Category Archives: Commentary
Review Bombing
Three years ago, I wrote a post called The Weaponization of QQ in which I discussed “review bombing,” e.g. the practice of people writing negative user reviews out of spite. At the time, one of the particular objects of ire was Mass Effect 3. The user rating has trended upwards from 3.7 to today’s 5.4, but there remains 2518 positive vs 2372 negative reviews. And the vast, vast majority of the latter straight-up include passages such as the following:
I would have given this [Mass Effect 3] just a five, as it’s just that, an average game. However, since it’s clear that Bioware bribed journalists and reviewers to give their game a good review, I decided to counter the inflated reviewer scores and give this game a zero.
Now in the waning days of 2015, I am here to say that the practice is, unfortunately, alive and well.
One of the more topical targets is Fallout 4, which also sits at 5.4, primarily due to “reviews” like this:
Overrated Bethesda is back at it again, and they created another piece of garbage idiots to j!zz over. For starters this isn’t a 0/10, it’s more of a 4/10 but I’m trying to even the score because the fanboys are giving the game a 10/10 without explaining anything.
The above opening continues with some actual criticism of game mechanics and such, which puts it in a shockingly vanishing minority of these sort of reviews. Many are just like this:
It is not entirely clear how many of these people even played the game.
Fallout 4 is not, of course, the only high-profile victim. Even media darlings like GTA 5 are not immune:
Back in June, I had to scroll through thirty-eight (38!) negative Steam reviews to find even one that contained useful information about the actual game. The rest were simply outrage over one of the Steam sales in which Rockstar apparently increased the price ahead of the sale, via adding in-game currency as the only available bundle, thereby possibly disabling Steam refunds. Which is certainly an entirely valid concern by itself, but not one that really has anything to do with reviewing the game.
The first time I brought this up, I was concerned about what possible effects these user review bombings might have on the direction of developer game design. Now? I’m much more concerned about how devalued this practice has rendered user reviews and, by extension, all our opinions. Perhaps developers have never been overtly concerned with user reviews, so review bombing doesn’t matter. But they mattered a bit for me, when determining if a game might be worth playing. And now that resource is gone, to be replaced with the outrage of the day.
More Final Fantasy 7 Remakes
It has been an interesting weekend.
In case you missed it, Sony released a gameplay trailer of the upcoming FF7 Remake:
People are saying that the combat system looks pulled from FF15, but I never played the demo, so I wouldn’t know. What I do know is that it looks a lot more Action and a whole lot less classical Squaresoft. Which is probably to be expected, given how Squaresoft hasn’t been Squaresoft since 2003.
What wasn’t expected, at least not by those without hearts crafted out of solid jade, was this part (emphasis added):
LOS ANGELES (Dec. 6, 2015) – During this past weekend’s PlayStation Experience in San Francisco, SQUARE ENIX® debuted a new trailer for FINAL FANTASY® VII REMAKE, the full remake of the award-winning role-playing game, FINAL FANTASY VII. The new trailer features the first CG scenes as well as gameplay footage. FINAL FANTASY VII REMAKE will be told across a multi-part series, with each entry providing its own unique experience.
It’s difficult for me to even know how I feel at this point. A year ago, I said:
In Scenario B, Square Enix remakes FF7’s graphics and then essentially changes the entire game with a new battle system or whatever. I agree that such an outcome would be bad, but that is because the scenario itself is dumb. That is no longer a remake, it is an entirely new game with the same characters. Which at this point I would probably play, but nevermind.
Six months later, I was a gushing fanboy again. Now? I don’t know what to believe.
The explanation that has been given is that in the process of remaking FF7, the game simply became too big for a single title. Which, to an extent, I can see. Part of what blew my mind 18 years ago (…Christ) was when you defeated those Shinra guys during the highway chase and finally reached the outskirts of Midgar. And… the game kept going. Every single thing that you had been doing up to that point – the grandeur of Midgar, the assaults, the Section 7 destruction, Sephiroth, all of it – was just one town on the world map. I fully expected Midgar to be the only city in the game, and thus I can see Square Enix doing something exactly like that in the Remake.
But, man, there are so many different ways to fuck this up.
When they say “episodic,” do they mean dividing the base game up into individual pieces? Some have suggested Disc 1 would be Episode 1, etc, although that makes Disc 3 rather sparse. Or would they go with the scenario I outlined above, and have the first episode take place entirely in Midgar? I could see that happening, but they would have to change quite a bit to make a full game out of it. Or maybe they wouldn’t, and just leave it as a 10-20 hours or whatever. But what do they mean by “each entry providing its own unique experience?” Different viewpoint characters? Will progression be reset inbetween? Doesn’t this imply that sections of the world will be cut off either way?
I dunno. As I mentioned last time around, a rather large part of me is happy that this Remake is a thing in the first place, even if they screw it up royally. Of course, I would actually like this to be amazing. As they say though: “Wish in one hand, shit in the other, see which one fills up faster.”
Still, I want to believe.
Pacing
Pacing is an incredibly important concept in game design. Pacing can be defined by the ability of a game to remain fun and novel for a player throughout the beginning, middle, and end of the gaming experience. In other words: for a game to end while you are still having fun. Otherwise perfect games can be destroyed by bad pacing, even if you had immense amount of fun while playing, simply because you often remember your final experiences with a game more than the first ones.
Pacing is also almost entirely subjective, often depends on variables outside of designers’ control, and is sometimes impossible to force.
I was thinking about pacing the other night as I was playing Fallout 4. I am basically at a point in the game where what I do doesn’t matter. I am level 46, I walk around in the highest-level Power Armor 24/7, I have 25,000+ caps, and have more than enough supplies to build whatever kind of Settlements I want, if I ever cared to do so.
There is nothing left to challenge me. This fact was rubbed in my face last night when I fell down into a basement area and a Legendary Alpha Deathclaw walked into the room, 10 ft away. I shot it with a Gauss Rifle around 3-4 times and it died, never having the opportunity to even attack. This is on Survival difficulty.
For all intents and purposes, I am done with the game. But the game isn’t done.
This is not Fallout 4’s fault, per se. RPGs are always tricky to balance, even when they are on rails, simply because grinding XP to out-level challenging content is a pretty standard, time-tested strategy. Add in an open world, and pacing pretty much goes out the window. Or, at least, there is an implicit expectation in open-world games that the player will supply their own pacing.
Unfortunately for me, I am utterly incapable of pacing myself.
At this point, what I should be doing is ignoring everything but the main story and plowing forward. And that is precisely what I keep intending to do. At the same time, I do not anticipate playing Fallout 4 again until after the first DLC get released, at a minimum. In such a scenario though, there is always the possibility that I put a game down and never pick it back up again. I would rather breeze through trivial encounters in order to experience interesting side quests than possibly never see them at all.
Of course, I would rather experience them in a challenging, tightly-paced manner even more.
Things I’ve Learned About Myself via Fallout 4
I have been playing Fallout 4 pretty much non-stop since last Tuesday, and in that time I have started recognizing a few things about myself and how I play the game. These are not perhaps grand, personal epiphanies caused by Fallout 4 – I have certainly seen the seeds germinating in other games – but there is something about this game that is causing them to be more noticeable than normal.
Voice Acting Makes Characters a Character
Generally speaking, I do not role-play RPGs. By which I mean, I do not construct a character that looks like me, and I do not make decisions based on what I would personally do in that situation. If anything, I role-play the character I am playing as themselves, or whatever idealized form seems more narratively interesting. Which, I suppose, is still technically role-playing, but nevermind.
This predilection means I don’t actually like Fallout 3 or Fallout New Vegas all that much from a narrative standpoint. In Fallout 3, you are a blank slate, literally controlling your character from birth to presumably mold him/her into something resembling you IRL. Which, personally, just always seems like an easy way to skip writing a convincing narrative. “Let the reader fill in the details.”
The protagonist of New Vegas had a backstory, but the implementation was even more discordant, as I noted in my review:
I wasn’t protecting my home, my family, nor was I my own person. I was… the Courier, a stranger in familiar skin, following a past everyone knows about but me.
Fallout 4 reminds me of what I already implicitly knew from Mass Effect: voice acting makes all the difference. Even when you still have the difficult choices to make, a well-delivered line can leave you with an impression of a character, and that impression can serve as your guide to who they “really” are.
Is voice-acting appropriate in every game? No. Does its presence often lead to more railroaded plots (due to the costs of recording twice as many lines)? Yes. But as someone who would rather experience plot vicariously rather than directly, it makes Choose-Your-Own-Adventure style choices a lot more bearable. The characters will tell you who they are.
Even Implied Romance Options Forces Me into Guy-Mode
The first character I created in Fallout 4 was, of course, Azuriel. As in, the wife. Played through the tutorial and even got all the way into Concord before something occurred to me. Could you romance companions in this game? As it turns out, you can.
I immediately rerolled as a dude.
It is a completely ridiculous reaction, but it happens every time in every game where romance is possible. Well, with one exception that proved the rule: I played a lady dwarf in Dragon Age: Origins several years ago. And it was awkward as fuck. Not that romance in any videogame isn’t generally awkward, but there is just something… maybe not immersion-breaking per se, but something personally off-putting about it that I can’t get over. Which makes my reaction to Fallout 4’s version of romance even more ridiculous, since you can romance any gender as any gender. But there it is.
I do plan to play the wife on my next “only pistols, no Power Armor, Renegade” style run though.
Change (in Formula) is Good
For the longest time growing up, I never really understood why all the Final Fantasy games had to have such radically different battle systems each time. Wasn’t FF7 good enough? Innovation, refinement, and so on are all worthy goals, but when you hit a certain plateau of elegance, why not just keep doing that thing?
Well… because then you have Fallout 4’s systems.
I grokked the entirety of Fallout 4 within the first hour or so of playing. The same strategies I’ve committed to muscle memory after hundreds of hours of Fallout 3 and New Vegas were immediately successful. Loot guns, leave the armor. Peek around corner, VATS, hide until AP regenerates. Food > Stimpacks unless you’re pressed for time. If things get dicey, break out the Pip-Boy to stop time and organize your equipment. Shoot X enemies in the face, shoot Y enemies in the legs.
While the out-of-VATS gunplay is much, much improved compared to the prior titles, Fallout 4 is basically Fallout 3/New Vegas all over again. The same tricks work.
As someone who enjoys optimizing the fun out of games, this has left me in a weird spot. All the optimization is basically done. I spent a rather absurd amount of time looking over the Perk tree and trying to figure out the best way to navigate it, but it almost seems meaningless at this point; not only am I near level 30 (and thus am actually hunting for Perks to still take), most of the Perks aren’t actually that good. And even if they were, there is no level cap, so in a sense it doesn’t matter. If I’m going to optimize anything, it’ll have to be a much narrower field, like getting an OP character between levels 2-10 or something.
I feel like the Witcher series has steadily gotten worse from a mechanics standpoint with each iteration, but at least it was different each time. The changes gave me something to mull over and marinate in my mind. And it seems like being able to do that, even if the underlying mechanics end up being worse, is still better than not having to do it at all.
Legendary Items are a Bad Idea
To an extent, I am still conflicted on this point.
Legendary items are cool, generally, in any game they are in. Their rarity gives designers the chance to introduce abilities that might be too powerful to be added to random loot. Legendaries can also facilitate character builds, and thus encourage additional playthroughs. Legendaries are fun in Borderlands, Diablo 3, and Fallout 4.
Legendaries also remove entire categories of loot drops, replacing them with nothing.
In Fallout 4, I have been using the Overseer’s Guardian for the last 30 or so hours of gameplay. The only way I could replace this weapon is if I encounter an even more ridiculous weapon that trivializes the game more than the Overseer’s Guardian already does. Which is sad, because not only does this make all the weapon drops I’ve encountered vendor trash, but it actually discourages me from experimenting with anything new.
For example, I finally saw a Gauss Rifle on a vendor just yesterday. I always enjoy Gauss Rifles in Fallout – mainly due to how cool they were in the movie Eraser (holy shit, 1996?!) – but it “only” deals 125 damage baseline. Even if I could mod the rifle for more damage, it seems unlikely that it’ll beat 137 damage x2 from a semi-automatic sniper rifle. “Maybe I’ll see a Legendary Gauss Rifle drop.”
As soon as that thought formed in my mind, I began massaging my temples. After all, this is the same game that hands out weapons like this:
Maybe I’m less conflicted than I thought. Legendaries are a bad idea, even if I enjoy the existence of Legendary mobs in Fallout 4. The latter fills holes in the gameplay, whereas the Legendaries they drop create them.
Getting a Little Worried About Fallout 4
I must admit that I am getting a little worried about Fallout 4.
Everyone already knows there will be crippling, game-breaking bugs on Day 1. It took Bethesda nearly two weeks to make Fallout: New Vegas playable in an official capacity last time around, although there was a fan patch around Day 3. Bugs and such are not what I’m worried about. What I’m worried about is this:
It almost doesn’t even matter what Bethesda was going for anymore – this is on the level of “Press F to Pay Respects.” The T-shirts have already been made:
[Edited for clarity:]
It’s possible this “dialog diamond” has been known for a while, but this is the first I’ve seen of it. And I’m not sure I like it. Dialog has always been a big deal in the Fallout series, and I’m sure I am not the only one who has changed what they were going to say simply because a different response sounded better/was more humorous. Since the main character is voiced, perhaps this simplification was inevitable. But just look at your prior options in Fallout. Maybe your character will still say those things, but you may not know they will.
Now, Mass Effect more or less had the same deal and it turned out fine. More than fine, really, despite having this occasionally:
Regardless, the whole thing makes me nervous.
By the way, reading these Fallout 4 threads on Reddit have really opened my eyes to the apparent hilarity of LA Noir, which had a similar dialog style with sometimes shocking results.
What is somewhat more disconcerting though, are the lip syncing issues. I can’t actually link you the videos I was watching showing the lip syncing (or lack thereof), as they were taken down due to being leaks of unreleased content. I can, however, link to the official launch trailer. Which is perhaps the first launch trailer I have seen from any game that has had almost the complete opposite effect as what it should.
I say “almost” because I’m a huge sucker for post-apoc in general, and Fallout specifically. The series has always been one of the few that allows me to express my true desires to scavenge and hoard shiny things. In any other game, the idea of finding a random abandoned shack and having to search it for items I’m not likely to ever need simply sounds exhausting. In Fallout 3? That’s basically what I spent the entire game doing. And I loved it.
So… I’m conflicted. And probably better off hunkering down in a Vault for the next five days or so.
This is Why I Steam
Saw that Witcher 3 was $27 on GMG. Bought it. Time to download & install.
Oh, right, this is a brave new DRM-free world in which I have to manually download and compile all my shit in 4 GB chunks. Let me get right on that, every 30-45 minutes, for the greater part of an afternoon.
Hey, finally done downloading. Now to just run the setup…
Okay, “Grand Old Games,” you win. I’ll download your Steam Galaxy client to get this sorted out. Oh, there is even an Import folder option, so I won’t have to redownload 33GB of files? That will certainly salvage my evening!
So here I sit, five hours later, starting the download from scratch within the Galaxy client and deleting 30+ GB of game files that would have instantly, invisibly worked on Steam ages ago. All to avoid some hypothetical apocalyptic scenario in which one of the most successful videogame companies and digital storefronts of all time shuts down the money-printing machines. Or my Steam account gets closed under mysterious circumstances and never gets sorted out. And, you know, my entire library of titles end up moving to GOG where I could have bought them in some parallel DRM-free world.
Competition is good though, right? Yeah, it’s worked out great when Mass Effect 3 is trapped on Origin and the goddamn DLC never goes on sale because EA doesn’t have the balls to reign in Bioware’s insane adherence to their arcade token currency. If ME3 were on Steam, we’d sure as shit have seen a dozen DLC sales by now. Or how Witcher 3 is requiring this nonsense, bringing up the total number of game launchers on my machine to 3-5, depending on if you count Battle.net and uPlay or not.
Good thing we have all these launchers competing on sales though, right? Or wait, was that 3rd-party game sites selling Steam/GOG/whatever keys? I honestly don’t even remember the last time I bought a game within Steam, or any client. Why would I?
…well, now at 13.9% downloaded. Guess I’m going to have to find something else to do. GG GOG.













FF14 Subscription Number Speculation
Dec 17
Posted by Azuriel
How many active subs does Final Fantasy 14 have? More than WoW?
The answer to the latter question is “lol no,” but the former is a bit trickier. The official word circa July 2015 was the following:
An embarrassingly large number of people have taken the “5 million registered accounts” news to mean 5 million active subs, but that does not pass the smell test. Which smell test? The March 2015 yearly report smell test (PDF):
The graph above shows that all Square Enix MMOs generated around 6 billion yen on a quarterly basis, or roughly $49 million. If we assume that 100% of those dollars came from FF14 subs at the $12.99 price-point, that would put the sub numbers at $49m / 3 / 12.99 = ~1.25 million subs.
We can be more charitable in our calculations, if we wish. Let’s take the yen/dollar exchange rate from back in 2014, so 6 billion yen is now… erm, way less than $49m. Nevermind.
Okay, let’s assume that the chart actually refers to 2014 sales (or projected 2015 sales) instead of what it’s labeled as. We know that FF14 had 4 million registered accounts in February 2015, followed by 5 million in August 2015. Looks like it also had 2.5 million in December 2014. That amount of box sales + 2nd month sub fees is nothing to sneeze at, especially 1.5 million over the holiday season. Assuming a 100% retention rate, if we add the 2.5 million to what we have already established, we get 3.75m subs, which is the closest any MMORPG has ever gotten to WoW.
Of course, that’s all a bit silly.
What we know from other sources, is that there are 408k characters (not players) at the highest level cap in the five months since the expansion was released; the number of level 50+ characters stands at 1.3m. Maybe FF14 takes people longer to level through, sure, fine. So lets now assume that the chart we used before speaks about all of Square Enix’s MMOs and not just FF14, and the fact that it includes box sales, so whatever FF14’s portion of those numbers actually is, is reduced again.
Still think FF14 has 5 million active subs? Half that? Even a third?
There is every indication that FF14 is a great MMO, and I expect that it is. What I do not expect is for the Square Enix 2016 report to show even 2 million active subscriptions throughout this year.
We’ll have a better idea around this coming March, I suppose.
Posted in Commentary
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Tags: FFXIV, Idle Speculation, Subscribers, WoW