Category Archives: WoW

Closer Look: Blizzard’s Q4 2011

When we last left our intrepid heroes in Q3 2011, WoW had lost 800,000 subscriptions and the following four salient points were made in the earnings call:

  • Majority of the sub loss is occurring in the East.
  • Implicitly, the difficulty of Cataclysm content was the cause of sub losses.
  • Expect some (more) “aggressive” World of Warcraft marketing.
  • Patches are more about recapturing the recently churned.

I suppose the holiday box sale and Annual Pass count as aggressive marketing, but let me not get ahead of myself. If you want to read along from home, Seeking Alpha will hook you up.

1. Is Bungie not working on Titan?

Eric Hirshberg from Activision Publishing buried this gem 25 paragraphs into vapid gushing of COD and Skylanders:

Looking further out, we continue to lay the foundation for our new universe from Bungie, one of the world’s best developers. Bungie continues to make incredible progress on what we expect to be a genre-defining new IP that will provide us with tremendous new opportunities and which remains one of our key strategic growth pillars for the future.

This may or may not seem a non sequitur, but I have always entertained the notion that the Bungie acquisition might have had something to do with Blizzard’s Titan development. Why?

Let’s look at the entrails. First, both Joe Staten and Rob Pardo have been playing it coy as recently as 2 years ago about Bungie working with Blizzard. But we also know that Bungie’s secret project “Destiny,” is slated as a sci-fi MMOFPS that is, quote, “WoW in space.” If you have a tinfoil hat handy, things can get even more bizarre when you consider that Ensemble Studios was working on a Halo MMO to directly compete with Blizzard… that was code-named Titan. And when Ensemble Studios was disbanded, several ex-members joined Blizzard. And now Bungie is here with a 10-year contract, making a brand new MMOFPS IP to be a “strategic growth pillar” for Activision Blizzard at the same time Blizzard is making a “casual” new-IP MMO that isn’t supposed to compete with WoW… that is code-named Titan.

Technically a lot of this is old news, and the earnings call did not reveal anything new either way. But in reading that paragraph under the Activision Publisher heading, it occurs to me that it is entirely possible that we could see two new, separate MMO properties out of Activision Blizzard even with WoW still sucking most of the oxygen out of the MMO room. In some respects, that outcome is crazier than Titan turning out to be a Blizzard-Bungie joint MMO.

2. Around 1 million Annual Passes sold… in the West.

Another initiative that has been very successful is the World of Warcraft Annual Pass. This program was announced at BlizzCon this past year. Under its terms, players who commit to being a World of Warcraft subscriber for 1 year will get a free copy of Diablo III, unique digital items in World of Warcraft, and other benefits. To date, we have signed up more than 1 million players in the West for the World of Warcraft Annual Pass.

The more I think about that number, the crazier it ends up being. While the Annual Pass appears to be non-binding (your access to D3 will simply go away), can you otherwise imagine another MMO who can count on 1,000,000 Western subscription accounts being locked in for 12 months? That would make SWTOR automatically profitable for an entire year.

3. Mists of Pandaria information out on March 19.

Some of you may have seen recent news about the upcoming World of Warcraft expansion, Mists of Pandaria. Last week, we began inviting global press to visit our office to get a hands-on look at the game. The press visit will take place next month, and our players will be able to read the latest news on the game on March 19. We’re looking forward to showcasing the game to our community and collecting more feedback as we prepare for the upcoming beta for Mists of Pandaria.

By the way, that means there is an automatic 1 million beta-testers for Mists, yeah?

4. Chuck Norris was super effective!

Neil A. Doshi – Citigroup Inc, Research Division

Mike, I was wondering if you could provide us a little more detail around the subs for World of Warcraft. What was the impact from some of your marketing efforts? And then how many subs did you add from Brazil? And if you have any comments on trend that you could share with us, that would be great.

Michael Morhaime

Okay. So we were very pleased with the results of the marketing initiatives in Q4. The Chuck Norris spot was very effective. We’ve got over 29 million views of the spot on YouTube. And I think, just looking at how well the subscribership held up during our most competitive quarter ever, we’re very happy with that. Engagement of the player base is very strong. We do not break down regional. We do not provide regional breakdown of subs, but we’re off to a good start in Brazil. And I don’t have any detail on churn.

Nothing to add to that.

As reported everywhere, WoW did implicitly lose another 100,000 subs in the quarter. There have been a lot of “See? Not dying!” posts over in the MMO-Champ and WoW Insider comments, but it’s worth pointing out that A) if someone unsubbed for SWTOR, then they won’t count as “missing” until January, e.g. Q1, and B) WoW launched in Brazil this quarter, as noted above. There are several more high-profile MMO launches coming this year, and let’s not forget that everyone is stuck with Dragon Soul until Mists actually launches… which could be six months from now, or more.

In any event, sub numbers really only matter to me in the context of having objective data by which we can interpret future design philosophy, and MMO player desires by extension. If Blizzard’s reaction to losing 1.8 million subs is to make the game easier, then we can assume that they believe a hard game is why people left.

It’s crude, it’s imperfect, but it is all we really have as armchair game designers.

Role Playing

One of the most meaningful quests I have ever completed in World of Warcraft actually occurred in Cataclysm. It was called “A Bird in Hand.” Ostensively, it was just another boring, linear quest in a string of half-hearted attempts to spice up the killing of X mobs. Then came this part:

Originally, I pummeled her repeatedly for the sheer novelty of it.

For those unfamiliar, the quest asks you to choose between roughing up the harpy or simply yelling at her. You can mix and match a bit, or you can continue to pummel the harpy until she eventually tells you everything she knows. At the end of this dialog “tree,” you have the option of either letting the harpy go, or having the NPC slit the harpy’s throat. Which options you pick is entirely irrelevant to the game. No future NPC references your actions in any way, the rewards are the same, each option takes an equal amount of effort.

And it was, in all seriousness, one of the best moments in WoW questing.

Because it was not until that moment that Azuriel the draenei paladin was anything other than a mere user interface element. The quest forced me, as a player, to step back and ask myself a question that was never hitherto asked: is your avatar you? What would Azuriel do? And what I found in answering that question was a hidden depth to the game, an unburied black monolith that was full of stars.

Of course, then the quest is over, the fever-dream passed.

So allow me to disagree with anyone who has suggested that the choices in SWTOR are dumb, meaningless, a waste of time. The fact that every Trooper has the same general story as any other Trooper is irrelevant. The biggest success of SWTOR – regardless of what happens in the future – is NOT necessarily voices and deeper narratives, it is that the game represents one of the biggest moves into mainstreaming the RP in the MMORPG that I have seen in years, perhaps ever.

When I played through Deus Ex, or Fallout, or any typical single-player game, the main character was a stand-in for me. What would I do, as a cybernetic super-solider? How did I feel about letting bandits go? What would I say in the ridiculous, impossible situation so far removed from my own life? I don’t know whether it is the first-person perspective of those games or their overall structure, but I do feel different when it comes to MMOs, and my time with the SWTOR beta specifically.

It is one thing to get someone to put themselves into a game, and quite another to get them to bring a character to life and imagine what this entity separate from themselves would do. Mainstreaming the mechanics of empathy, making it fun? That is some Nobel Peace Prize shit going on. And I am only half-joking.

“Our character is what we do when we think no one is looking.”
-Jackson Browne

Having our game decisions result in discrete consequences makes for a better simulation, yes. Then again, in the real world the decisions we make when the consequences are irrelevant or unknowable is a definitive aspect of one’s character. If you helped an old lady cross the street, and she got hit by a car a block later, was your original decision truly meaningless? Are consequences the only arbiter of morality? Is intention irrelevant? You tell me.

All I know is on that soot-filled day in the burning mountains of Hyjal, skin caked with sweat and the still-warm blood of ten harpies, the paladin Azuriel beat Marion Wormring to within an inch of her life. To an inch… and no farther. For in that one, singular moment did Azuriel have a choice: the choice to walk away. And so… she did.

Doublespeak: Blizzard edition

File this one under Dissonance, Cognitive:

One of our upcoming goals in Mists of Pandaria is to make the gap between the overall DPS/healing of both PvE and PvP items smaller.  In fact, we have design plans for new PvP combat mechanics that will make PvP gear and weapons markedly better in PvP than equivalent level PvE gear and weapons.

The overall goal is to reduce the barrier for crossing between PvE and PvP (and vice versa), as well as to also ensure that PvP gear is the best in PvP, and PvE gear is the best in PvE.

I read that, and now feel like I’m losing my ability to understand language.

I mean… okay, making the gap between PvP and PvE gear smaller. Got that, that’s good. But then they’re making “new PvP combat mechanics that will make PvP gear and weapons markedly better in PvP.” So… err… they want the gap to be larger. Even if I somehow imagine that the DPS/healing difference will be smaller between the two gear sets, if these new combat mechanics makes PvP gear “markedly better” in PvP than PvE gear… then what the hell? You are right back where you goddamn started!

Up cannot be Down. We can’t have always been at war with Uranus Eurasia!

The only sort of thing I can imagine is if, for example, each piece of PvP gear reduced the cooldown of your PvP trinket, but otherwise had the same relative DPS/healing as PvE gear. Maybe that would be a lower barrier to entry? But if CC was balanced with lower trinket cooldowns in mind, then a fresh player would still be at a high, relative disadvantage. Perhaps not in BGs or even Rated BGs – respawning and getting back to the fight erodes a large chunk of your timer naturally – but absolutely in Arenas, which was the thrust of the thread the blue responded to.

Regardless, how would Blizzard ensure that PvE gear would be better in PvE in ways that didn’t affect DPS? Having 4000 resilience means you have 4000 less Haste/Mastery/Crit, right? It’s a huge difference.

I am so confused right now.

Established Fact

In one of Syncaine’s latest posts, a commenter made the claim:

WoW is bleeding accounts because people are finally realizing that being handed everything with minimal effort and no risk is, in actuality, not that much fucking fun over the long run.

After I presented the counter-argument that it was established fact that increased difficulty was principally the cause of WoW subscriber drop-off, Rammstein “countered” with this:

Anything that Chilton says to the New York Times is “established fact”? LOL. You never considered any of the following?

1. He could be lying.

2. He could be wrong, which looks more likely when you consider he is part of the design team responsible for the drop.

3. He could be both lying and wrong, the most probable scenario.

4. He could be right. In this horribly unlikely case, what he said is STILL NOT ESTABLISHED FACT, as that would require something establishing it as a fact besides someone just saying it to someone else.

Syncaine agreed with Rammstein and made another post highlighting it. So… let us give these arguments the gravity their authors did not.

1. He could be lying.

Sure, Tom Chilton could be lying to the New York Times. But… to what end? His specific line is:

“What we’re trying to do now is figure out what our current audience wants,” Tom Chilton, World of Warcraft’s game director, told me by phone last week. “It became clear that it wasn’t realistic to try to get the audience back to being more hard core, as it had been in the past.”

Is that supposed to be less embarrassing? An admission from the game’s director that they don’t know what their present audience wants, in an article about the release of Star Wars: The Old Republic? What could they be hiding that is worse? Assuming Syncaine and company are correct vis-a-vis lack of difficulty being the cause, it would be far, far easier to admit that WoW had deviated too far from what “made WoW great” and that Cataclysm was the first step in the right direction.

Except… Cataclysm clearly wasn’t a step in the right direction because it was released with a higher difficulty and 2 million people left anyway. So how convoluted does your difficulty argument have to be to still remain valid? That people hated the ease of Wrath, burned themselves out, got served a difficult expansion, and then quit 2-3 months later after getting exactly what they wanted/needed? The nerfs did not occur until after the loss in subscriptions, after the 50+ minute LFD queues. Or is the argument that the hardcore center hollowed out in Wrath? In which case… who were the 2 million who unsubbed in Cataclysm?

Even if we assume that Chilton was lying to the NYT for whatever reason, for that argument to hold you must further assume that it was not just Chilton, but the entire damn company. Here was Mike Morhaime in the November Earning call:

That said, we know there are improvements that we can make in gaming content. The level-up content in Cataclysm is some of our best works. But it was consumed quickly compared to our past expansions set, Wrath of the Lich King. Once players reached max level, the end-game content in Cataclysm is more difficult. Balancing this content for our diverse player base can be very challenging.

Our development team is constantly analyzing the game, and we’re continuing to explore ways that we can adjust the game to better satisfy both hard-core and casual players. To that end, our next free major content update for World of Warcraft is already in testing and will be available for players in the coming weeks.

I could post more. In fact, I did post more… back in March of 2011 as I put the backpedaling on a timeline starting from January 7th’s “We don’t think it was a mistake to start with the difficulty we did” to February 3rd’s “On the other hand, maybe things have come too far in the other direction.” The whole gang is there: Zarhym, Daxxarri, Bashiok, Ghostcrawler. Were they just repeating Chilton’s lie for the past 12 months?

Not only were they lying with words, they also had to be lying with deeds. Consider the LFD Luck of the Draw buff that rolled out not even two weeks after Ghostcrawler told everyone to L2P. Consider the absolute bevvy of heroic nerfs, the T11 nerfs, the ZA/ZG nerfs, the 4.2 nerfs before the end of the patch (!), and finally the implementation of LFR. And let us not forget part of the Mists of Pandaria announcement:

In Cataclysm, Heroic dungeons were intentionally designed as gear and difficulty checks on the progression to raiding. In Mists of Pandaria, the Raid Finder will be the appropriate transition from running dungeons to Normal raids. Heroic dungeons will largely be tuned to be about as difficult as they were in Wrath of the Lich King, allowing players to fairly quickly down bosses in PUGs and hit their Valor Point caps. Valor Points will follow a new philosophy with 4.3, as a parallel way to gear up alongside the Raid Finder, but not as a fill-in for boss drops.

Which leads us to:

2. He could be wrong.

I am actually much more sympathetic to this argument, simply because we do know not just by experience, but by admission that designers (or at least the people that manage them) frequently have no goddamn idea what they are doing. Even in Blizzard’s specific case, Chilton is admitting they are still trying to figure out the current audience wants, which becomes more and more bizarre the longer you think about it.

That said, while I am sympathetic to this argument, it is also extremely weak. Blizzard is privy to 100% of the statistics that we have to crudely extrapolate from either Armory information, or from websites that have not been updated since October. And even the statistics we have access to can be incredibly misleading. I have always said that arguments based on total subs is asinine, because who knows what the churn rate is, what the concurrent users numbers are doing, and so on. Only Blizzard does, and we only know what they have said:

Are you basing this conclusion [heroics too hard] off of forum posts or in game data?  I hope it’s the latter so you get a truly accurate picture.

That’s an analysis pulled from hard data. We always try to base improvements an accurate overall picture. (source)

The Luck of the Draw buff, however, is being made in response to the feedback we’re seeing on the forums, as well as the statistics we’ve been reviewing which reflect all types of dungeon party trends. We feel it’s a good way of closing the disparity between the success of pick up groups and the success of preformed groups, without trivializing the content for some players to appease others. (source)

By looking at actual stats, actual progression, time spent playing, where, and to what extent, we can see that most people are looking for more accessible raid content, so yes, we absolutely are able to tell without a doubt that the plan we’re enacting is actually what players playing the game want and need, and are not just listening to people on the forums. (source)

So the “He could be wrong” counter-argument essentially comes down to “Blizzard is wrong about why they experienced a loss in subscribers because I said so without any objective evidence other than total sub numbers.”

Could Blizzard actually be wrong? Sure. Maybe they actually lost 2 million subs because of the alignment of Praxis-12 Prime with the center of the Andromeda galaxy. But given the incredibly consistent (since February 2011), highly publicized direction shift when it comes to difficulty, it is beyond all reasonable doubt that Blizzard as a whole believes the Cataclysm drop in subscribers was due to Cataclysm being too hard. With the release of LFR and all information revealed about Mists of Pandaria thus far, it is similarly clear that Blizzard is literally betting the $1 billion farm on an easier, more accessible WoW experience.

Consider this fact established.

Of Talents and Cookie-Cutting

Other than a flippant, out of context quote post on the subject, I have not spent much time musing on Ghostcrawler’s December 8th DevBlog entitled Seeing the Forest for the Talent Trees. In my eyes, there really is not anything to muse over – once you acknowledge the notion that saying something is “bad game design” simply means you disagree with a subjective decision but want to sound like you are an authority on the subject, there is not much left to say.

However, Doone at TR Red Skies touched on a certain subject that is so perpetually misunderstood that I begin to imagine people are being dense on purpose:

I’ll be bookmarking this blog for the day GC learns that there *will* be a best build with the new talent system.  The fact that he’s got himself deluded into thinking they’ve got the problem solved is shocking.

The problem never was there being an ideal setup for a specific encounter. The problem was there being one ideal setup for every encounter. What really is the value of a talent system in which you spend an hour looking stuff up, set your talents, and then don’t change them until the next expansion? That is what they are combating here.

To be honest, the problem is probably vague terminology. Just like people define “casual” in different ways – does it mean time played, or level of commitment, or both? – the term “cookie-cutter” has come to encompass both “uniformity” and “theory-crafted best.” There is a nuance there that seems to escape most people. As Ghostcrawler says in the blog concerning the Warrior MoP-era talents:

“On a fight like Baelroc (one boss, no adds), Bladestorm and Shockwave probably aren’t competitive with Avatar. We’re okay with that, because on Beth’tilac (lots of adds) they definitely can be and it will depend a lot on your play style and the role you have in the fight.”

If one talent load-out is better on one boss than another, or in one situation over another, it ceases to be cookie-cutter in any meaningful way. Houses in a suburban subdivision are cookie-cutter; each house is identical in every way. A 5-iron is not a cookie-cutter golf club to a 3-wood; they have different roles, uses, benefits, and drawbacks. The Wrath/Cata-style talents are cookie-cutter because there is only one way to spec as Arms, only one way to spec as Fury, etc (assuming you desire max DPS). In MoP, you can be a Fury warrior with Shockwave if that would be useful, or Bladestorm, or Avatar.

Here is Bashiok:

The difference is that right now there’s a way you spec your character, and then there’s maybe a handful of “Ok now you can do whatever you want with these 4 leftover points.” Those points are leftover because they ultimately don’t matter. You don’t really even need to spend them to do well. It’s not a good system, and the few leftover ‘choices’ don’t feel awesome because… well they aren’t, they aren’t awesome, which is why they’re unimportant points.

With the new system we give you everything you really need automatically, and talents are going to be more interesting ‘style’ and utility choices than a bunch of stat and damage increases. The choice comes, hopefully, from choosing talents that appeal to how you like to play or what you think would be particularly useful for a specific boss, fight, or encounter, and the ability to swap around points freely while out in the world help reinforce that.

I still fully expect for people to devise optimum builds for specific situations, but there’s a difference between optimum and no choice at all.

I think once you see the majority of talent choices you’ll understand a bit more why these choices aren’t really going to be bombarded by optimum build mentality. The choices just don’t have a clear optimal because most of the choices don’t lead to direct output increases.

If that doesn’t seem to be the case then we need to work on it more.”

And here was their response to the cookie-cutter argument back during the Class Q&A in November:

A: Since so many of the talents focus on survivability, movement, and utility we are skeptical that there will ever be a talent build that is the perfect build for every PvE fight in the game. It is likely that as players learn specific encounters, each spec finds an ideal set of talents for that encounter. Those will be the “cookie cutter” builds. However, that will mean that players are interacting with the system and picking a unique set of customizations on a frequent basis. This is a vast improvement over a system that is solved once by a dps spreadhseet and then everyone copies that build once and ignores their talents for the rest of the expansion. In addition, there will be likely disagreement over which talents are best for which encounters.

That is the nuance. Moreover, the way they are setting up the talents makes it more likely that you can choose the 95% optimum + fun set of talents over the 100% optimum + unfun ones. If Blizzard gets to that point, well, Mission Accomplished.

On a final note:

I am *so* over talent trees. I understand the function they have in the scheme of things, but there has got to be a better way to give the feeling of progression than giving us a talent/skill point to slap into +1% damage or other vague, ill-defined “options.”

I have been playing Dungeon Defenders recently, for example, and while it is “fun” being rewarded with skill points each time I level, on an intellectual level it feels asinine. I don’t know how 3 extra points in run speed actually impacts my gameplay. Is that 3% faster? Or can I run through a hallway 3 seconds faster? I want to move more quickly, but there is seemingly little direct relationship between the two. Nevermind how much better +3 Tower Attack Speed could conceivably be (less need to run places because towers kill faster). How the hell am I supposed to make an informed decision, especially when respeccing if prohibitively expensive (if offered at all) by design?

Here is my prediction: once people play Diablo 3, it will be downright painful going back to dumbass talent trees. I already cannot stand games that force you to make a decision on two options you cannot possibly know beforehand. Which do you want? The Kmakljfamns or the Hiagsguygag? I dunno, let me play with them first goddammit and I’ll let you know.

P.S. It’s a trick question. If you don’t pick the Piohqjasbhf, you’re a noob.

Game of Dethrones

Rohan’s recent post The Guild as a Nexus of Contracts is an excellent read on the subject of Blizzard’s automatic “GM Dethrone” ability that was added in patch 4.3, and the concept of guild ownership overall. And it reminded me of the hidden depths of my rage towards this policy.

I joined the guild Invictus back when Azuriel was a level 30 draenei paladin tanking Scarlet Monastery for the first time, around a month before the release of Patch 2.2. The original GMs were a husband-wife couple who, a few months after I joined, inexplicably left total ownership of Invictus to the suave, smarmy smartass that was is myself. There was a period of time in that initial confusion when I contemplated, quite literally, /gkicking everyone and running away with the entire contents of the guild bank.

Listening to the better angels of my nature, as The Abe would say, I relinquished my power to the rightful heir to the throne, Soleste, whom shepherded us through most of the remaining bits of Burning Crusade content. In the months leading up to Wrath though, when the leveling guild-turned-10m progression guild was grinding down due to cliquish drama and apathy, I found myself once again bearing the weight of the crown.

And I am here to say: Invictus is mine.

Or at least was, until Blizzard felt good money should be thrown after bad in terms of Guild Leveling, which has probably killed more guilds than it saved in the aggregate.

I get it. Guild perks and reputation and auto-sustaining levels of guild-funded repairs gives the average member more of a stake in the guild as a whole. But it’s also bullshit. The guild will “belong to everyone” when people can vote for GM, vote for guild bank permissions, vote for bans from g-chat, veto /gkicks, decide on how loot distribution will work, spend three hours on Vent trying to prevent a drama-fueled implosions, purchase guild bank tabs, decide on guild names, tabards, and transfers.

Blizzard is not rolling out the goddamn Magna Carta here – you still can and will be /gkicked by a GM for no reason, with no appeal, at his or her complete mercy. Ownership is, to me, the ability to destroy something. And while guilds can no longer be disbanded, the membership can still be destroyed via kicking, prohibiting g-chat, removing privileges, and so on.

So what the hell is this half-measure? For every guild that is “saved” by First-Come, First-Serve succession, how many random alts of alts suddenly come into possession of a guild bank full of goods? How much residual goodwill is lost from the knowledge that everything you have worked so hard towards for years is not there waiting for you, should you return? Invictus was the sum of its members, yes. But it was also my blood, my tears, my gold, my time that formed the mortar of that structure. If I am to lose it, I want to be the one to watch it burn.

It makes no logical sense, of course. Bear the burden of leadership long enough though, bear the responsibility, and tell me it doesn’t make emotional sense.

Chilton and Audiences

From a NYTimes article:

What we’re trying to do now is figure out what our current audience wants,” Tom Chilton, World of Warcraft’s game director, told me by phone last week. “It became clear that it wasn’t realistic to try to get the audience back to being more hard core, as it had been in the past.”

As someone returning to World of Warcraft after a long absence, I find the current direction of the game eminently engaging. As Mr. Chilton said, “We hear from a lot people who used to play a lot that they’re just not at that point in their life anymore, and they want to play, and they want to see the content. But they can’t make the same time commitment they used to.”

What is interesting to me is how they felt that it was realistic in the first place. And the use of “current” audience, with the implication that a prior audience existed but no longer does today. The debate over whether the “more hardcore prior audience” hollowing out was due to lack of attention or was inevitable seems almost academic at this point.

The same MMO with a new community is a different MMO, period.

Out of Context Quote of the Day

We greatly appreciate your faith, but we fear it is misplaced.

Ghostcrawler

Spared Expense

If you have not seen it yet, the 4.3 Patch trailer is one of the worst trailers Blizzard has ever made. Why? No voice over. I was originally sympathetic to the argument that “Hey, they’re just patch trailers.” But after watching this week’s episode of Legendary, I was inspired to see if Youtube had a collection of the old ones. As it turns out, they do.

To be clear, not all of them are good. Most of them seemed way cooler at the time. But out of all of them, the only other patch trailer with no voice over was 3.2, Call of the Crusade. As in the most phoned-in raiding content patch in the history of the game. Is that really the comparison Blizzard should be going for, nearly two million subscribers down, with the LAST patch of an expansion and ultimate show-down with Deathwing, aka “I am the Cataclysm?”

It becomes even worse when you consider this fan-made revision:

This is what the fan says in the Youtube description:

After seeing the slightly disappointing 4.3 trailer from Blizzard I had a thought that it was simply lacking voiceovers, so I downloaded their trailer and voiceovers from the Dragon Soul raid and played around with it in iMovie for about an hour and this is the result.

Do note I have almost no video editing experience.

You know that tingling sensation, accompanied by your nipples getting hard? That’s (probably) due to proper voice work. And the goddamn height of Blizzard’s absurdity in this is that these voice clips already exist in the game files. It is not as though they can even hide behind the “expense” of getting Metzen to read the inactive ingredients label on a bottle of shampoo over Skype, or whatever passes as content creation in Blizzard offices these days. They had all the pieces already, but chose NOT to spend the one extra hour making a presentably badass trailer for the ultimate, world-destroying boss. Instead, they chose to dust off the 3.2 trailer generator, and cut & paste new video while changing the text in the “delayed left-to-right lens flare” field.

If Titan does not end up being the best videogame in the history of the medium, I hope to god that we see a VH1 Behind the Scenes special, five years down the road, detailing the descent into drugs and madness that was the dev team during this time period. I would rather know that they were booting black tar heroin than to accept that a team of gamer designers sat around a table and approved garbage like the original trailer. I would rather them say “let the casuals eat cake” and return to TBC 2.0, than to know they said “good enough” while rubber-stamping an inferior product. Design directions, even if I disagree with them, at least indicate a modicum of seriousness. This shit… if they stop caring, why should I? Or anyone?

The little things matter.

Factionally Imbalanced

I typically feel assuaged when reading the Dev Watercoolers, because they represent both that players have a legitimate grievance, and that the designers are on the case. With the latest Dev Watercooler entitled Faction Favoritism though, not only am I appalled by the lack of understanding, but I am beginning to lose faith in Blizzard’s ability to craft narratives worth experiencing.

So when it comes to the game’s ongoing story developments, it’s no surprise that Alliance and Horde fans are “keeping score.” Maps and charts of territory gained and lost started showing up around the time the Cataclysm shook the world to its foundations. Southshore plagued? Taurajo burned? Oh no they didn’t!

Implicit amidst most of the grumbling from either side is the assumption that Blizzard should be fairly treating both factions. Then there’s the more explicit assumption: if one faction is losing ground, then Blizzard must be biased.

Are we?

What is this I don’t even

Dave “Fargo” Kosak painfully goes on to talk about how it is precisely because of unfairness that “Hero Factories” get built. In the process of the explanation, it fully dawned on me how much Blizzard has no goddamn idea what the problem even is.

The Widening Narrative Gap

Claims about faction favoritism have never been (or should not have ever been) about the lack of tit-for-tat in territory gains/losses. Perfectly even exchanges are formulaic, boring, and have no place in stories worth experiencing. For Blizzard to address the fact that Horde gained more territory than Alliance in Cataclysm – or even to try and justify it with events that took place in the RTS games – is to miss the point entirely.

The fundamental issue vis-a-vis Horde bias is that Horde have the lion’s share of inter-faction narrative drama. Sylvannas is pulling a Lich King, the Tauren are reeling from the inadvertent loss of their beloved leader in a duel, there is deep divisions amongst the trolls, the orcs are going xenophobic, and the goblin starting experience cements the fact that your own faction leader betrayed you for profit. Meanwhile… what? Malfurion woke up, Audiun grew up, Gnomergan is still irradiated, Magni turned to diamond, and Prophet Velan has neither made any prophecies nor repaired the Naaru ship since it crash landed “two months ago.”

If the two factions represented two different creative writing papers for English 101, which would receive the higher grade? Where is the conflict between gnomes, dwarves, elves, humans, and draenei? Why aren’t the Night Elves complaining about humans cutting down trees to fuel war machines? Or Draenei starting to distrust the growing number of Alliance warlocks? Perhaps the new dwarven council decides it would be better to go isolationist, especially after a particularly disastrous gnome experiment caves-in part of Ironforge?

Bottom line: the Horde interaction is multifaceted with many conflicting goals and desires among the groups. Alliance interaction is one-dimensional, for basically no reason. Horde has Wheel of Time meets Dune whereas Alliance has goddamn Jack and Jill meets See Spot Run.

And so when Fargo says:

In the midst of this crisis, the Alliance is going to need to pull together like never before. At the BlizzCon lore panel we promised that key Alliance characters are going to get more time in the spotlight throughout Mists and the subsequent patches, and I wanted to reiterate that here. They’re going to come out of this stronger than ever, but the road ahead won’t be easy.

…I die a little on the inside. Alliance “pulling together” presumes a division that doesn’t exist, leaving the implication that Alliance will simply see some territory gains and some more Jaina/Varian screen-time. Wrathgate was the closest the Alliance has ever come in actually being angry with each other, and it was simply between Varian and Jaina, the latter of which has never been presented as even being part of the Alliance in any meaningful way.

All the while Horde will continue getting all the interesting narrative, what with Garrosh’s overreach, the growing problem with Silvannis’ blatant disregard for the use of plague and desecration of the dead, and the brilliantly implicit tension from the widening gulf between the Horde that Tauren and the Trolls pledged to so many years ago and the monster it has become. If Baine Bloodhoof doesn’t liken Garrosh’s militaristic Horde with the violent centaurs that Thrall helped Cairen defeat so many years prior, Blizzard will have left the ripest, low-hanging fruit in the history of narrative fiction to wither on the tree.

I wish I could say I have faith in Blizzard’s ability to do a narrative course correction. And I would… if I thought they understood why the present heading was wrong in the first place. Instead, the best any Alliance player can hope out of the lore team is summed up in the Alliance battlecry:

We’ll Keep Trying!