We greatly appreciate your faith, but we fear it is misplaced.
Alright, maybe Virtual Realms were the unannounced feature of 5.4. Or the tutorial zone, aka Proving Grounds. But, no, probably Virtual Realms:
New Feature: Virtual Realms
- Virtual Realms are sets of realms that are fused together, and will behave exactly as if they were one cohesive realm. Players on the same Virtual Realm will be able to join guilds, access a single Auction House, join arena teams and raids, as well run dungeons or group up to complete quests.
- Players belonging to the same Virtual Realm will have a (#) symbol next to their name.
I guess they finally solved that otherwise insurmountable naming problem, amirite?
Anyway, there are two (other) reasons this announcement is the height of cynicism:
1) Server Merges by any other name.
I get it, you get it, we all get it. Actually saying “server merges” is a sign of the apocalypse and bad PR besides. Grouping several low-pop servers together “virtually” is putting lipstick on the pig of 1.3+ million subscriber losses in the last quarter. At some point though, it’s just sad. You aren’t fooling anyone with that ridiculous comb-over. Just shave your head and get it over with.
2) Aren’t you glad you just spent $12.50+ server transferring?
I read the comments on my earlier post, regarding how things “usually go on sale before they are obsoleted.” For as jaded and dour as I can be under normal circumstances, I generally have some minimum level of faith in humanity. Obvious displays of naked greed are actions that can still genuinely surprise me, even if I distrust the “altruism” of corporations as a rule.
But, Jesus Christ, did Blizzard just take a huge shit on their playerbase.
There was a running joke in the PlanetSide 2 community regarding something similar: Item of the Day. Usually, the deals are 50% off the Station Cash (i.e. RMT) price of some garbage item or another, including items that are way cheaper to purchase with Certs. Every now and then though, some recently-released gun or something will pop up, prompting a lot of sales. People always joked that whenever something good snuck its way into the rotation, that meant it was getting nerfed by next week. And the shitty thing? It usually did.
The assumption got so pervasive and accurate that Higby, one of the PlanetSide 2 devs, actually stepped in and rolled back a planned nerf to one of the vehicle weapons that had just went on sale. He assured the community that these sales are planned out 30 days in advance, that the sale/nerf cycle was just coincidence, but who can you really believe when it comes to capitalistic incentives?
That question is not so rhetorical anymore. It was not an accident that Blizzard put server transfers on sale for the first time in their 8+ year history a mere week before announcing (free) server merges. Maybe they see some distinction insofar as players can choose where they go versus leaving it up to random chance. It’s still absolute bullshit though, because how many people would have bought a server transfer if the sale was this week, or next week? QED.
I mean, this is a new low that even EA hasn’t achieved, not for lack of trying.
In the off-chance you haven’t already read thirteen hundred blogs talking about it, VentureBeat broke the news about Blizzard’s new MMO “Titan” being sent back to the drawing board. Depending on how you slice it, that is between 2-7 years of game development being flushed, with 70 of 100 developers being redistributed to other games while the core 30 presumably get called to the carpet.
First thoughts? Well, maybe now Ghostcrawler will have enough staff on hand so that patches can have both raid and dungeon content instead of these unquestionably artificial “dilemmas.” ¿Por qué no los dos?
The normally sanguine Syp thinks Blizzard should scrap Titan altogether due to the risk:
Blizzard cares deeply about its reputation and position as an industry leader. That’s another obstacle, because any stumble, no matter how small, will be taken and used as a weapon against it by capricious gamers. For example, while Diablo III has sold quite well and boasts a healthy population of players, the error 37 and auction house debacles have damaged the game’s reputation while slapping some egg on the face of the studio. Blizzard has had to learn humility over the past couple of years, and it is odd and unnerving to see this formerly arrogant company stuttering out apologies.
His point about holding Blizzard to higher standards is absolutely true, and the Diablo 3 point is especially apt.
Indeed, I am starting to think this Titan decision makes more sense coming from the other direction. What if it was not so much that Titan’s design was terrible or out-dated (having ostensively been drafted pre-mobile, pre-F2P), but rather it was not good enough to justify the loss of 70 top-quality developers for years?
One of the more frustrating realities of game design from the consumer perspective is that current success pays for future projects instead of being reinvested. While it isn’t that big a deal when it comes to single-player games, it’s huge when it comes to MMOs. Just think about the following:
We first reported on Titan back in 2011. Blizzard chief operating officer Paul Sams told us in an interview that “we have taken some of our most experienced developers and put them on [Titan]. We believe we have a dream team. These are the people who made World of Warcraft a success. We are going to blow people’s minds.” [emphasis added]
They had the very designers that crafted WoW into the 8+ million subscription engine it was back in 2004 tied to an unreleased (and now scrapped) game for the last X years. People joked about Ghostcrawler being a part of the B Team for a long time, of course, although I honestly do not have much against the guy. But regardless of where you fall on the WoW line, really think about that alternate universe where the original team was never split. What kind of game would WoW have been? What could we be playing today? Would it still be shedding over a million subs in a quarter?
So that’s my wild, out-of-my-ass idle speculation of the day: the old version of Titan might have been perfectly serviceable, but not crazy-good enough to justify keeping 70 people tied up when the rest of the boat(s) are taking on water. This is Activision Blizzard, after all, home of the billion dollar franchises. The Blizzard half cannot simply expect investors to be patient with Call of Duty and Skylanders propping up an ailing WoW to buy time for a Titan-ic (har har) gamble.
In spite of its age, WoW could be doing just fine as a money-printing machine. It just needs more and better things. And more agile developers. And server merges. Hopefully this transfusion of developers will be enough juice to keep the engine pumping.
Right after yesterday’s complaints, the following notes go up:
- Experience needed to increase from level 85 to level 90 has been reduced by 33%.
- Reduced the number of Lesser Charms of Good Fortune needed for the Mogu Runes of Fate weekly quest to 50, down from 90.
- Players no longer need to have defeated Grand Empress Shek’zeer to enter the Terrace of Endless Spring in Normal difficulty.
- Shado-Pan and The August Celestials daily quests no longer have a faction prerequisite to be Revered with the Golden Lotus.
Technically, the last one has been in there a while, if you haven’t noticed before.
Anyway, nice try, Ghostcrawler, but it’s too little, too late for me. Maybe when the next expansion is 50% off, I’ll dip my toe in again like I did this last time. Then again, maybe not.
Ghostcrawler tweeted the sort of thing I’m sure sends “real” MMO players into howling fits:
“No,actually,there is not a wrong choice.Wether we(players) buy new items OR upgrade old ones should be our decision,not DEV’s.”
Giving players the ability to make choices with wrong answers doesn’t make players happy overall. (Source)
Choices having bad consequences is the best (only?) way to make a decision matter, as the argument goes. However, this quote got me thinking: do such players actually enjoy being able to make the wrong choice, or is it simply that the bad choice existing (which they did not pick) validates their good decision? Or put another way, who really likes making bad decisions?
I understand that the demonstration of skill necessitates there being wrong choices. Demonstrating skill, or improvement thereof, is fun. At the same time, the Mass Effect series (for example) was fun to play even though there weren’t any “wrong choices” (provided you weren’t specifically looking for X result).
There is only ever one correct answer to the questions of “which does the most DPS” or “what is the most efficient use of resources.” Ergo, is there actually any real decision to be made when one is correct and the other(s) not? I suppose the fun is supposed to be the result of figuring out which one is which, but that sort of clashes with the mockery and disdain frequently attributed to those who don’t look up the correct decision from the Wiki/EJ. Compare that to the question of “which transmog set is the best?”
I do not believe that there has to be a wrong choice in order for choices to be meaningful generally. We make identity choices every day – what type of person do I want to be, what do I believe in? – and I do not think that anyone would suggest that those choices are either irrelevant or have wrong answers (well… no one with any sort of self-reflection). And while I am willing to concede gameplay being under the (broad) umbrella of choice, e.g. one makes a wrong choice by pressing 11342 instead of 11324, I consider there to be a distinction between executing a rotation under pressure versus avoiding falling into a designer trap. One has its place as a legitimate test of skill, and the other is simply you winning via a few mouse clicks several months ago.
I have been collecting some of the Ghostcrawler tweets in regards to MoP alt-unfriendliness and the overall Blizzard pivot away from alts and back to mains, e.g. entrenchment of old subs vs new ones.
Q: Is the plan in Mists to have raiders go through each raid and let the new ones pile up or use LFR to leapfrog tiers?
A: Want to err on the side of the former. If you want to do 5.2 raid, you can gear up in 5.0 LFR. (source)
Q: Upgradeable gear is okay for honor gear, but it shouldn’t be for Conquest, as it’ll take months to catch up. Thoughts?
A: Problem with catch up (PvE or PvP) is it encourages everyone to play less. We like playing more to feel like it’s worth it. (source)
Q. is there any point in forcing people to be revered with golden lotus to do shado pan dailies?
A. Didn’t want fresh 90s to have to do GL and K and AC and SP and go crazy, then finish in a month and have nothing to do. (source)
Q. Do you want people to be entertained or do you want people to grind? For many the two are mutually exclusive.
A. Big challenge to MMO dev: players say they want quality but may also unsubscribe if they don’t have enough quantity. (source)
Q: How do you feel about the players getting to 90 just now and not being able to play arena competitively due to being behind
A: We want to reward players who keep playing. Too often in the past catch up was so easy that it trivialized accomplishments. (source)
Q. But you brought this trivialization of content yourselves starting with patch 3.2 >.> … what have you learned since then?
A. We learned not to let players catch up so trivially that it negates everyone else’s accomplishments. (source)
Q. Greg, you need to stop blaming the wrong things for cataclysm failures. Catch up mechanics dont hurt the game
A. We just disagree on that. I understand you have very strong feelings about how things should work. (source)
Q. efficiency is more fun than non-efficiency. non-efficiency = time wasting = frustration.
A. I don’t buy it. Some of the most fun things in life are stupidly inefficient. I think being inefficient in an MMO is a social thing. (source)
A. We call it the Mechanar syndrome. Players didn’t farm Mechanar because it was our crowning achievement in dungeon design. (source)
Q: linear progression was the worst idea you ever could return to.. you leave behind lots of alt-players and returners.
A. We understand that. But the alternative is that other players feel their accomplishments have no meaning if rapid catch up exists. (source)
I am having a difficult time trying to comprehend at which station Ghostcrawler’s logic train got derailed. “Catch-up” mechanics do not invalidate accomplishments; new raiding tiers do. Nobody cares about your Tier N achievements when Tier N+1 comes out, because why would they? Progression and envy are ever-moving targets, so “catch-up” is irrelevant to those desiring one or the other (or both). So we are left with… who? The people disappointed that their hard, planned obsolescent work was rendered meaningless by the next patch but “oh wait, at least I can try the next tier right away so it was worth something“?
No, it just doesn’t fit. What fits is that in the very nervous design meeting that took place two years ago when Cata was hemorrhaging players, it was decided that every goddamn trick in the book to extend playing time was tossed up on the Mists whiteboard. Burning Crusade slideshows were dusted off and replayed. “Things for Player to Do at Cap” was underlined, twice. Removing catch-up mechanisms does, in fact, “generate” several additional raid playthroughs that would not have existed otherwise. But in that TBC playbook, Blizzard glossed over the postmortem section that warned “You can never go home again.”
Raids (etc) have shelf-lives independent of their necessity for linear progression; old raids become mentally reduced to roadblocks, just something you have to endure on your way to where you actually want to be, i.e. with everyone else. It’s tough being proud of accomplishments nearly everyone else achieved months ago, nevermind how the first boss of the next tier has drops that blows your endgame gear out of the water. And this is besides the fact that the longer the raid has aged, the smaller the pool of people willing/available to run it. Queues go up. Mistakes are less tolerated. It becomes a vicious, decaying spiral… which is precisely why the “Current Tier” model of Wrath and Cata was the better design.
I get that people are sad that raids like Ulduar become irrelevant in mere months. But that happens even in linear progression models! Ulduar ceases to be Ulduar when the people zoning in are just there to get a high enough ilevel to unlock ToC. The magic of these places is not wholly contained in the encounters themselves, but in the Time as well. Being there when the whole server was struggling to defeat the same bosses, congratulating each other on loot, and knowing that each gear drop was the best in the game (at that time). That was when Ulduar was Ulduar.
You can’t go home again.
So, yeah. I don’t buy it, Ghostcrawler. Even if the devs truly believe they are going back to linear progression out of deference to the high school quarterbacks of the moot accomplishment world, they are going about it in the wrong way. iLevel gating was a huge improvement over attunements precisely because it was more flexible. Removing or reducing the catch-up mechanisms is simply bringing back the Keys, complete with all its (alt-unfriendly) baggage. If Mists does not lose players over this – relegating the new player or recently returned to the back of the bus under mountains of required, outdated content – it will be because other areas of the game improved enough to compensate.
Ever have that moment in your academic career, usually right after midterms, when you sort of wake up and realize “Oh, yeah, this might actually be important enough to take seriously”? I am getting the distinct impression Blizzard is going through that right now, as evidenced by their refreshingly direct Dev Blogs lately. The most recent was about the new direction they are taking the Mists of Pandaria loot system. One section reads:
Here is a model I’ve seen some people say they want:
- The boss dies.
- I get the exact item or items I want.
- I never have to come back and kill this boss again.
- I politely ask Blizzard when there will be new content for me to run.
I added that, somewhat tongue in cheek, to point out that the intent of the new system is not to make killing bosses or getting loot more efficient, or to let you choose buffet-style which items you get. We like random loot being random, as long as it isn’t so frustratingly random that you stop enjoying the experience. The intent of the new loot system is really to relieve social pressure on a group of random and anonymous strangers. We think it is reasonable for groups of friends, such as the typical raiding guild, to have a discussion about how to divvy up loot. That discussion is a tried and true RPG tradition going back to D&D or earlier. We don’t think that is a reasonable expectation for Raid Finder, though.
This is such a frank representation of the very essence of MMO gameplay (e.g. random loot creates content), that it honestly shocked me to see it written so casually. The explicit admission of the (warped) social dynamics of LFR is similarly amazing. It is one thing to see these issues examined in blogs and on forums; it is entirely another for a developer, in an age of David Reid-esque bullshit, to treat the audience like adults.
It feels like when the carnie game operator lets you in on the trick.
Another sample section:
We have one other new system that will use part of the personal loot model. This is what we’re calling the bonus roll.
Once upon a time, raiders had to invest a lot of time and effort every week preparing for a raid. This felt kind of cool in the abstract because it built anticipation, rewarded players who prepared for raid night, and otherwise just added a little more ceremony to the act of entering the dragon’s lair to seek glory and treasure. The reality is that you spent your time killing mobs to farm flask materials or gathering Whipper Root Tubers. The reality didn’t match the fantasy and we eventually greatly minimized the need to farm consumables altogether. Of course, that led to another problem, as raiders would log on for raid nights, finish, and then have nothing to do the rest of the week. The bonus roll is intended to give those players something to do that is hopefully more enjoyable than grinding elementals or Blasted Lands boars. We want to see players out in the world doing stuff, and we want that stuff to be a little more interesting (if not downright fun) than farming mats.
This is one of those things that, intellectually, shouldn’t be true. But it is.
I am (still) playing Mass Effect 3′s multiplayer and loving it. Is it fun in of itself? I… guess so? Would it still be fun if I had 100% of the guns unlocked, max ranks, infinite consumables, etc? I can tell you right now with a completely straight face: no, it would cease being fun. I derive pleasure from both the act of playing, and the feeling of increase that comes from progression (the accumulation of credits to unlock random weapons, in this case). The only sort of rationalization I can give you to explain this phenomenon is that I can both have fun and experience progression in any number of other games, which puts “just fun” games at a disadvantage.
Game designers undoubtedly realized this years ago, which is why you see “RPG elements” in damn near everything these days.
Back to the Dev Blog (emphasis added):
Area of Effect Looting
Yes, we are doing area looting. After killing a group of enemies, you may have a bunch of corpses lying around (perhaps because you went all Bladestorm on a bunch of hozen). If you loot one of the corpses, the loot window will include items from all of the nearby corpses for which you have loot rights. Some recent games have incorporated a similar feature, and it’s one of those things that players just want in their MMO these days. It’s already in and it works fine.
Does this sound like the Blizzard of WotLK, or TBC or Cataclysm for that matter?
I am not entirely sold on the concept of Valor Points being turned into gear upgrade fuel, for exactly the reason Ghostcrawler mentions: “There will be a bit of a game in trying to decide when to upgrade your gear versus hoping for a new piece to drop from a raid boss [...].”
Other than that? I am very impressed by what I have seen thus far. Female Pandaren are in a much better place than female Worgen ever were, the MMO-Champ emote videos really highlights how far animations have came since I started playing in TBC, no major feature has been Dance Studio’d yet, and Blizzard overall seems to be operating at a level of humility and industry not hitherto seen. I mean, hell, Blizzard has already started work on the sixth expansion, i.e. the expansion after the expansion after Mists.
Seems to me that WoW should lose a few million subscriptions more often.
Ever read about an hour’s worth of interview transcripts about a game you’re not even technically playing anymore? I have! [emphasis added throughout]
- “However, mounts are sacred–one of the only things left that’s visual prestige. So we do want to make sure we give them out for the right things, like the Challenge Mode achievements Tom spoke about.”
- Re: Guild Leveling. Blizzard isn’t sure they will be increasing the level cap; they may just be swapping out abilities (i.e. Have Group, Will Travel is getting axed). Other big news here is that no daily/weekly XP or Reputation caps anymore.
- “LFR has been huge for us–one of the most successful features in the game, similar to when we implemented the Dungeon Finder. We can watch the numbers exponentially grow–the number of people that are raiding now, compared to before 4.3, is incredibly dramatic–it’s so much more. We can’t tell you the exact percentage, but it’s massively larger. And not only that, they’ve continued to raid, and these are players that have never raided before.”
- Re: Firelands dailies: “What didn’t work is that it’s staged out to take too long for the number of quests you need to do. I think that to get all the marks you needed to get was excessive amount of time.”
- Blizzard doesn’t actually seem to know how the Beta will actually pan out, given that over 1 million people will be getting in.
- You can (i.e. will) farm tokens to buy a consumable item that gives you, personally, an extra shot at getting gear from a boss. It works in LFR, Normal, and Heroic versions of raids. Yes, an extra shot at heroic raid loot. Yes, every heroic raiding guild will require it.
- Blizzard nixed the whole “monks don’t auto-attack” thing. Called that one.
File under Missing the Point:
Q: In addition to the linear nature of Cataclysm questing zones, many players felt that it was hard to feel completely engaged in a zone due to heirloom/guild xp bonuses. They’d outlevel a zone before completing a lot of the major plot arcs. The revamped 1-60 content is complete, but was there anything to learn from this in designing future zones? Especially now that Pandaria has more zones than we first heard about at BlizzCon.
A: Well, actually, we are very deliberately trying to set it up so you can skip some amount of content on the way to 90. We feel those decisions make the World of Warcraft seem like a world. If you look back to original WoW, we had Eastern Kingdoms and Kalimdor, for players to quest in at any given time. There was an amount of choice in what you did–sometimes that choice diminished somewhat, but generally speaking, there were different options.
We’d like to capture that as much as possible, so not only is the quest flow itself a bit less linear, but also your zone choices is a bit less linear. That inherently means you won’t get to do all the quests on the way to 90, but it does mean that if you play the game on an alt, you have an option to do something new.
I think the problems you’ve described with heirlooms or guild xp bonuses and everything stacking becomes worse when it’s linear, because when you end that linear experience before you’re supposed to, it’s a lot more noticeable.
Actually… is Tom Chilton missing the point at all? Reading the response over again, it seems to me he wants WoW questing to get away from zones even having “major plot arcs” for heirlooms and leveling bonuses to trivialize. After all, isn’t the complaint that a person out-levels, say, Duskwood before finishing all the quests in the area? That is only a “problem” if one views the zone as something to be completed. If the zone is instead looked upon as a playground with different equipment – Raven Hill as a Merry-Go-Round, Darkshire as the swing-set, the southern portion as a series of muddy sandboxes – then “out-leveling” it does not make a whole lot of sense.
On the other hand, Chilton cannot have it both ways, right? Players are funneled into Duskwood from Westfall, and thus they encounter Raven Hill first; Darkshire’s issues are as much a part of Raven Hill as the other parts of the zone. Less linear is fine in theory, but there is a meta-narrative that has to glue these quests together in some way. And what about the people who come to enjoy a given zone’s zeitgeist? I love the idea of being able to skip entire zones (Wetlands and Arathi Basin are terrible for Alliance), but the issue at hand is not being able to stick with the zones you actually like. Non-linearity does not fix the issue of quests going gray.
With Zul’Aman and Zul’Gurub, they got a worse reputation than they deserved. A big mistake was going from a tier of content that had 9 instances to run, down to a tier of content where you only have 2 instances to run and no raids. If you run people through the grinder of the same two instances over and over, it ends up feeling much worse. If you take any instance and say ‘these are the only two instances you get to run for many months,’ then that ends up feeling pretty bad.
Q: Last question–about community in WoW. There’s been a lot of changes with people coming back and playing together, and using tools like Real ID and Looking for Raid across servers. How do you balance player-created communities across servers with pre-existing raiding guilds, that are facing challenges now like downsizing from 25s to 10s or dealing with real life and scheduling conflicts among older members?
A: I think that is an important balance to try to achieve. Over time, we’ve gone in the direction of making the game accessible to a lot of different people, such as queueing up for dungeons and raids with friends–which have impacted these guild ties and such. So I think that for us, one thing we’re hoping to do is get guild community back with challenge modes, without excluding your average player from content. Certainly with challenge modes, we don’t plan for you to queue up. We feel that if you queued for a challenge mode in Dungeon Finder, that would cause a lot of problems. That guy being yelled at by his wife for 15 seconds will make everyone else pull their hair out and panic that they’re going to miss a medal. It’s an interesting opportunity for us to really emphasize both playing with your guild and friends without it feeling like the average player is missing out on seeing an instance.
Q: So you are in discussions about possibly changing how the raid lockouts work?
A: Sure. I think we’re gonna look at how the 10/25 person lockout worked as a shared cooldown. Was that the right decision, or do we want to do something different? I don’t really know what the right answer is yet. We haven’t decided.
And then we get to the Ghostcrawler interview…
Q: So I was playing the Monk a little bit, and I noticed a couple things that were different from Blizzcon. There’s no more dark Chi.
A: <some debate about how to actually pronounce “Chi”>
Q: So there’s no more dark Chi…
A: Dark balls.
Q: There’s no more dark balls, yeah. What prompted that sort of change?
I am not sure if I mentioned it before, but I genuinely enjoy having Ghostcrawler around. He may be the face of the B Team, he may be a straight-up design troll in some respects, but hey… at least he has a face, yeah? In a world of Bobby Koticks and David Reids and faceless community managers, I am all for more Greg Streets and Curt Schillings, even if they get things wrong.
Q: [...] Glyphs was one system I was looking at and trying to wrap my head around the changes. I think you guys had said something about this somewhere, but prime glyphs are basically gone now.
A: Yeah. We apologize for prime glyphs. They were a bad idea. At the time, we were worried that, say, a Paladin who didn’t have a glyph for Crusader Strike would be like, “What the hell? This is my most important ability! I need to glyph Crusader Strike! I don’t want to glyph… I don’t know, Turn Evil or something like that, because I want a glyph for Crusader Strike.” So we did that, and it ended up just complicating everything because now we have to imagine that, “Oh yeah, everyone has stupid prime glyphs that give them 5% damage or crit or something like that.”
See? After talking about a new glyph for Prot paladins that lets you aim Consecration (ala Death & Decay, but shut up), the followup is:
Q: <grinning> See the grin on my face?
A: <laughs> The Glyph of Divine Plea, which Divine Plea is Holy only now, changes it from a “for the next X seconds you’re a bad healer” to a cast time, and then at the end of that cast time you get all the mana right away. So you have to pay the cast time, and while you’re casting you’re not doing anything, but at the end of the cast time you get all the mana and there’s no self Mortal Strike that a lot of Paladins hate.
Want some more? Here was a show-stopper of an admission, from the answer to the problems with Legendaries:
I think part of that is because almost every raiding Rogue had an expectation of getting a legendary. That’s something I’ve talked about a little bit recently. So, one dark secret that players have probably all figured out by now is that Blizzard designers tend to careen from one extreme to the other, and so, when we decide something doesn’t work out, we go to the complete opposite, illogical extreme, and then we reel it back in a little bit. So, we were kind of reacting against the Warglaives model where, “You have a tiny percent chance of getting a legendary! Congrats!” to trying to make it a little more predictable, and the way we did that was with the style where you need so many parts, and the parts have a fairly predictable droprate, and eventually you’ll have your legendary, which then led to the opposite problem of they’re super predictable, people could point to a calendar day and say, “April 20th! That’s when I get my legendary!”
What sort of designer admits that? Bad ones? Good ones? Final quote:
Q: Interesting. So you did a blog post a while ago about the “Great Item Squish (Or Not) of Mists of Pandaria.” I noticed that the combat text was popping up and saying things like “14K” instead of 14,000 or whatever. Is that the route you decided to go with, like the “mega damage” approach?
A: Yeah, we went with the “not.” Mega Damage, here to stay. So we had this all in and working. We squished everything, and it was working. We had the whole thing implemented, and we sat down and tried it out, and, you know, Mortal Strike hit for 200, and Fireball hit for 150, and we were like, “This feels wrong.” We knew exactly how it would feel like, and we knew that our damage as a percentage didn’t go down, but it felt terrible. And we were like, “Okay, this is now super risky”, because we’re going to change talent trees on players, and even though we think it’s a great design, and we think players will love it, it’s a hard sell. And to do that, and have them hit really wimpy, I think even if players understood why we did it, deep down they wouldn’t like it.
So we decided to back off of that. We’re trying the solution with commas, and K’s, and M’s, and to be honest, it helps a lot, and our hope is, by 6.0 or 7.0, players are demanding the item squish, and by then it’s not controversial at all. It’s like a celebration when we finally do it.
Okay, so that is a lot to digest.
Instead, I think I’m going to play some more Mass Effect 3 multiplayer.