Author Archives: Azuriel
Advice for New Bloggers
So, according to my Google Reader, there is a new blogger initiative going around like a bad case of the clap. I am not much of the “get involved” type, even for easy publicity purposes, but I do happen to have three pieces of advice I wished I had received when I started ~15 months ago. Or most likely, three pieces of advice I had actually believed.
1. Don’t “save” your best stuff.
I had big ideas. I was on a mission. All the other people I was reading had it all wrong, and the simple, elegant truth of my arguments would be clear for all to see. But I’d be damned if I wasted those articles on my newly minted blog that got approximately 7 hits yesterday… oh wait, those came from me refreshing the page. So, well, zero hits yesterday.
It will feel like a Catch-22 just starting out, but in all honesty, it’s not. Whatever articles/posts you have bouncing around in your head, write them, post them, get them out of your way. If you still feel like writing things after they’re posted, congratulations! You’re a blogger. If not, at least now you know. Besides, odds are good that the expertly laid-out posts you have planned to rock your (hypothetical) readers’ worlds… will fall flat. Meanwhile, that paragraph you zipped off at 3am will get 50+ comments.
Either way, your best posts are yet to come, so use every scrap of material you have right now and get some post histories going. And if your early work truly is a literary masterpiece, you can always dust it off and revisit it later.
2. They’re not kidding about the community thing.
If you want readers, be a reader. If you want comments, write some comments.
I’m not exactly an expert in generating traffic, but I guarantee if you post a funny/interesting comment and I read it, I’m clicking on your name to see if I can find more where that came from. If it links back to your blog and said blog is also full of that sort of quality material, it gets put in my Google Reader and in the Blog Roll, no solicitation required.
3. Find a shtick and shtick with it.
Blogging is both harder and easier than it looks. Every minute spent writing is a minute not spent on the fun thing you are writing about. Ergo, it is important to have fun writing about what you are writing about. Otherwise you are not going to be doing it for long.
Although “shtick” means gimmick, I am really referring to your personality, your recurring theme, your voice. Basically the thing you like doing.
After a while, I got tired of just talking about the WoW AH; at the same time, I really enjoyed talking about WoW’s design direction, making 2000-word arguments, and so on. So… I did. When I found myself taking screenshots and screwing around in Photoshop for hours, I started posting them. At first I worried said pictures would be cheesy – what other blogger does this sort of thing? – but I did it anyway. And people apparently enjoy them. Which is great, because I enjoy making them. It’s win-win.
So that is my advice to you, hypothetical new blogger. Post all the good stuff you got, engage other commenters/bloggers, and do what’s fun – even if that’s sometimes playing games instead of writing about them.
Speaking of that, I’m going to get back to my Deus Ex DLC.
The Guild Wars 2 Preview for the Rest of Us
With all the bourgeois previews (mostly) behind us, it is time for the Everyman take on the Guild Wars 2 beta.
I was going to split this post up and sell them to you across three different days, but you know what? I think you can handle it. So buckle up, girl scouts, and get ready to earn your Too Long; Read It Anyway merit badges.
Point 0: Selling Games is Hard
I decided to prepurchase the preorder by prepaying on Friday, which admittedly was cutting it close given that’s when the beta weekend began. Credit card in hand, I zipped over to the ArenaNet site and witnessed the impossible: the Guild Wars 2 Digital Edition was sold out.
Yes, an infinitely reproducible digital good was sold out.
Now, obviously, the actual digital data being infinitely reproducible is not the underlying issue; it probably has to do with a concern for beta server populations. As Blizzard can recently attest, the status quo is apparently being shocked that anyone, let alone millions of people, are willing to pay money to be in betas. Perhaps we should take this as a good sign.
I bring this up though, because A) I found it amusing at the time, and B) I simply went off to Gamestop.com and bought the digital edition there. I tried Amazon first, but apparently Amazon, bless their hearts, don’t recognize “prepurchases” wherein you buy products that don’t formally exist yet… and run-of-the-mill preorders don’t come with beta access.
In a way though, I am kinda glad that I bought from Gamestop. Not only was I supporting a retailer who is in open defiance of the increasingly anti-consumer game industry – a retailer, mind you, that was merely selling beta codes and not any actual product (the client was downloaded on ArenaNet’s bandwidth dime) – but ArenaNet also lost whatever X% retailer cut Gamestop takes out. Now that’s a marketing screw-up with teeth.
It’s 2012. Buying games shouldn’t be this hard.
Point 1: PvE is SWTOR meets Warhammer meets Rift
Disclaimer: I haven’t actually played Rift. Also, I don’t care what MMO did what first.
I played up to level 12 as a human Guardian (e.g. paladin), level 8 Norn Ranger (e.g. hunter), level 6 human Thief (e.g. rogue), and level 4 Charr Warrior (e.g. PvP god-mode). If you are like me, none of that probably means anything to you, but I am including it for reference purposes. The important thing is that I spent the bulk of my playtime as a weak-ass melee paladin, which is triply redundant for reasons that will become obvious shortly.
Click the map below for a larger version:
You have probably heard a lot about “dynamic questing” and “revolutionizing the quest experience.” If that sort of thing is in Guild Wars 2 (or the beta), I did not see it.
What happens is you have a main storyline quest that puts you into your own instance ala SWTOR. Each step of said quest greatly outpaces your own level, which forces you out into the world to level up. The general idea is to open your map, go towards the empty heart icons which are “quest hubs” of sorts, and hope you kill enough stuff or encounter enough dynamic events to level you up enough to tackle the other empty hearts. Generally speaking, I was NOT able to complete every hub and dynamic event I came across AND still have achieved the appropriate level to move onward. That is to say, I did everything I could see to do, and I was still 1-2 levels below what the game recommended I should be at to continue the story quests.
Redoing dynamic events or straight-up grinding mobs was certainly possible, but considering this is a game that sells +50% XP potions in a cash shop, I would start getting worried.
A few months ago, WildStar put out a Dev Diary in which they explained how they took the traditional quest log text and pared it down to a Twitter length of < 140 characters. This was derided at the time by Syp at Biobreak as “dumbing down” quests. Guild Wars 2 beats WildStar to the punch by having no quest text at all. The “dynamism” of GW2 questing is that you never have to talk to NPCs: simply walk in their vicinity, glance at the upper right corner to see what they want you to do, and then do one or all of those tasks. Dynamic Events are the same: get notification, head towards orange circle, do multi-part Public Quest.
The first real human quest hub, for example, is at a farm. Once you get close enough, the quest tracker indicates you can water plants, feed cows, or kick in wurm holes. You can talk to an NPC for additional explanation – perhaps explaining the mechanics of watering plants – but it isn’t necessary. Each performance of any of those activities increases a completion meter, which means if you were bored enough, you could complete the whole thing by watering corn. Or if you wanted all combat, just kick in the wurm holes. Every 10 minutes a “dynamic” event of bandits attacking said farm will begin, which is separate from the quest hub itself. On one character, the bandits started setting fire to the bales of hay at the farm, which may have been some indication that an earlier stage of the Event failed, I dunno.
There is (voiced) text in the story quests, but everywhere else reading is at least implicitly discouraged. It got to the point where I loathed to even read what they wanted me to do in the quest tracker – with all this crazy activity happening around me, I felt out of place standing slack-jawed in a field, staring into the upper-right corner of the screen. “Reading? How quaint.” And I am a reading guy!
By the way, allow me to confirm the total marginalization of grouping. Essentially, the only reason why you would need to group in a specific party is for chat purposes and possibly to see each other on the minimap. Otherwise, there is no kill stealing, there is no loot ninjaing, and everyone gets shared credit for everything provided you tag the mob too. Remember the Firelands daily quests wherein a warlock could drop one debuff on everything and get shared credit, compared to melee classes that were largely screwed? Same deal here, same weaknesses.
If you are wondering how Dynamic Events scale with (increased) player participation, the answer is “Badly.” As the number of players increase, the number of mobs ramps up and so do their level. The farm I talked about earlier has a recommended level of 2; with about a dozen level 2 players nearby, we were besieged by LEVEL 5 BANDITS, all of whom had ranged attacks. Needless to say, playing a melee class that requires placing runes on the ground for enemies to stand on was a recipe for disaster (and instant death).
Point 2: Combat System
Speaking of disasters, had I not played a rogue on Sunday, I would have written off all melee classes in Guild Wars 2 PvE. You might want to anyway, just to be on the safe side.
It is not so much that soloing was impossible, it is the simple fact that melee have zero advantages compared to ranged, and every possible disadvantage. Dodging wasn’t necessary for the mobs I encountered in the world, but any time I was in a juiced-up dynamic event, the sheer press of ridiculous damage either killed me instantly or had me frantically trying to kite while ranged players merrily AoEd everything down. Some mobs’ “Dodge this!” cues are more obvious than others, but as anyone with a functioning brain stem can imagine, melee classes have less time to react to them assuming they even notice the animation at all amongst the sparkles and general fisticuffs.
I did happen to face one level 11 elite mini-boss as part of some event with some other players nearby. By that point, I had actually discovered a reasonable weapon setup on the Guardian, and the whole experience might be transferable to dungeons.
Basically, while six ranged players were dealing damage (and running away when the boss randomly started heading their way), myself and another melee were trying to snare the boss without getting instantly killed by it’s melee. With a Greatsword equipped, I would do a charge/leap attack that Blinded the boss (next attack has 100% miss chance), maybe place a rune down if he didn’t immediately turn around, and then run away. Next was ranged AoE snare via the Greatsword, and right before the snare wears off, pressing the button again causes all those snared to be pulled towards me, AoE Death Grip style. Then running away. I then swapped to my scepter + shield, giving me access to a ranged root and some weak ranged auto-attacks. The shield unlocks a channeled ability which knocks back all hostiles in a dome around me, which I used at one point when a ranged player was trying to rez the other melee before the boss finished him off.
If all that sounded cool, well, it kinda was at the time.
Then I rolled a ranger, and had four or five different snares/roots by level 8. My base auto-attack as a brand new level 1 character was chucking an axe which ricochets off up to five enemies. In short, I could have done anything my Guardian did and more (i.e. actually dealing damage to the boss) with a class that has it easier anyway. ArenaNet apparently took the page (it’s only one page long, after all) from Blizzard’s Cataclysm raid design book in which melee can be replaced by ranged with no downsides. At least there’s no trinity, amirite?
Other than that? Combat in general feels about 85% of WoW, on a visceral level. As means of comparison, I would judge Aion’s beta combat at 50% and Warhammer’s beta (PvE) combat at 60%.
Point 3: Dungeons
Couldn’t test any, given the first dungeon is at level 30.
And, no, ArenaNet will not be having any lower-level dungeons than that.
Point 4: “Battlegrounds”
Whoo, boy.
When you zone into the Mists – a sort of PvP lobby that includes training dummies, vendors, bank access, various tutorial NPCs, and so on – you are auto-leveled to 80, all abilities/traits are unlocked, and you given a full set of PvP gear. You can purchase additional weapons and gems for free, if you want to try different set ups.
It is, in a word, overwhelming. And you can do it from level 1.
Joining a BG requires talking to an NPC and then choosing a specific server to join, which is decidedly retro. Once inside, you will play one of the two (2) BGs they have available until you forcibly leave; in other words, there is not a “leave BG” button at the end of the match. The two (2) BGs they have are both 8v8 Conquest-style maps with three capturable nodes and a different pair of gimmicks. One gimmick is the existence of two mini-boss NPCs which you can kill for a boost of 50 points and a team-wide, 30-second buff. The other map’s gimmick are the trebuchets, which allows you to deal ~50% of a player’s lifebar in damage if you hit them. It would probably be pretty powerful if you coordinated said attack with your team, but you always have the option of destroying the enemy’s trebuchets if you want to deny them the opportunity (and it can be rebuilt later too).
Commenting on PvP combat itself is probably useless, considering how important class balance is in informing the overall tone. However, I have some pretty foolproof (BG-specific) observations thus far.
- Don’t play Guardian. Paladins suck, as a general rule.
- Warriors are PvP gods. Again, as a general rule.
- Expect to be eternally snared, rooted, and otherwise CC’d. For example, Warriors have 2-3 gap closers, 7-second snares (most others are ~3 seconds), and stuns/knockdowns/roots. You can and will be killed in a CC-chain if two people are involved, or down to 25% HP if just the warrior.
- Classes won’t be balanced around 1v1, so burst DPS classes (warriors, rogues) will rule most BGs. Remember, it’s only 8v8.
- Classes won’t be balanced period, given skill ceilings. That is to say, if Move X is absurdly powerful, expect people to say “Dodge it, noob.” Or imply that you should have chosen a different weapon/skill loadout that “counters” it, with your psychic powers.
Some of that is facetious, some is inevitable.
The other interesting thing is… well, that’s it. You can earn Glory Points (aka Honor) for winning or leading the boards in some category, but I did not get the impression that the Glory rewards are stronger items, just cosmetic ones. For as lopsided and “unfair” that WoW BGs can get with the gear differences, I have always enjoyed having a purpose to play in addition to whatever fun is involved – losing stung less knowing I was still (slowly) crawling towards a new upgrade, and winning felt Double Fine (so to speak).
So, we’ll see how long people can enjoy playing two maps with just one game type with no overt rewards.
Point 5: WvWvWvWvWvWbbbbbbfffftttp
Most everything you need to know about WvW can be summed up in this picture:
Without anything to enhance your movement speed, it takes 2:25 (two minutes, twenty-five seconds) to run from the starting waypoint to the center of the middle keep. If the keep isn’t “contested,” a second waypoint will be available there if you own the structure, but from what I experienced, a single squad of three dudes is enough to disable the whole thing.
Personally, I don’t know why people enjoy this type of gameplay.
Don’t get me wrong, it’s tons of fun shooting people with cannons or arrows from the tops of walls. But the sort of knock on the keep gates, push enemies back, then… kill the big NPC boss? I mean, everyone’s favorite map in WoW is Isle of Conquest, right? And then all the crazy stupid amounts of FPS-crushing AoE? And how it is both easy to instantly die and impossible to remove the enemy from the field? Sign me up.
To explain what I mean with that last bit, you are probably aware of ArenaNet’s “revolutionary” take on death mechanics. Once you hit zero HP, you go to a downed state wherein you actually gain half your HP back but only have 4 abilities. If you manage to damage an enemy that dies, you rally, and self-rez. If everyone leaves you alone, you can press 4 to self-heal until you self-rez. A cannon can drop you in 2 hits without heals, but it takes 3-4 to “kill” a downed enemy. Enemies can “finish you off” by pressing the Interact button near your body, forcing you out of the downed state and into actual death.
But here is the thing: as long as you don’t release, you can always be revived.
So in the WvW battles I was involved in, there was a “natural” sort of pressing the attack, and then falling back to regroup. Each time though, the dead would patiently lay there, dead, gambling that the front would move back their way in the time it would take to release and run back. And they’re right, it’s typically a shorter to wait. What this also means is that a wiped attack can spontaneously regenerate if one (1) dude makes it to the field and starts rezzing people when no one’s looking. Which is great if it’s your group that died, and it is frustrating beyond measure when an outpost you successfully defended for over an hour falls in the two minutes it took to walk somewhere else looking for things to do.
All that being said, what WILL be fun about WvW is if you have a group of guildies running around with voice-chat. A small, coordinated group of 7-8 people can cause a LOT of havoc away from the zerged zones, perhaps behind enemy lines even. You may not be able to hold anything, but it will at least force the enemy to muster a task force to retake their own structures.
By yourself, though? Boring as hell. Unless you happen to be in a cannon with the enemy at the gates.
Final note: you are leveled to 80 while in WvW, but you only get the equipment and skills you zoned in with (there are vendors and banks inside though). This wasn’t a problem in the beta, of course, but I can imagine WvW being next to impossible against any group of actual level-capped players (and their level 80 gear). I suppose you could be on Supply duty – run to set of boxes, click, run back to structure that needs repaired, click, repeat – or even potentially manning the cannons, but it seems bizarre to make such a point about leveling someone to 80 only to make gear matter.
Conclusion
I might have some more to say about the other systems inside the game (crafting, etc), but that will have to wait.
Rather than suggest it’s worth $60 right now, let me just say I am not unhappy with my prepaid preorder prepurchase, at this time. Of course, it is “worth it” in the sense that there is no subscription fee, and thus I am grading it against (potential) hours of amusement per dollar, rather than any sort of long-term MMO rubric. In some respects though, I don’t feel comfortable judging the game right now either way, simply because I have seen less than half the classes, and none beyond level 12 (of 80, PvP doesn’t count). I somehow muscled through the low-level paladin experience in TBC for Christ’s sake, and no one would posit the 1-84 gameplay as being indicative of anything in comparison to endgame WoW, right?
So, I remain fairly ambivalent, albeit looking forward to the next beta weekend.
Guild Wars 2 Died for Your Sins
As you are undoubtedly aware, the Guild Wars 2 preorder pre-purchase prepay “beta” is up this weekend for those wanting to reserve their limited edition digital goods before the price drop. I have been following the trajectory of this game through its development with a fully cocked eyebrow, and a default expression of “Impress me.” Indeed, I have been openly skeptical over some of its more miraculous claims, although I have been surprised before.
But you know what? I have been in the Doubting Thomas peanut gallery for long enough. So let’s send this Jesus game through its paces starting on Good (Enough) Friday.
As a baseline, this is what I am expecting:
Nothing- Good graphics/UI
- Lots of circle-strafing
- Bugs (it’s still presumably a beta)
- Warhammer 2.0 vis-a-vis public quests,
RvRWvWvWvWvWvWvWvWbbbbbbbbbfffft - Fun and/or amusement in some quantifiable amount
If you are weary of endless GW2 reporting or simply don’t care about the game all that much, buckle up. Come Monday, I will have some impressions just for you.
P.S. I will probably be rolling on the Yak’s Ass Bend server. Because why the hell not.
On the Other (Cloven) Hand
First, a correction. I have been informed in the comments of my previous post that one can turn on Elective Mode in the option menu to turn Diablo 3’s talent system into what I had envisioned previously. Namely, pooling all your abilities together and picking out any combination of 6 at your discretion.
If accurate, that is the system I can (and want to) get behind.
I saw in the Witch Doctor the ability to recreate my nostalgic Necromancer of twelve years ago – spiders from jars and zombie dogs replacing skeletons and golems – but felt stymied by my apparent inability to drop skills I never intended to use with any regularity for the ones I would. It seemed as though I had to choose between maximizing my voodoo army and being able to actually destroy barrels on demand; the bottled arachnids cared not for my entropic war with all material things, and I’d be damned if I could find a way to actually use whatever random weapon I happened to be carrying around at the time.
It is thus possible that my entire original impression was colored by my ignorance of the Elective Mode feature¹. I might suggest it is partially Blizzard’s fault for hiding the light under a bushel in the first place, but nevermind.
What I wanted to mention today that I did not before, is Diablo 3’s Auction House and the effects on the game proper. Simply put, I think Blizzard is riding the very cusp between brilliance and disaster.
It took me a while to even find the Auction House interface at all, and as a result I did not use it until my second playthrough – it requires you to be logged out of any individual character, which I suppose saves Blizzard the bandwidth of people idling in-game. Between vendors who sell random magic items for ~1500g, the normal sort of loot hauls from furious clicking, and the Artisans (e.g. Blacksmith) allowing you to break down magic items to craft new ones, I cannot say that I felt especially deficient in my solo gearing. I suppose that is not especially praiseworthy, seeing as how screwing that up would defeat the entire purpose of this sub-genre, but there it is.
Once you taste the AH though, there is no going back. Unfortunately.
There are a couple things going on in that picture worth noting. The weapon on the right was the one that my Barbarian killed the Skeleton King with after ~2 hours of play. The one on the left is so ludicrously overpowered in contrast, it is difficult to put into words. What really stands out though is the +6 Health per kill bonus. As Sullus experienced, that singular stat bonus completely erases all semblance of difficulty from the beta by itself; surprisingly, you end up killing quite a few monsters in Diablo 3, such that a bonus like that amounts to probably six times its value in passive HP regeneration.
The problem is just beginning, though. This rare weapon, which I would have been flipping out about had it dropped for me, can be equipped at level 4. You thought mobs were already discorporating blazingly fast? You haven’t seen anything yet. But wait… there’s more! If you call within the next 30 minutes Since magic items are not Bind on Equip, this clearly ridiculous weapon is something you will be able to use on all of your starting alts moving forward. If you run out of alts, you can simply resell it on the AH or give it to a friend or whatever.
All of this is somewhat Old News, of course. But here is the thing.
I bought the rare sword on the AH for 1000g. In contrast, the vendors will typically try and hawk a +2 Mace of Sucking for nearly twice that amount. Sometimes you can luck out and get some nice items from said vendors, Sullas’s “+HP on kill” rings being a notable example, and sometimes you will find good shit right off the ground. However, even if I concede that this rare weapon was underpriced or a lucky find, my concern is that I am no longer dependent on RNG monster drops. And that puts me right back into Torchlight territory wherein I went 20+ hours without upgrading my weapon. Without the food pellet, or one worth munching on, I have little interest in continuing pressing the lever.
Don’t get me wrong, I enjoyed having the AH because I enjoy doing AH things in any game. But I can also clearly see a possible future in which the AH amounts to “cheat codes” that bypasses all the fun limitations of the game proper. And, unfortunately, I do not possess the personality that is capable of handicapping myself when a more efficient strategy is discovered. If I can get all my upgrades from the AH, I will get them all from the AH. Perhaps it won’t matter in the aggregate as long as I am experiencing some kind of gear progression (which Torchlight lacked). I dunno.
So… we will see how this shakes out on the 15th and the weeks following.
¹ Of course, the “baby WoW” criticism is still both applicable and concerning.
Rethinking Diablo’s Day 1 Purchase
[Edit: Impressions below were highly colored by my incorrect assumptions about D3’s talent system. See comments or my follow-up post for more info.]
Looking back, I am not sure exactly what I expected when it came to the Diablo 3 beta.
All I know is that this wasn’t it.
Let me give a quick preface here. Over the course of this weekend, I defeated the Skeleton King (e.g. beat the beta) as a Witch Doctor, Monk, Wizard (co-op), and Barbarian; I only got the Demon Hunter to level 7 before I could not stomach it (both the class and beta) any more. I have played both the original Diablo and Diablo 2 several times, racking up probably around 300+ hours in the latter. I have played and beaten Torchlight, even though I hated its loot system with a passion. Basically, I enjoy hack-n-slash action RPGs as much as the next person.
I was completely underwhelmed by the Diablo 3 beta.
It is difficult for me to enunciate precisely why. Was I expecting too much? Do rose-colored glasses only work in one direction? Have I “grown out” of this particular sub-genre? It is tough to say. Although these specific issues did jump out at me in the ~10 hours of beta gameplay:
Issue 1: Pointless Weapons
After you hit level 2, the type of weapon you choose to equip is 100% irrelevant (with the very glaring exception of Demon Hunters). And I do not mean in a “daggers strike faster than swords but both amount to similar DPS” sort of way. I mean that in a “you will never attack with your weapon again” sort of way.
My Witch Doctor started with a dagger, got a mace, and then a bow, but my left-click was always a blow dart and my right-click an AoE snare. There is never even an option to attack with the pointy or blunt object you are going to be very visually carrying around for the next hundred hours. If the weapon has a higher DPS, you equip it, no questions asked.
You could replace your generic attack button in Diablo 2 with a spell, of course. The trivializing of weapons in Diablo 3 though, is a sign of a deeper, systemic design shift. It reduces the weapon slot to just another generic item slot – reduction to a “stat stick” – and homogenizes all weapon drops into simply “can equip” and “can’t equip” categories. Should I dual-wield or carry around a 2H sword? It is an utterly meaningless distinction in Diablo 3; if weapon speed does impact ability use in some way, perhaps making it hit faster, it does so in a completely oblique fashion.
For me, this also led to a visual dissonance that I was not quite able to shake. Seeing a Barbarian Cleave with a dagger simply looks dumb. Likewise for a monk running around with two glowing swords infused with holy power… that teleport to her back/hips each time an ability fires. And when I see a Wizard running around with a completely non-magical 2H broadsword simply because it somehow makes Magic Missile hit harder than a magic wand…
…nevermind, that looks pretty badass, actually.
Issue 2: “Talents”
I take back every nice thing I said about Diablo 3’s talent system.
In my defense, the last word I had heard was that unlocked abilities were going to go into a “pool,” from which you could select any combination to fit in your available slots. That sounded amazing, nuanced, hitting all the right customization buttons without falling into any design traps. What we got instead is the goddamn Fischer-Price of talent systems, which somehow manages to suck all the fun out of selecting abilities and laughs, laughs, at those wanting to plan ahead.
Essentially, you have six buttons: 1-4 and left/right-click. Your left-click is always going to be one of a handful of abilities. Now, there is “customization” in selecting Runes, which are like the sprinkles that go on your vanilla ice cream cone: they either straight-up buff the given ability or change its nature in subtle or overt ways. But as I was unlocking these abilities and Runes, I always stopped, switched to the new skill for a few mobs, and made a determination of which one I liked better. And then I ceased ever caring about the choice.
To be clear, I don’t like talent trees either. Maybe if I had access to more abilities and Runes the choices would feel more meaningful. Maybe if I encountered more varied enemies/encounters it would cause me to rethink my ability load-outs. But then again… this is a Diablo game. The life expectancy of any individual mob is 0.2 seconds, so in a very real way which ability you are spam-clicking is completely irrelevant.
I dunno, it simply feels weird to look at a class like the Witch Doctor and think, “I’m never going to use Corpse Spiders as my left-click ability,” and then realize six ability unlocks are totally useless for you. I am (probably) always going to pick Zombie Dogs as my Defensive Ability, which similarly collapses 15 squares on that “600+ points of customization!” matrix.
Issue 3: “Baby WoW”
As I was playing co-op with an ex-WoW friend, he uttered “baby WoW” as the description of what these sort of games made him feel like he was playing. And you know what? I’m starting to feel the same. That is kind of the whole schtick of hack-n-slash, of course, the mowing down of corridors of mobs while you mop up the loot debris field in the wake of your passing. It is also tough to criticize spam-clicking in a world of rote ability rotations and the common “strategy” you develop for the execution of the average MMO mob.
At the same time, while I was going through Diablo 3 I could not help but feel somewhat patronized. This Skinner Box lever is completely unadorned. Of course, if you prefer yours fast and loose, then get ready to go to town; I may just turn in for the night instead, if its all the same to you.
Ultimately though, I did have some level of fun with the beta. Co-op was pretty slick with there being zero interruption when people slide in and slide out. Classes like the Monk and Wizard were genuinely fun to play. While I thought the graphics were completely underwhelming (to the point of being ass-ugly) in the first zone, the actual dungeon looked remarkably better. The physics in the game were amusing enough to keep the illusion of dynamic battles for the most part.
The answer to the $64,000 $60 question though – is Diablo 3 still a Day 1 purchase? – is a lot more fuzzy than it was before this weekend. If I did not personally know a few people who are still getting this Day 1, people I would like to play co-op with eventually, I’d be inclined to wait a few months for the first price drop. I suppose I still have three weeks or so to mull it over.
Chances are I’m going to need all three of those weeks to decide.
Diablo 3 Open Beta
We’re pleased to announce the Diablo III open beta weekend, which offers open access to all players with a valid Battle.net account! Beginning this Friday everyone is invited to log in and help us put the game and servers through their paces in this three day stress test as we march toward the game’s release on May 15. You can begin downloading the Diablo III client right now!
From Friday, April 20 at 12:01 p.m. PDT (noon), until Monday, April 23 at 10:00 a.m. PDT you’ll be able to log in, team up with friends, and play each of the five heroic classes to level 13 as you fight to save the world from the impending demonic invasion.
It sort of further cements the notion that betas are marketing demos rather than for catching bugs, but that has always felt like a distinction without a difference to me anyway. What company actually relies on untrained, untested volunteers to submit bug reports? It seems to me that if betas were actually for bug testing, some resumes and portfolios would have changed hands rather than simply signing up on the forums and downloading the client.
Regardless, time to take advantage of this opportunity to test drive a Day 1 purchase before having to slap pre-purchase pre-order pre-pay pre-collect-interest-for-months-on-my-cash money down on a “limited edition” infinite digital good.
Oh, NOW We’re Being Reasonable
Every time Blizzard makes some nice progress towards actually implementing player feedback, the actual improvements remind me exactly how boneheaded they originally were. Take, for instance, the following hotfix:
UI
- Inactive guild leader replacement now requires 90 days of absence, up from 30 days. Ascent to the rank of guild leader is now only available to guild members at Rank 2, 3, or 4.
Oh, yeah, I remember that discussion now.
Of course, the irony of it all is that the change can be read so many different ways. Is this Blizzard (finally) responding to the player feedback lodged back before 4.3 went live? Is this Blizzard being tired of all the tickets and sleeper agent alt coups? Or is this a tacit Blizzard admission that, hey, maybe it’s not so reasonable to expect players to stay subbed each and every month? Especially given A) the two million people already out the door, and B) there are actually other games worth a player’s time to check out (MMO or not).
One such game is Blizzard’s own Diablo 3, out less than a month from now. But, honestly, it is just one of a mighty deluge of games coming out in front of the apocalypse.
In any event, I am very much enjoying this newer, more reasonable Blizzard.
Reviews: Mirror’s Edge, SPAZ
Game: Mirror’s Edge
Recommended price: $5
Metacritic Score: 81
Completion Time: ~5 hours
Buy If You Like: First-person platforming, parkour, novel videogames
I had somehow missed most of the other reviews out there regarding Mirror’s Edge, so when I booted the game up I was a blank canvas upon which the designers could paint a visually-striking first-person platformer that worked (far better than others, anyway). And while I have seen those other reviews in the time after having completed this game, their legitimate criticisms does not change my mind regarding badly wanting Mirror’s Edge 2.
It is difficult to say much more than “first-person platformer” because that pretty much sums up Mirror’s gameplay. You control a Runner named Faith, as she delivers packages and unravels a conspiracy in the unnamed City sometime in the (not so distant?) future. Most of your time is leaping from rooftop to rooftop, vaulting over AC units, scrambling over fences, busting down doors, shimmying up or down pipes, and basically making a circuitous path from Red Point A to Red Point B. Pretty soon, helicopter gunships and trigger-happy police officers are firing on you as you maintain an addicting sort of manic momentum and leaps of faith. Perhaps ironically, I felt more like a ninja in Mirror’s Edge than I ever did in Assassin’s Creed, despite this game being more realistic in terms of your ability to take falls and so on.
Unfortunately, the reviews are correct in criticizing the game’s split personality when it comes to combat. While you have the choice early on to simply run around the police you encounter, by mid-game you are frequently required to take on armed guards with your relatively ineffectual unarmed attacks. There is a disarming method that will take out a guard in a single button press, but the timing is so ludicrously short – even with your recharging slow-mo ability – that most times you are better off flailing at the guards until you or they go down. Once the first guy drops, you can pick up his gun and take out the others with however many bullets are left in the clip.
Ultimately though, when Mirror’s Edge is good, it’s great. Much like Portal 2, you will end up surprising yourself with the solution of “how the hell am I going to get over there?” – and managing to get a few stages correct the first time left me with a metaphorical runner’s high. Other times you will get stuck, shot, or take a flying leap off a building only to realize that wasn’t what the game wanted you to do. If you can accept the (minor) frustrations as the price of admission though, I highly recommend checking out the show.
Game: Space Pirates And Zombies (SPAZ)
Recommended price: $5
Metacritic Score: 74
Completion Time: ~38 hours
Buy If You Like: Overhead view spaceship pseudo-RPG action games
Originally, I pooh-poohed SPAZ based on the demo not being not particularly impressive. Having acquired the full game as part of an indie game deal, I decided to give the game proper another shot. And what I discovered, 38 hours later, is both a deeper, more impressive game… and one sorely in need of a larger-than-two-developer crew.
The basic structure of the game is destroying other spaceships, reverse-engineering their designs so you can build them, collecting Rez to build said spaceships, and basically having around seven different excuses missions to destroy said spaceships. In many ways, SPAZ is sort of like Gratuitous Space Battles aside from being able to control the ships flying around. The underlying problem with the setup though, doesn’t creep up until around hour 10-15: pacing.
The early game is extremely exciting with each new encounter resulting in new ships to pilot, there being many new components/weapons to try out, and so on. Unfortunately, the game becomes considerably less fun when you are piloting the same exact ship you were dozens of hours ago. Then, when you finally get towards the endgame and unlock those capital ship designs, the game’s difficulty evaporates as you steamroll them with a clearly overpowered design. I defeated the last boss in literally 20 seconds of holding the left mouse button down while stationary.
Overall, it’s tough to be too critical though, especially considering the game held my attention for 38 hours. There is a lot to like about the things SPAZ accomplishes well, and rather than being disappointed with some of its failings, I simply wish MinMax Games had the additional resources to polish up on its potential.
Doing Bioware Some Favors
I was really perplexed about Bioware’s recent marketing flops concerning SWTOR, just like approximately ten thousand other bloggers. At least, I was perplexed until I hit up their job postings page and realized they are looking for a Marketing Analyst. Glancing at the requirements only confirms my suspicions:
- Analyzes performance of strategic marketing campaigns to acquire new consumers and cross-promote games to retain and maximally monetize players against established benchmarks and or forecast objectives
- Analyzes consumer behavior and response to media investment and creative messages
- Using data-driven insights, recommends actions to improve campaign performance.
- Collaborates with other areas of marketing, (including brand marketing, marketing management, acquisition and retail teams, online & social media marketing, CRM) as well as product development and product management teams to validate campaign content and ensure programs are effectively reaching customers
- Candidate should have a good knowledge of general marketing paradigms and standard campaign management and measurement strategies along with video game industry experience
Yep. Bioware clearly doesn’t have anyone over there with those qualifications.
But you know what? I am a self-starter team player. So, Bioware, I am going to give you some marketing advice for free – just have the intern print off two copies of this post and send the other one to HR as my application, and we’ll call it even. Deal? Alright.
1) Words matter.
I would have thought this was an easy lesson to learn from the Mass Effect team – considering that even the Better Business Bureau acknowledged the ME3 endings constituted false advertising – but perhaps the teams are too compartmentalized. In any event, the basic idea here is that it matters what you say and how you say it. Let’s look at what you put out in your promotion:
As a thanks for being one of our most valued players, all active subscriber accounts with a Level 50 character as of April 12, 2012, 12:00 PM CDT, 5:00 PM GMT, will receive 30 days of game time** at no charge in appreciation for your support and loyalty.
Yes, I am sure someone thought they were so terribly clever in that meeting for including the qualifier “one of,” as that allows you to claim that non-level 50s can also be included in the category of “most valued players.” Unfortunately, it also matters how you say things. And in this case, the implication is that even if a sub-50 player is included in the most valued category, you nevertheless are not “appreciating” their support and loyalty in the same way. In fact, the whole framework of the promotion is dumb, since levels have nothing at all to do with loyalty; if you wanted to reward loyalty, give a free month to the people who subscribed continuously for the last 3-4 months.
But I understand, there are probably specific metrics out there showing that specifically the players at the level cap need an incentive to stick around a little longer. In which case you may as well make the free month as broad as possible considering the promotion will imply that you’ve fucked up your MMO either way; having compelling endgame content is damn near the entire point of themepark MMOs, as that is where you will inevitably end up spending most of your time. Unless you unsub right after hitting the cap… oh, wait.
Bottom line: a turd can hold only so much polish. Don’t evoke loyalty and “most valued players” when in reality you are offering compensation for bored level 50s.
2) Play up the retraction.
Or as Cave Johnson would say, “When life gives you lemons, have your engineers invent combustible lemons and burn life’s house down.”
Dr. Greg Zeschuk came out and mentioned that the free month of game time will be extended to non-level 50s. That is a good step, of course, probably necessary even. But what the retraction doesn’t do is connect all the dots laying out there. I’m not talking about the dots concerning the health of the game (or potential lack thereof). I’m talking about how players have until April 22nd to earn their one month of free game time by hitting level 50 or some combination of high-level alts.
Right now, you can buy SWTOR for $39.99 from Origin, which of course comes with a free month. But if you manage to hit the level cap within the seven days between this post going live and the promotion ending, you will get a second month for free. If that wasn’t an intentional marketing move, it should have been. I’m damn near tempted to try it myself.
3) Fill that Marketing Analyst position ASAP
You don’t actually need someone fancy. You just need a somewhat normal person, or someone capable of passing for normal, who is both willing and allowed to tell you something is a bad idea. Had I been in the meeting that spawned this promotion, my hand would have been the first one up after the presentation, even if I had a level 50.
Hindsight is 20/20, but come on. This sort of thing shouldn’t have passed the smell test.
















