Showing posts with label OT. Show all posts
Showing posts with label OT. Show all posts

Thursday, August 25, 2011

Transition

So if it was not clear from my "900,001" post on the 10th, I quit WoW. It may end up being like that smoker joke "you never quit, you just stop buying packs," but it has been two weeks since account expiration and no signs of relapse. I don't know if it says something about me or not, but I somehow miss random BGs the most, and yet have zero interest in League of Legends, etc, games. Go figure.

In the meantime, transition your love for me (and links) to: In An Age. Yes, http://inanage.com.

Essentially, In An Age is this blog without all the Off Topic tags. As silly as it might sound (and stupid as it might be blogroll-wise), I felt exceedingly guilty making posts about non-AH things under the, well, Player Vs Auction House name. This site is technically "PVSAH" so perhaps I could just pretend that it was an acronym for something completely different, but... well, let's just see how this works out.

My first (new) post is up over there, and it's called Culpability of Questionable Design. Bitching about Exploring the ramifications of de evolving Blizzard game design is still something I enjoy writing about, along with the Diablo stuff I have talked about here in OT posts before. You can expect more of that plus posts about Steam games, possibly RPG reviews, perhaps publishing old D&D campaigns I designed (!) and whatever the hell else I end up doing that is related to gaming or about gaming minutia.

Hope to see you over there.

Thursday, August 18, 2011

Future of Gaming: We (May) Be Screwed

If you play games and had a pulse in the last fifteen years, you have undoubtedly bore witness to the meteoric rise of the Free To Play (F2P) model, which had been preceded by the Downloadable Content (DLC) model, which had been preceded by the "new Madden game every year" model, sandwiched inbetween the 8-hour single-player campaign and Skinner Box School of Character Advancement loafs. It is enough to make a grown man cynically quip "I told you so!" as he shuffles back into the 1990s when games were games, and boys dreamed of somehow getting credited as Writer in the next Squaresoft Final Fantasy epic.* You know, when gaming was cool because it was an ultra-niche hobby that catered solely to you and your demographic - back before the industry totally sold out** and before it was considered hip to pretend you were upset that something sold out.

Well my friends, it actually might be worse than you think.

Wednesday, August 10, 2011

900,001; Or How Tiny Tower Killed WoW

The frustrating thing about canceling your subscription is that you never end up doing it for the reasons you want to have done it for. All of us have those little wedge issues that crop up in the process of an evolving game design that we disagree with on fundamental levels. Cash shop antics with the Sparkle Pony/Disco Lion. Heroics being too easy or too hard. Justice point gear and the availability thereof. Premium subscriptions. Racials, class balance, paladins getting nerfed into the ground every patch/not getting nerfed enough.

I had a whole post titled "The Unapologetic Grind" ready to go, talking about how the malaise that seems to be spreading in the "community" has more to do with the transition of the badge system into an "empty bar filling" system that both encourages you to grind way past your normal limits (just... one... more... bar...) and injects feelings of inadequacy when you inevitably fail to fill them. Indeed, the first day that my guild failed to hit our maximum XP cap was the day I could point to as the beginning of the end.

But... when you get right down to it, the answer is always simple.


I first came across Tiny Tower a few weeks ago after hearing Scott Johnson and friends talk about it on The Instance and The Morning Stream, two rather hilarious podcasts I have listened to for months. If you have never heard of Tiny Tower, it is a "F2P" Apple app that is objectively a pointless waste of time. There is nothing skillful or strategic about any of the gameplay, and obviously there is no plot to speak of. It exists on my iPod only because it stimulates my nucleus accumbens in a completely vapid way: it tricks my physiological drive to multi-task into believing that the accumilated time spent playing has any meaning. And yet I have not deleted the app. It is still on there.

The philosophical question of whether anything we do has value or meaning aside, WoW engages in this same remote, psychological pleasure-center stimulation. And why wouldn't it? It is an MMO with a monthly subscription. The difference between creating enough content to occupy people for a month versus creating content it takes a person a month to complete is the difference between bankruptcy and a sweet raise. Think about those Tol Barad trinkets you spent 30+ days "earning." That they required 125 marks and Exalted reputation was entirely arbitrary. It was not about creating content, it was about creating a time wall that needed to be dismantled brick by brick by repetitive activity which creates an illusiary value to the end-product. Something you have worked towards accumilates value that simply getting it right away would lack.

In WoW's defense, there is actually an end product there: a trinket that you might be using the rest of this expansion's lifespan. Games like Tiny Tower have latched onto the notion that you do not even need the end-goal, do not need a pot of gold at the end of the rainbow. Worse than that though, these designers have realized that the individual actions do not have to be entertaining either. These are sandbox games without the sand; play replaced by going through the motions of play, yet triggering the same biochemicals as if you were having actual fun. And having thus deluded you into believing your participation has value, they tweak the "gameplay" to make even this seem reasonable*:



Seriously. I am waiting for a Steam deal on Limbo because $9.99 is a tad higher than I would prefer, and yet I was musing on how much could be accomplished with 1,000 Tower Bux... at the low, low price of $29.99. Philip Morris has nothing on these "F2P" assholes.

As my friends started logging into WoW less and less, the weakening social ties to the game gave me room to stand from my chair and really examine what I was doing. The taste of daily quests soured in my mouth. The AH was still fun... but it was the deals and strategy and the profit, not the tedium of listing, undercutting, emptying the mailbox. Sure, I could (further) automate those actions, but that is like automating chewing to speed tasteless digestion - it misses the point. The one activity I enjoyed for the sake of enjoyment was PvP. But when I became Honor capped on my warlock, BGs ceased to be amusing nearly instantly. "If I'm going lose 5 games for every 1 win during Twin Peaks holiday, I may as well do it on a toon that has use for Honor." In other words, character advancement and fun had been so inexoriably linked in my mind that I questioned whether they could even exist independantly. Tiny Tower demonstrated that I would do something unfun for even the vaguest of rewards, and that was when I realized I was not actually having fun in those BGs. Or rather, it was no longer immediately clear that I was.

A lot of these sort of posts smack of "I quit WoW and so should you, for these reasons," but that honestly is not my intention. I think there are some definite missteps that the designers made in Cataclysm, and I would be happy to debate those at length any day of the week regardless of whether subs are lost or gained. The fact of the matter though, is that if I was still having an engaging social experience in WoW I would probably still be paying $15/month. Without friends, WoW falls to the merits of its single-player experience. When that single-player experience is no longer fun, it falls finally onto its time soaking skills. And in the arena of time soaking, WoW cannot hold a candle to "games" like Tiny goddamn Tower.

God save us all.


*Obviously anyone who has played this "game" will go on about how they haven't paid for anything. I haven't paid for anything either. But any time you looked at that Bux screen and did not laugh at the designers' overreach is a time you ceased to "beat the system" and became one with it. Nevermind all the stupid iTunes band previews or Youtube videos you watched because they gave you "free" Bux to do it.

Wednesday, August 3, 2011

The Underplayed Piece of D3 News

You can buy and sell characters.


The screenshots (from MMO Champ) are fairly low resolution, but it does clearly show Featured Heroes results, the drop-down box for the class, narrowing your search to level ranges and, of course, three listings of level-capped toons for sale. Apparently the market price for a level-capped Witch Doctor is 10,000g. I would recommend buying out all three and relisting for $20 apiece.

...things are going to get fun, aren't they?

One quick item of note (that may be old news to some):
  • Personal loot. I was planning on making a post about how the whole RMT value of gear would make grouping and co-op loot rolling bizarre, but hey, this appears to have been settled over three years ago. In effect, each player gets loot from bosses/kills individually. In WoW terms, imagine killing 10m Magmaw or whatever and each person getting a (random) piece of gear instead of two pieces of random gear that has to be divvied up between 10 people. The funny thing is that this works in Diablo because loot is truly randomly generated, but absolutely doesn't work in WoW judging by most peoples' reactions to the random-stat loot in Throne of the 4 Winds, etc.
    • Of course, grouping can still get weird assuming you are playing with friends. If a cool Barbarian axe drops that you can't use on your Wizard, do you give it to your Barbarian friend... or sell for $5?
    • Making things worse, few (if any) items in the game are BoP. This means you can swap with your friends (passing down a good item), but also that if you agree to mix-n-match loot in co-op, your friend can sell that Barbarian axe you gave him for cash later and you would never know (especially if he replaced it with a legit upgrade). Might sound petty or too goblin'ish right now, but believe me, this is a Diablo game; eventually there will be some 0.001% chance item drop that could easily sell for $100+ on eBay without even considering a Blizzard-sanctioned RMT system.

I would say that this will be the last post about Diablo 3, but honestly Diablo 3 is the most interesting thing that has happened in weeks. Other than Limbo being released on Steam.

Tuesday, August 2, 2011

Talk About Free Publicity (Diablo 3)

Diablo 3 will let you sell pixels for dollars, in-game, and vice versa.

My first thought, along similar lines to Alto, was: can you imagine the number of gold guides for Diablo 3? WoW alone supported one costing $47 for the majority of the game's lifespan, and that is discounting the other, cheaper ones of the last few years. And you couldn't even really cash your gold out! In a game where you could presumably spend $47 and make $100 in-game using the tips, it might be foolish to not do so. Unless you could get those same tips from anyone with a blog, of course.

My second thought was self-reflection on why I instinctually despised this news. If you never use a cash shop, and if you don't care that other people do... then why hate it? There are two reasons why.


Monday, July 25, 2011

OT: The Problem With F2P and Microtransactions

Are you someone who almost never engages in microtransactions, has no real issue with people that do, but nevertheless feel like you are losing something whenever a game company starts to embrace them? Do you get the sensation that the purchasing power of your money is decreasing the longer a game goes on, seemingly for no real reason? Do you think cash shops are just plain wrong but have difficulty expressing it in words? The good news is I finally remembered the name of the economic concept behind the sensation: consumer surplus. The bad news is... so have game companies.
Consumer surplus is the difference between the maximum price a consumer is willing to pay and the actual price they do pay. If a consumer would be willing to pay more than the current asking price, then they are getting more benefit from the purchased product than they spent to buy it. An example of a good with generally high consumer surplus is drinking water. People would pay very high prices for drinking water, as they need it to survive. The difference in the price that they would pay, if they had to, and the amount that they pay now is their consumer surplus. Note that the utility of the first few liters of drinking water is very high (as it prevents death), so the first few liters would likely have more consumer surplus than subsequent liters.

The description is pretty self-explanatory, but I think the graph is a bit more useful.


And why not, here is a Greek college professor talking about it.

Do you want some videogame examples? Think back to multiplayer Diablo 2 and Warcraft 3. When I bought Diablo 2, it was because I wanted a quality dungeon-crawler experience similar to Diablo 1 - that there was an entire multiplayer experience attached was pure consumer surplus for me. Same with thing with Warcraft 3. Would I have paid an extra $5 for access to multiplayer? Probably. That $5 that I would have paid but did not have to amounted to Blizzard "leaving money on the table."* Non-game examples includes Netflix Streaming, where you can access hundreds of movies at any time for $7.99. In spite of the "controversy" surrounding them raising prices of dual streaming/DVD plans, I think it is rather obvious that most Netflix customers would actually pay $10, $15, or even $20 a month for the service, especially since Movies On Demand-style services can cost upwards of $4.99 per movie.

The entire premise of microtransactions is dividing your content into smaller chunks to (re)capture and monetize every ounce of consumer surplus. While it is true that overall the game and it's various monetized components are still worth buying - it falls within the bounds of the Demand Curve, which by definition means you value the game more than the money used to purchase it - it is equally true that literal value has been extracted from you. In other words, microtransactions remove value from games by reducing your consumer surplus.

Now, there may be the open question of whether the sort of microtransactions Blizzard is doing "counts" as consumer surplus mining. If Blizzard could/did not charge $25 for a mount, for example, would they have made the mounts at all? Would Blizzard have never made the Mobile Armory and/or the premium RealID grouping features if those did not tack on an extra subscription fee? I think they might not have developed those features and mounts, but that is more of an issue with the lack of credible competition** Blizzard faces than anything else. Indeed, competition generally engenders the greatest amount "value-added" consumer surplus since direct price wars are untenable. Then again, I might also bring up the Red Queen argument in that, much like raiding content, Blizzard has to continually be moving forward to maintain its present position. The artists that made and animated the Disco Lion would have been working on something either way, so if not adding that mount in as a PvE/PvP reward of some type, the effort might have been directed into a Titan or Diablo 3 model instead (increasing consumer surplus in those games).

In any case, I find the F2P and microtransaction model somewhat disturbing, yet inevitable. It obviously has the power to save games that would not exist otherwise (e.g. LotRO, APB, etc), and thereby opens the possibility of radical innovation in the types of games we play. Similarly, the rise of Steam and iTunes (and Facebook for that matter) as content delivery services makes indie games/music possible that could not exist in a typical retail box store. That said, the existence of that hitherto unexploited consumer surplus also leads to worse games, like Tiny Tower***. Meanwhile, instead of growing the industry, we have the major players pumping out sequals and squeezing the blood from what rocks are left instead of, well, mining for new rocks. This same phenominom is going on in the movie industry, with parallels like making movies 3D not because that adds value, but because A) they get to charge more, and B) it makes the movies nearly impossible to pirate.

The way I see it, the more game companies fall over themselves trying to monetize every corner of our consumer surplus, the less they fall over themselves giving us quality entertainment. Eventually, there will be some break-point beyond which lies an Era of Subsistence Gaming where we get exactly what we pay for and not one whit more. And those will be very bleak times indeed.


*Except Blizzard did not actually "leave any money on the table," since that implies there was no value to Blizzard for giving consumer surplus. As we all know, it is the exact opposite: we as players give that value back to Blizzard in the form of brand loyalty and positive word-of-mouth recommendations. Part of that comes from the (historic) quality and polish of their games, but the feeling that we are getting more plays a non-zero part in the calculus.

**Blah, blah, Rift, LotRO, etc. Rift peaked at 600k subs and is now hovering around ~480k. LotRO peaked at 560k and is now at 360k. If you add both Rift and LotRO numbers at their peak, and then multiplied that by two, WoW would still have had more players than that in just North America... in 2008. Lost subs are lost subs, but I bet the Disco Lion made more money in the opening day it was released to cover a year's worth of lost subs.

***Worse as in psychologically designed to exploit your nucleus accumbens, and essentially disprove the economic theory of rational consumers single-handedly.

Saturday, July 23, 2011

OT: The Single-Player MMO

Syncaine made a very interesting footnote in a recent post:
*It’s a multi-layered joke. One: Immersion is a long-running inside joke. Two: While I jokingly say that I’m looking forward to playing an MMO solo, the sad truth is many today hope for just that in their Massively Multiplayer games, and SW will make Cata look like a sandbox. Three: Barrens chat will look tame compared to SW general chat in the first month or two. Not only are SW nerds the worst nerds of all, but you just know every Huntard is going to take their unique brand of ‘gaming’ to SW and making the most (worst) of it.
I do think it is an open question about whether gamers actually want an MMO versus a single-player game with (optional) MMO components. Unlike Syncaine however, I do not think people playing MMOs as single-player games is "sad" at all - it is more indicative of the lengths gamers are having to go to find meaningful entertainment. In other words, I think it is a lack of quality games that have driven this segment into MMOs in the first place.

This is not to say there hasn't been quality single-player games, but rather there are not enough being put out. Outside of the game-crippling bugs and sloppy design in several areas, Fallout: New Vegas was absolutely amazing and I spent 70 hours in there, loving every minute. I spent a similar amount of time in Dragon Age: Origins. Portal 1 & 2 both fantastic, both over in ~10 hours. So... that is 160 hours out of the 20 I play each week, or amusement enough for about two months. What about the other ten months?

I quit smoking when I bought WoW, joking I would trade one addiction for another. I have not smoked in 4 years.

My 4-year WoW anniversary was last weekend, having started 8/17/07. Adding up all the days /played across my toons, I ended up around ~322 days, or 7,728 hours. Depressingly that averages out into 5 hours a day, every day, for four years. I played more when I was unemployed for a year, of course, but it is still shockingly bad. Then again, that also equals $0.087/hour as far as entertainment goes. Or imagine buying a $0.99 app and getting 11.38 hours of gameplay out of it. I find it unlikely that I would have done something (more) productive with my time had WoW not existed, so with that in mind perhaps I should be instead celebrating all the money I saved by switching to Geico playing the everliving hell out of WoW.

I have heard and agree with many people who suggest that WoW will be their first, last, and only MMO. Although I am a storied veteran of games that require other people to play with, e.g. pen & paper D&D, split-screen Goldeneye, Magic: the Gathering, etc, the common denominator was a group of people you enjoy hanging around with. In the absence of friends, WoW is a pretty shitty single-player experience once you reach the endgame. And while this problem can be "solved" by making new friends, actually shifting through all the bullshit is a lot of work* for the payout of challenging gameplay that comes in the form of hoping people that are not you do not screw up, e.g. raiding.

In this light, I do not particularly think the trend of companion AI or whatever is necessarily bad. Having played Minecraft for a while now, I have reached that plateau where you want nothing more than to show off the cool biodome tower you built or the Pit of Doom you dug or the cross-Atlantic powered railroad to someone, anyone else capable of appreciating the amount of effort/vision it took to do so. Of course, the thought of trying to do what I have done on a multiplayer server where anyone could wreck my house and steal my materials at any time is mortifying. I want a Show & Tell, not a group assignment. I want a single-player MMO.

And until then, WoW (with liberal playing of Steam games) will have to suffice.

*As outlined in this three year-old Cracked article, which is still pretty dead-on.

Wednesday, July 6, 2011

OT: Welcome the C Team

I think I will allow Blizzard's C Team speak for themselves here:
You are correct. The season transition and introduction of new PvP items was different this time around, and we apologize for the lack of advanced warning.
The Season 9 set was removed today. The items available for purchase with Honor Points are now considered lower tier Season 10 items. They are still the same items from Season 9 in terms of aesthetics, but the item level and stats are slightly higher to ensure that the Season 10 honor gear has the correct item level relative to the Season 10 conquest gear.

It's likely this is how things will work going forward and we'll be sure to make that more clear when the next season transition takes place.

New basic transition flow:

1) Season X ends and rated play is unavailable; Season X gear becomes available for purchase with HP; CP is wiped.
2) One week later Season Y starts and rated play is available; Season X gear is removed entirely; Season Y introduces a low tier of items which replace Season X vendor items and are available for HP; Season Y introduces the new top items available for CP and rated play. [source]

If it is not entirely clear from the above, or the 51-page post-capped thread, the basic gist is anyone who bought S9 epic gear in the last week got punked by Blizzard. The 365 gear that previously required Conquest Points, then required only Honor points - this is what you would expect in an universe of forms and logic and elegant game design. In bizarro-Blizzard C Team Land, taking the 365 epics and obsoleting them one week later with strictly better in every conceivable way 371 gear, for the same Honor costs even, makes sense. Here is a visual:


On the right, the 365 PvP chest that was 2200 Honor as of June 28th (gemmed and enchanted as you'll notice). On the left, the 371 PvP chest that is 2200 Honor as of July 5th, about 168 hours later. Luckily enough, I had not played my warrior all that often after purchasing the chest, so I still had time remaining to sell it back to the vendor for a 2200 Honor refund, and then buy the new 371 version. Whether the stat upgrade seems like a big deal to you or not really depends on how much you PvP, but one way of looking at it is that the 371 pieces give you 6% more stats.

And, you know, the whole fact this was such a huge designer "Gotcha!" moment; a fitting insult to the injury of literally wasting dozens of hours across hundreds of thousands of players. That is the other way of looking at it.

This is par for the course for what I can only imagine is the C Team. Remember when they accidentally did the Conquest --> Honor conversion a week early without raising the Honor cap, resulting in thousands of Conquest points being turned into relatively useless gold? Or when MMR values were so FUBAR that they made the 2200 weapons require level 86, then delayed returning them to normal for months because not very many people were clearing heroic T11 content?

It is hard finding a stickie thread that is not also an apology for some massive screw-up.

Wednesday, June 29, 2011

OT: The pre-4.2 Numbers

I think it is a bit early for a more formal "postmortem" on Cataclysm's first tier of content, but for posterity here is a screenshot of raiding progression as it stood at nearly 4am Tuesday morning, before the numbers could be "sullied" by the 4.2 nerfs.



Since there is no 100% boss, some reverse engineering of WoWProgress's numbers shows that there was a total of 62,405 guilds that killed at least 1 boss this tier. A further breakdown estimate goes something like this:

1/12 - 62,405 - 100%
9/12 - 44,107 - 70.68%
12/12 - 23,122 - 37.05%
13/13 - 812 - 1.3%*

Depending on how many raiders you associate with a raiding guild (15-30), this means roughly between 589,245 to 1,178,490 players who started this tier did not finish it on Normal. WoWProgress pulls its data from NA, EU, TW, and KR servers, which comprise roughly ~6.5 million subscriptions per MMOData. This means that at the upper end (30) the raiding pool this tier is about ~28.8% of all accounts. Or, 71.2% of all subscribers did not raid, and of those who did raid, 62.95% did not kill all 12 normal mode bosses.** In this context, seven bosses in Firelands may almost make sense.

The other thing I want to mention briefly is that I expect Blizzard's Q2 investor call to either look absolutely amazing, or completely terrible depending on timing. As you may or may not have heard, Blizzard sent out emails to existing accounts which essentially contains a free copy of the original WoW game, 30 days of game time included. Secondly, Blizzard is poised to release Cataclysm in China July 12th. Finally, and perhaps more earth-shatteringly from a subscription standpoint, Blizzard increased the Recruit-A-Friend XP bonus from 1-60 to 1-80. If you are an alt person as I am (or was, considering I have a full 10 character slots on Auch), this is about as close as Blizzard seems willing to get to letting you buy a Cataclysm character. Back when RAF originally came out, I had two instances of WoW running and essentially spent $5-10 to get a level 60 rogue, priest, and hunter (with the gifted levels) in about two weeks of leisurely play. And for that month, for all intents and purposes I was two subscriptions to Blizzard. Of course, Blizzard recouped $25 or whatever it was when I decided to transfer the RAF priest to my primary account before shutting the RAF account down.

So, basically, depending on when the Q2 sub numbers are compiled Blizzard will likely be seeing huge growth (due to 4.2 being released, dual-boxing RAF accounts, free copies of games going out, new expansion in China) or further drops depending on when the numbers are locked in for the report.


*Apparently Heroic Ascendant Council is more difficult than Sinestra based on number of guilds having killed it: 812 vs 926 (Sinestra). It might be that people were racing for Sinestra kills before the patch, but it is interesting nonetheless.

**By contrast, only 42.32% of raiders who downed Marrowgar did not also kill the Lich King. It is entirely possible we will see more 12/12 after an equivalent amount of time has passed, of course.

Saturday, June 18, 2011

OT: Subscription and Correlation

Did you know that ice cream makes it more likely you will drown? It's true. When ice cream sales increase, so do the number of drowning deaths. Clearly linked! Speaking of spurious correlations...
I fully expect Rift to now follow in the footsteps of WoW, in that it will decline. Vanilla and BC days had challenging content, and it’s not a surprise that sub numbers grew. WotLK made things ‘accessible’, and surprise surprise, the response was pretty meh (sub numbers dropped in the US/EU, but were offset globally by WoW launching in new regions, hence the overall stagnation). Cata tried to play both sides of the fence, but a combo of too little too late, a gimmick of progression (hard mode rehashes rather than straight-up new content), and a one-track, insult difficulty 1-85 game did it in. With no new regions to offset things, subs are dropping.
 (SynCaine in the post "Accessibility killed Rift")
World of Warcraft's growth rate went from a perfectly stable 2 million subscribers per year during 2006 to 2009, to zero during WotLK. This was exactly the time when Blizzard changed the character progression mechanic.
(Nils in the post "Smoke and Mirrors")
"If developers design a game which requires too much effort from the average player for too little gain, the average players will start leaving the game. "

This is the part I strongly disagree with, and WoW's sub history does as well. Vanilla/BC, which had a MUCH harder end-game that fewer players saw to completion, saw massive growth. WotLK/Cata, with raids being cleared by all who stepped inside, have brought decline.
(SynCaine in a comment on Tobold's post "Syncaine on Accessibility")

The reason I bring these examples up is because this type of thinking (or lack thereof) is what I consider one of the most pernicious, asinine fallacies in any discussion of World of Warcraft. It is intellectual laziness at best, intellectual dishonesty at worse. Before I begin in earnest however, here is a slightly augmented graph from MMOData that most people refer to when they talk about WoW subs:


1) Correlation does not mean causation.

Standard preface to any claim that X means Y. Ice cream and drowning are only "linked" because there is a third factor involved.

2) Even if correlation did mean causation, why this particular correlation?

This specific point is the reason the argument is intellectually lazy. When you look at the graph, it is true what Nils and SynCaine said about there being a relatively rapid period of growth during vanilla and TBC that was not apparent after the release of Wrath. However, tying that solely (or even partially) to accessibility/character progression/difficulty/etc is a completely unsupported leap of logic.

There is zero evidence given by either author as to why it was "existence of more challenging content" and not, I dunno, the introduction of the PvP Honor System and BGs in the summer of 2005, which coincides with a 500k sub spike in WoW-West on graph. Or the release of ZG in September of that year, also suspiciously near another 500k sub bump. Or if I looked at WoW's overall numbers like Nils does with his "2 million per year growth" argument, perhaps I could argue Patch 1.12 with it's wildly successful:
The stage is set for intense, objective-based land battles as Horde and Alliance vie for control over important strategic positions and resources around Azeroth. Head out for Silithus and Eastern Plaguelands to engage the enemy on the field!
...was responsible for the corresponding bump of 1 million (!) subscribers. Clearly, clearly, more things like Silithus and the old Eastern Plagueland towers is just what WoW needs.

3) What does endgame accessibility/difficulty have to do with anything?

This is another intellectually lazy part of the argument that the authors never bother to address. What percentage of the playerbase ever actually makes it to the endgame, and is this percentage big enough to even impact subscription growth? That is an open question.

The best metric that I can come up with is to look at the number of guilds who killed Beasts of Northrend in 10m ToC after two years of it being out (86,187 guilds), multiply that by something charitable like 30 players, and then divide by the approximate population in the graph above while only taking into account the regions in which WoWProgress collects data (~6.5 million). The result is 39.77% of players killing the easiest boss in the easiest tier of which we have data (something like Noth the Lootbringer from Naxx 2.0 would have been better, but alas...). That actually sounds like a lot of people, and 19.88% assuming only 15 raiders per guild is not too shabby either when referring to raid content.

That said, there is no evidence whatsoever from those two that difficulty-related gyrations amongst the top 1/3rd of players doing raiding content has a meaningful impact in comparison to whatever the remaining 2/3rd non-raiders are doing. Between 2005 and 2009 the subscriber base was growing at ~25% per year. Is it even remotely likely that the top 40% had anything to do with a meaningful drop in growth rate?

4) Growth, or lack thereof, does not really mean anything other than what it is.

What I mean by this is that you cannot simply look at growth as anything other than what it is: growth. It does not mean anything else without further information. For all the talk about growth rate percentages and "the design decisions that caused them," look at the pink line for a moment. That represents subscriptions in NA alone. Unfortunately MMOData stopped tracking that information individually (or perhaps Blizzard stopped giving it out), but the whole of TBC resulted in ~650k more subscriptions in NA over a two-year period.

Is 325k sub growth per year more than the apparent zero sub growth in the year of Wrath? Sure... but we have no real way of knowing why that growth was occurring. Was player churn less of a factor in vanilla and TBC? Was the growth simply due to the release of WoW in additional regions? Does market saturation have any impact? Do we simply ignore, I dunno, one of the worst global recessions in world history?

Oh, wait a minute... early 2009 was when the markets were at their worst? And yet WoW subs were relatively stable in most regions during that entire year? Clearly Wrath's accessibility and stress-free raiding were the only things stopping WoW's overall decline in a tough market, as evidenced by Cata's increased difficulty leading to subscription loss once markets improved. QED, amirite?


The bottom line here is that you cannot use WoW subscription numbers as evidence of a claim without first proving said numbers have anything to do with said claim. Did World of Warcraft gain six million subscriptions worldwide in its first year? Yes. Was that because of the strength of its class balance? Its risk versus reward structure? Its accessibility? No one can really say; all of it would be conjecture.

Personally, I believe the initial rush was due to the strength of the IP - I know I certainly gave WoW a shot because of how much I enjoyed Warcraft 3 - and also due to the strength of the Blizzard brand. The designers also got a lot of things down perfectly that I feel other MMO designers stumble across to this day, such as letting characters jump, making solo-play possible, having quests with interesting plots, getting the reward faucet just right while questing, and so on. The tone and tenor of game balance has certainly shifted quite a bit from when I began in TBC, but where I disagree with Nils and SynCaine is that I feel that Wrath was actually a step in a better direction in most (not all) ways. Unfortunately, until the duo, and others who believe as they do, let go of the absurd notion that "the numbers" support their conclusions, it is impossible to have any rational discussion about it.

There is a separate argument as to linear raid progression vs episodic progression, but that is an OT for another time.

Thursday, May 26, 2011

OT: What Players Actually Want

If you come across anyone on any forum related to WoW exclaiming that Blizzard is nerfing content "because of the (baddies/Wrath babies/etc) whining on the forum," you can correctly call them morons. This quote from Bashiok officially dispels such nonsense for what it is.

Blizzard, you do how little people post on the forums yes? how about doing some in game polls to really see what people want, and not what the idiots on the forums want
You want them to not be nerfed, you're on the forums...

Just saying.

By looking at actual stats, actual progression, time spent playing, where, and to what extent, we can see that most people are looking for more accessible raid content, so yes, we absolutely are able to tell without a doubt that the plan we're enacting is actually what players playing the game want and need, and are not just listening to people on the forums.
No reading between the lines is necessary, but let me emphasize this again for posterity:
By looking at actual stats, actual progression, time spent playing, where, and to what extent, we can see that most people are looking for more accessible raid content, so yes, we absolutely are able to tell without a doubt that the plan we're enacting is actually what players playing the game want and need, and are not just listening to people on the forums.
"Want and need." Blizzard's words. I sketched the writing on the walls way back in March, and nothing has changed since that time... well, other than even more players leaving for lack of content tailored to their skill level. That is why Morhaime's investor call comments are so thinly-veiled:

As our players have become more experienced playing World of Warcraft over the many years, they have become much better and much faster at consuming content. And so I think with Cataclysm, they were able to consume the content faster than with previous expansions.
As of this writing, WoWProgress states 55,797 guilds have killed Magmaw, among the NA, EU, KR, and TW population it tracks. Looking at MMOData's WoW sub numbers, there are ~6.5 million non-Chinese accounts. The average raiding guild probably has 15 members killing bosses (most WoWProgress kills are from 10m), but let us also be charitable and also use 30 member guilds. Plugging in those numbers results in this:


55,797 * 15 / 6,500,000 =12.87%
55,797 * 30 / 6,500.000 = 25.75%


Cataclysm has been out for 6+ months and at best ~26% of the population has downed a single raid boss. The comparison is not entirely fair since not everyone is even interested in endgame raiding. Then again, I do consider it a fair question to ask how many of the 74% would be interested in raiding if things were not being designed around catering to hardcore players and/or being difficult out of principal. Only Blizzard knows for sure, but the answer appears to be "enough to matter."

Wednesday, May 18, 2011

OT: By The Numbers

It is old news by this point, but I wanted to talk about the 600k subscription drop and what that actually means in the scheme of things. To be honest, my first reaction was "I told you so!" but without an actual breakdown of those 600k accounts no one outside Blizzard really knows what kind of people left - if the unsubs were from people who never zoned into a heroic dungeon let alone a raid, for example, then difficulty obviously would have nothing to do with that. Well... maybe they never zoned in because they were too difficult, but nevermind. In any case, here are some things to keep in mind:

Point 1: The numbers are actually significant.

The reactions among a lot of blogs and forum posters seemed to be almost dismissive of the numbers. "It's only 5% of 12 million, /yawn." While technically true, it is pretty inaccurate. Take a look at the following graph, which is a slightly modified graph you can see at MMOData:


The first thing you should notice, of course, is the huge dip that represents when WoW was banned in China for several months. It is worth noting because it indicated there are ~5 million WoW "subs" in China alone - the ~1.75 million subs still on the blue line represents the remainder of WoW East, which includes Korea and maybe Taiwan (the "does Taiwan count as China" deal is tricky business). With that in mind, here is Michael Morhaime:
Looking at the World of Warcraft side of the business, we were pleased to see record sales following the Cataclysm launch in the United States and Europe which helps drives growth and subscribership. During the first quarter of 2011, as players have eagerly consumed the new content, we have seen subscribership return to prelaunch levels in the West. We finished the quarter with more than 11.4 million subscribers worldwide. Moving forward, our objective is to continue delivering new content to players in all regions to further energize our community.
 Key words: in the West. As in, that red line in the graph that has been largely stable since the release of Wrath. Now, there is nothing in the call itself that specifically says all 600k subs were solely from the West, but if they were, the drop suddenly goes from 5% to ~12% of anyone you or I could possibly be grouping with. Which leads me to my next point.

Point 2: WoW is not dying, but that is largely irrelevant to your individual experience.

I strongly believe people understand this point on a gut level, but sometimes get caught up in "logical" arguments over the internet. So picture this: did your daily WoW routine change at all when 5 million Chinese players suddenly could not log on? Assuming you are not Chinese, probably not. Ergo, anytime someone talks about 12 million 11.4 million WoW subs, they are really only talking about ~5.15 million WoW West subs that could possibly impact them in some way - using the bigger number just makes you feel better by identifying with a larger group, as opposed to it meaning anything in-game. It should even be broke down further into NA and EU, but that level of data is sadly no longer being kept by the MMOData people. A rough extrapolation from the chart would probably be ~3 million NA subs total.

And so that is the rub. If WoW lost, say, 2000 subs... but they were all from your server, that suddenly is a (personal) disaster. You either have to fork over some cash to transfer to other servers, or probably just quit the game. I do not know how many servers there are across NA and EU, but if we assume 400 total servers and 300k subs down (it's possible the 600k drop came from post-peak Wrath launch in China), that still equals out to be 750 accounts per server. Drop in the bucket for Mal'Ganis with its 10k+ population, but a bigger deal on Auchindoun with our maybe 4k population.

Bottom line: any drop in your region is significant. WoW does not have to be dying overall for it to die for you.

Point 3: Ignore the vapid "there are always post-expansion peaks and drop-offs" argument.

It is literally true that more people buy the game/re-sub after an expansion is released than will be still playing the game several months later. However, I have seen this argument bandied about as if the exodus between Cataclysm's release to post-Cataclysm was par for the course. Do I really need to remind people that Blizzard did not get from 0 to 12 million 11.4 million by having a 100% oscillation? At some point over WoW's lifespan, it retained more players than it lost. Right here we have evidence that Cataclysm failed to retain as many players than it lost in the entire West region, e.g. where Cataclysm was released. Vanilla retained more players than it lost. TBC retained more players than it lost. Even Wrath retained more players than it lost. Cataclysm, thus far, has failed to do so.

That essentially sums up what I think about that.

A transcript of the Activision Blizzard investor call is available on Seeking Alpha for free, and I suggest reading it for yourself. Among other things, it has Michael Morhaime mentioning things we are starting to see now vis-a-vis even more "premium services" for WoW. For the record, I do not care that cross-realm RealID LFD groups can be formed for $3/month or whatever it ends up being. What I will say is that it is dangerously close to crossing into the Uncanny Valley of F2P-esque cash shop design where features that would have been free now suddenly cost extra money.


Calling it now, though: tri-spec and Dance Studio will cost $3/month. On the plus side, maybe that would get them to actually finish the latter. After all, we sure as hell get new $10 companion pets pretty regularly these days.

Wednesday, April 27, 2011

OT: Crushing Blow

[note: Blizzard updated the notes after I wrote this, but before I posted. See Edit at bottom]

The inexplicably undocumented Arena point change has been a huge blow to my drive to PvP in WoW. In case you missed it - you know, focusing on all the gold-making and "versus AH" opportunities - the way Conquest points are earned have been radically changed. Pre-4.1, you had to win five games to cap yourself to the week, regardless of whether you were at the minimum 1343 (sub-1500 rating) or at 2000+ (over 1500). This may have seemed too "easy" for some, but the entire point of personal/team MMR is to put you against other teams/players that will result in a 50% win percentage. In other words, you are expected to play 10 games in order to win those 5.

Now? Blizzard has at least doubled the required number of games everyone has to play to achieve the same results. If you do 2s for points with your friends, you are going to be playing 20 games instead of 10. If you are above 1500 rated, you will be playing exponentially more - a 1600 Conquest point cap, for example, means I need 12 wins, or 24 games... 14 more than last week. A 2300 cap is 18 wins or 34 expected games at a high level of play. This is what I wrote on the MMO-Champ forums:

You guys really aren't getting it.

1) This change hugely impacts everyone who does Arenas: it is at least doubling the amount of Arena game wins each player needs to have to get capped each week. If you are below 1500, it now takes 10 wins instead of 5. Blizzard balances your MMR around the idea of a 50% win percentage, meaning they expected you to play 10 games to win 5, capping yourself out. Last expansion, you could /dance or /afk your way through 10 games per week for points; the pre-4.1 change let people cap early if they get lucky (going 5-0), but if you have a lower win percentage you could end up going 5-13 and do more games than last expansion. This new change doubles the amount of games everyone needs to play. Now your "for fun + points" teams will be running an average of 20 games instead of 10, and the upper-crust PvPers could be required to play an average of 40+ games instead of 10. Between the queue times and how long matches can last (at any level), we are talking about a massive, extra drain on your time.

2) No warning whatsoever. Patch was on the PTR for months, and a fundamental redesign of the Arena system was pushed through like a Congressional earmark on a budget resolution at the 11th hour? Not only that, Blizzard already knows it "may be too low" but they pushed it anyway?

3) All of this smacks as a back-handed move to push Arena players of all stripes into Rated BGs for Conquest Points - "Hey kids, how about 4 Rated BGs instead of 20 Arena matches?" Instead of, you know, admitting that Rated BGs are a failure due to their overall design, and not the reward structure itself.

4) The lack of empathy from obvious PvE players who never Arena'd to save their life is just sad. This is the equivalent of them reducing the VP you get from dungeons from 70 to 35 (or 140 to 70), but leaving the weekly cap the same. How would you feel about suddenly needing to run twice as many heroics per week? Oh wait, "it isn't necessary to cap VP each week" so nothing changes, right?

I had not really paid any attention to the MMO-Champ forums before, but it is truly despicable garbage over there, way worse than even the official forums in terms of trolling (if you can believe that). Most of the "counter-points" were essentially saying "haha, suck it" or:

No, it's not the fact that they don't enjoy PvP, it's the fact that they don't want to grind for the same type of rewards that sole PvE players have to endure for their epics. That's why many people went to PvP in Cata due to the fact dungeons and raids are very time consuming again, and are not zergable as in Wrath... It's the extreme lack of paticence that these players have that causes them to rage, because arena battles are not as easy to farm as, say, normal 5-mans or unrated BG's... Plus, there is the rating issue... (lol)

There is a literal disconnection from reality with these people, and it is becoming impossibly hard for me to even wrap my mind around their worldview. "Extreme lack of paticence [sic]?" Is there no difference between a Tol Barad daily that requires you to kill 12 spiders and a hypothetical one that requires you to kill 24 spiders for the same reward? Is there no difference between a heroic that takes an hour to complete and one that takes two hours? What is the magical patience threshold they are using as a metric here? Imagine if it took twice as many heroics as it does currently to gain the same amount of JP/VP. Did nothing change? Did you lose nothing? Is the argument that your fun is actually increasing because you are being forced to play longer for the same goal?

I mean, good lord. Do people act like this in their real lives? "Pay freeze this year, so no raises. Oh well, nothing changed." Or does this masochism only appear when they sit down for entertainment?

I enjoy WoW PvP... more or less. On equal skill levels, the player with the better gear wins. You have to have gear to compete, as PvP sure has hell isn't balanced amongst players with 11% resilience (crafted PvP gear) and 31% resilience (4pc + weapon + trinkets) - one player is literally taking 20% more damage than the other. You know those unkillable healers running around these days? That doesn't happen in crafted gear. Well, it might happen if you both are in crafted gear, which is the reason why you are getting better gear.

Regardless, Arena games are stressful affairs to me, and random BGs typically boil down to squeezing blood-fun from the "inevitably getting farmed at your GY" stone that is Alliance PvP. If I wanted to play more Arena games, I would play more Arena games. Indeed, I do Arena on three separate toons. Now? I will be forced to cut at least one of those toons out just to scrape enough wins on whichever I decide is my main PvP toon. If this system was in place at the start of Cataclysm, I would not have geared up three toons and otherwise not have played as much.

If you cannot recognize a difference between doing 30 games across 3 characters vs 30 games on 1 character, or are dismissive of the former because "it's for the gear," then... I have to question your sanity. You are playing an MMO; being rewarded for the things you do is not something dirty, it's a huge part of the game. If the reward doesn't match the effort, you don't do it. If you disagree, well, I expect to see an Armory link of your main with "the Insane" title along with your response.

Which, ironically, would only prove my point.

Edit: Check out this post by Zarhym:

We saw that Arenas and Rated Battlegrounds were over-rewarding players for the time investment required, particularly compared to point gains in PvE. We felt the change we went live with in the patch was a little bit too low and overcompensating though, so we buffed up the numbers for wins just a bit to 180 (Arenas) and 400 (Rated BGs).
This changes the math a bit, but not by much - 8 wins (16 games) instead of 10 for casual Arena players, ~13 wins (26 games) for the upper crust. Make no mistake about one thing though: the Blizzard designers are very concerned about how rewarding you find the game. Fun cannot be metered out too quickly, because why else would you be playing, amirite? Think about that next time you find yourself grinding out Therazane rep for your 25 extra stats on shoulders. That kind of shit is mathed out on an Excel spreadsheet, and they just added three more lever presses before the Conquest Point food pellet comes out.

Monday, April 11, 2011

OT: The Final Tanking Solution

There has been a lot of discussion surrounding the systemic problems with the LFD feature when it comes to tanks, and quite frankly, a lot of truly bizarre "fixes."

Rohan from Blessing of Kings thinks that maybe we should move from the Holy Trinity (e.g. tank, healer, 3 DPS) to something like 2 tanks, 2 healers, 2 DPS. While that seems out of the blue, apparently it is more similar to what Age of Conan was (is?) doing. Green Armadillo at Player Vs Developer thinks that since there are more DPS than the other roles, why not simply have a tank, healer, and 7 DPS? Gordon from We Fly Spitfires thinks that simply no one wants to play those roles, and so Blizzard should either make those things more fun to do or perhaps give up on the Holy Trinity model altogether. Adam from The Noisy Rogue asks why Blizzard is bribing tanks when they could simply make running heroics required for raiding by adding a (stacking) buff for completing them. Incidentally, Adam appears to hate non-pure DPS classes and wishes them pain. Gevlon from The Greedy Goblin thinks it is an "education" issue that should be fixed by somehow teaching people how to play better (or how to tank), and that no amount of bribery will work.

And to round it out, here is actually Blizzard's official take on the situation:
We don't feel the tanking and healing roles have any inherent issues that are causing the representation disparity, except that fulfilling them carries more responsibility. Understandably, players prefer to take on that responsibility in more organized situations than what the Dungeon Finder offers, but perhaps we can bribe them a little.
With Great DPS-Power, Comes... No Responsibility 
All of these "solutions" flirt around the two problems, outlining what is really going on in the vaguest of ways. Tanking (and healing) carry more responsibility... why? Easy: tanks and healers cannot be carried. When a tank fails, by definition, the group wipes. When a healer fails, the group wipes. There can be sloppy play, for sure, like a tank not positioning the boss correctly, or not reacting to a certain ability the correct way. However, if the group is still able to rally and defeat the boss anyway, the "failure" really is not a failure. Conversely, DPS failing generally means that the DPS died, which is not that big a deal...

...until now. 

Problem 1: Cataclysm dungeons are (still) too difficult for the LFD tool.

The first time I zoned into the revamped Shadowfang Keep and saw that there were actually three separate spells that a DPS could (and has had to in two cases) interrupt on Baron Ashbury, I knew I would despise this expansion. Commander Springvale, Lady Naz'jar, Rom'ogg Bonecrusher, Corla, Herald of Twilight, Ammunae, Setesh, Rajh, Corborus, (post-patch) Asaad, Foe Reaper 5000, Admiral Ripsnarl, "Captain" Cookie... all of these bosses from nearly every single heroic have mechanics that the DPS has to take care of or else the group wipes. Blizzard actually thought they could add responsibility onto the historically least responsible role and have everything work out? Nevermind the endless mob packs that need CCing along the way.

It might come as a shock, but bad players play this game. I do not subscribe to Gevlon's "M&S" sociopathy, but there is a full spectrum of player abilities out there, and not every one is tall enough to ride this roller coaster, so to speak, especially after jacking up the scale a few more inches. You cannot keep these players out of the LFD tool though, because there are not enough "good" players to support the function - as I mentioned back in February, there has to be a critical mass of success going on for the tool to operate at a self-sustaining level. No matter what you think about the LFD tool, it is still entirely better than trying to make your own non-guild group, as otherwise you would be doing that instead of sitting in a DPS queue for 45 minutes.

I Ain't Got Time to Bleed
Speaking of sitting around for 45 minutes...
 
Problem 2: Cataclysm dungeons (still) take too long.

It is bad enough that having one (or two) bad players from the LFDisaster lottery in your group can torpedo an entire heroic run. What drives the situation into an irredeemable farce that it is today is asking raid-geared tanks to slog through perfect no-wipe, no-death runs... in 50+ minutes. All for 70 Valor Points. Every other non-raid aspect of this game is designed around being completed in 30 minutes or less. TB dailies? 30 minutes. Battlegrounds? 30 minutes. Arena games? They can technically last for 47 minutes or whatever, but most games last no more than ~3 minutes * 10 games (assuming 50% win percentage), so ~30 minutes. What happened to 30 minute heroics? As I have openly opined in this space before, where are all the players asking for 5-man raids on their off-nights?

Blizzard seems to be addressing this particular problem, e.g. 70 VP/hour not being good enough, without actually addressing the equally (if not moreso) pressing Problem 1. This is why their bribing "solution" will be a short-term improvement at best: I actually do plan on running LFD more often, but only because the Reins of the Raven Lord is something I have been farming off-and-on again since TBC was relevant content. So I will either get the mount rather quickly, or I will become so frustrated (again) at the prospect of running these heroics that I would rather be farming Sethekk Halls the old fashioned way, and getting done in a fraction of the time.

Always the Last Place You Look
So what is the actual final solution to this seemingly tanking crisis? Does it involve fundamentally changing the way the game is played, perhaps with 8-9 person dungeons with two tanks or whatever? Nope. How about rating systems, or game tutorials? Bzzt!

Solution: Tune Cataclysm dungeons like Wrath dungeons were tuned.

Problem solved! Did you, or anyone you know complain about DPS queues in Wrath? Not a chance. DPS queues were 11 minutes back then. Eleven minute DPS queues. Can you imagine? I can! Despite the low queue times, I still tanked on three separate toons because it was faster and I enjoyed tanking more. How could I enjoy tanking and it's responsibility? Because I had control over the outcome. You could be the worst player in the world and I would carry you kicking and screaming to a 15-20 minute LFD success. And then everyone could move on with their lives.

People did complain Wrath heroics were too easy. And you know what? Those people complain that Cataclysm dungeons are too easy. There is no satisfying those people, because they have such warped perceptions as to what daily group quests should consist of that placating them is a waste of time. These dungeons were new, relevant content the first few times you beat them. After that? They are farm content. Does anyone legitimately enjoy "challenge" on farm content? That seems like a contradiction in terms, does it not? If you are in heroic raiding content, does it please you to wipe on normal Magmaw? I find that unlikely. Challenge does not consist of RNG wipefests because you happened to be grouped with a stoned college student, a stay-at-home mom changing a diaper with one hand on the keyboard, a Fan of Knives bot, and/or the social bully studying to get his minor in Sadism.

Tanking and healing will always have more responsibility than DPSing. The goal should not be to "fix" that by adding more responsibility to DPS. All that will do is make tanking/healing more frustrating, because on top of what you already have to worry about, you have to worry about whether you will wipe through no fault of your own because Worgenlol of Random Server 316 did not interrupt the one-shot mechanic of a dungeon boss.

Challenging content does have a place in World of Warcraft and that place is in organized content. Grabbing five random players and sticking them into a group that will never exist again is not "organized content." You can even still have challenging heroic dungeons for people that want it... just don't stick those dungeons in the Dungeon Finder. The way the ravamped ZA/ZG are rolling out is a bastardized version of this, but Blizzard could do it better. Have them exist as brutal 5m content for 1-2 months or whatever, and NOT be in LFD. Then, nerf them appropriately when you finally do add them to the tool. This solution actually appeases the "save the community (that we never interacted back in vanilla/TBC)!" camp, as you could get your local e-Street Cred up for successful ZA/ZG runs while anyone else who couldn't be bothered could still get their daily 7/week VP the (now) old-fashioned way. Between the 353 gear and the doubled (!) VP gains from ZA/ZG, I do not think there would be any danger of there not being enough people running those dungeons. And when 4.2 rolls around at the end of August when it's ready? Glide ZA/ZG right into LFD.

No matter what you thought about Wrath, the one thing it indisputably got correct was how to make a vibrant, healthy LFD community. Player activity only went down after nearly a year without new content, and the prospect of another gear-reset expansion. Cataclysm player activity is down four months after launch. No, seriously. Blizzard talks big game about the design iteration process, but as we know from Wrath they kept the same difficulty model the entire expansion. I actually have little hope that they will turn Cataclysm around before plowing into that iceberg, and what we are likely to see is another brutal raid tier in Firelands and less reasons to feel the need to log on every day. Design decisions like "let's require endboss kills before they can get a 4pc bonus!" sound good on paper (and quells the forum trolls), but in practice it makes people less interested in ANY tier pieces. Cataclysm difficulty? Same kind of deal.

Monday, March 28, 2011

OT: First Tier Vs ICC

More and more, I think Gevlon over at the Greedy Goblin has gone off the deep end. In his latest post, he asserts that a Wowprogress chart proves that Cataclysm Raids are as easy as ICC. Here is the chart:


He goes on to say:

I placed some dots on the chart. The green dots represent the current situation of Cataclysm early bosses, the red dots are Cho'gall, Al'Akir, Nefarian. What?! More people killed Nefarian than the Lich King?! Cho'Gall is easier than Sindragosa?! There are 4 bosses (Halfus, Valiona, Magmaw, Omnitron) who are easier than PP?! What the hell is happening here?
What is happening here is that Gevlon has pulled a Nietzsche, staring a bit too long into the M&S Abyss only to have it gaze back at him. As we all know, aside from Gevlon himself apparently, is that ICC was gated content. As you can see from the very chart he posted, Lich King was not even available until almost halfway through the compared time period. If we actually shift the lines back to the beginning to simulate un-gated ICC, the chart suddenly demonstrates in graphics what everyone already knew:


I did not bother listing all the same bosses as Gevlon, because in his bizzaro-world more people hitting 4/12 this tier than 9/12 last tier after the same amount of time is some kind of coup to the argument that Cataclysm started too hard. That's dumb. What's missing from that chart? The lines for Marrowgar, Deathwhisper, Lootship, Saurfang, Festergut, Rotface, Blood Princes, and Dreamwalker, any and all of which were easier than Magmaw or Halfus, and got peoples' feet in the raiding door. That top green hash mark is Magmaw, by the way. If you have killed Al'Akir and/or Nef by now, you should have been able to kill 10m Lich King at 0% buff. By the April 5th line in the graph, the ICC buff was 10%.

Remember the missing guilds from Wrath I was talking about? Yeah, the graph proves they're still gone. Speaking of missing...


WarcraftRealms is, well, WarcraftRealms, but it is showing less player activity now than back in April of last year. Remember back in October? Nothing much to do, ICC super stale, etc? Same level of activity right now. I am not trying to say WoW is dying or anything, just that if Firelands comes out at the same difficulty as this tier (or higher!), well... it might be time to start spending a bit of that fortune of gold you have just wasting away in your bags.

Thursday, March 10, 2011

OT: Firelands, Difficulty, and Cataclysmic Malaise

As you have no doubt heard by now, Firelands has been delayed until patch 4.2. A lot of people are looking at the delay as a good sign, or perhaps dismissing it as irrelevant considering 4.2 is scheduled to hit (the PTR) "soon after 4.1 goes live," thus looking at it as though we are getting ZA/ZG early rather than the next tier of raiding late.

From my perspective, this announcement is the unequivocal admission that Blizzard has screwed up the difficulty of this expansion.


Sunday, February 27, 2011

OT: Four Point What

Patch 4.1 is hitting the PTR Soon™ and in the midst of flurry of blog posts about it, let me be the first to say: ZA & ZG what?

We had gotten hints at the beginning of Cataclysm that ZG/ZA might have merely been a setback with all the chatter about the Tome of Polymorph: Turtle and the vague gesticulations concerning the ZG mounts. The literal revelation that these are coming back though leaves me a bit floored. To a certian extent you expect a bit of redundancy within MMOs, for several reasons. For example, can you imagine 120 different Fire Elemental models? It would be absurd, a huge drain not only on development time but also taxing on players' mental bandwidth. The other reason why you should expect redundancy within an MMO is simply because of player churn. For however X number of players remember going through ZG and ZA back in the day, there are Y players who never did... making the content new to them. If recycling content gives the designers space to make all-new content, that is an acceptable trade-off.

That said, it remains to be seen whether we will be, in fact, getting gameplay returns for developer recycling or if Blizzard is simply repackaging our shampoo into a "new and improved" 9 oz bottle (down from 12 oz) while charging the same $15. Revamped Onyxia was better than no Onyxia in Tier 9 content, unless we could have had Completely New Boss X instead. Blizzard promised Throne of Tides - Abyssal Maw in 4.1 though, so unless that makes it Live in addition to the other two, it is conceviable Blizzard is peddling some Adjustable Rate Mortgages our way.

Ultimately, the above kind of gut reactions miss the PVSAH mark. The only relevant aspect is: are these heroics/boss fights fun? If Blizzard makes them fun, what does it matter if in patch 4.2 we see 5-man Karazhan (hopefully with Chess Event and the legions Malchezaar commands intact) or even the ultimate slap-in-the-face Magister's Terrace revamp? Fun is fun. And while that may seem like a tautological cop-out, at the end of the day it is the only thing that really matters.


Edit: I wrote the above a few days ago when the changes had just been revealed. Since then, my feelings have shifted more towards Acceptance. The Deadmines revamp was essentially an entirely new, innovative instance wrapped in nostalgia packaging. The same could sorta be said about Shadowfang Keep, but I hate the place honestly. I don't like running Deadmines either - both still take even a guild group close to an hour to finish - but if the ZA & ZG heroics turn out like Deadmines from an innovation standpoint, it's win-win for everyone.