seemed to be the only adults in the room willing to exercise judgement.

One thing that I've seen a lot of people talk about is that Bioware did not like referencing Destiny, preferring Diablo 3. I don't think this is as bad as people are making it out to be. The problem with referencing something too close to your project is that you'll often just end up making a slightly-better version. Of course, if you ignore that game, you might end up making the same mistakes as the first game. It's a hard line to judge. I think the decision to avoid looking at Destiny is defensible.

I do like Anthem, though. I enjoyed levelling through the story, and the basically game play is very fun. It's a good secondary game. I play for about an hour every other day or so. Log in, go through all the dailies, slowly improve my Javelins.

The fact that the team managed to put this together after such a rough development process is actually somewhat heartening. Hopefully they will be given enough resources to improve it further. The fact that they have a clearer identity and vision now should be very helpful.

Sunday, March 31, 2019

War of the Spark Trailer

Wizards of the Coast unveiled the trailer today for the latest Magic: the Gathering set, War of the Spark. This is the culmination of the story for the last seven years or so. The trailer quite quickly hit 4 million views, so it's clearly struck a chord in the gaming community.


You know, if someone had described this trailer to me, I would have been skeptical. Time flowing backwards, showing events in reverse. The unironic use of a cover of Linkin Park's In the End. And yet, it works.

Perhaps the aspect that makes it work is that the central character is Lilliana Vess, the necromancer planeswalker who represents the color Black. Black is selfish and ruthless, and Lilliana is all of those things. In the Magic community, Black's tagline is "Greatness, at any cost."

Yet Lilliana is still very popular, and is perhaps the character that WotC has done the best job with.

Friday, March 29, 2019

8.1.5 Horde War Campaign, Heroic Mekkatorque, Heroic Blockade

Horde War Campaign

I finished the Horde War Campaign. It's basically the prequel to Alliance-side. I do like how Blizzard is implementing the choices. It's not a huge change, but my Blood Elf Warrior is a Sylvanas loyalist, so it's fun setting it up as an infiltrator into the rebel's plans, and reporting to Nathanos. In essence, your character is directly responsible for the last cutscene where Zelling is killed and Baine arrested.

The more interesting part of the Horde quests was the continuing Vol'jin story. This was actually very extensive. I'm not really sure where this is going, perhaps Vol'jin will become a loa in Rezan's place. But if you don't have a max level Horde character, I strongly recommend levelling one to see this story.

I've mentioned this before, but you really need both an Alliance character and a Horde character to get the full impact of the BFA story. I'm still not sure that this was the best of ideas on Blizzard's part.

Heroic Mekkatorque

We had multiple sub-5% wipes on Mekkatorque on Tuesday. So last night, we jumped right back into it and killed him within two pulls. It was a very messy kill, with only the two tanks and a healer alive at the end.

I'm not sure why we have so much trouble with that last phase. We go into it with a full raid, and then just start getting picked off. I think part of it might be tank movement. We drag the boss around quite a lot, instead of moving him in a predictable manner. I think adjusting to that is where we lose people at the end.

Heroic Stormwall Blockade

In contrast, Blockade was much easier. We spent an hour and a half, and got a fairly clean kill. Really, the only difference is that you have to know how to do both boats, as the tidesages switch at 50%. Otherwise, it's very similar to normal, just with a bit more damage, and a bit stricter timing.

We even got to spend an hour on Heroic Jaina. That fight is going to take us some time to learn, I think. We got to phase 2 though it all falls apart quite quickly. Haven't made it to the ice wall yet.