Xbox One Eighty

I take no credit for either the title nor the picture:

Sort of like SimCity's "cloud computing."

Sort of like SimCity’s “cloud computing.”

If you had not already felt the Earth’s sudden wobble from the magnitude of Microsoft’s about-face, allow me the pleasure of informing you: the Xbox One no longer has its ridiculous DRM. Namely:

  • No internet connection is required to play games.
  • No 24-hour online check-in.
  • You can buy/sell/gift/rent/lend game discs just like on the 360.
  • You can purchase digital versions of games on Day 1 and play offline (once downloaded).

One of the “casualties” of this Lance Armstrong-level backpedaling is that you can’t have that whole “10-person family sharing” plan or the ability to “take your games anywhere by logging in.” Often lost amongst the Apologist tears though was the simple fact that logging on from a friend’s Xbox One basically meant you would have had to wait for a 10+ GB download before playing anyway. And what were the odds that more than one member of the family could play the same game at the same time? In other words, you are not any worse off than the present system of just taking the disc with you.

Plus, you know, used games.

On a semi-related bit of interesting news, apparently Valve snuck some interesting code into the Steam software: shared libraries, e.g. lending digital games. Obviously nothing is formally implemented yet, but the premise seems to be that once you lend a game to a friend, they can play it until you log on to play it yourself (which then bumps them off). Which is… pretty remarkably clever if you think about it. Valve could just as easily went the other way, where you couldn’t play until your friend “gave it back,” which would probably discourage people from using the feature at all. Assuming there is no transaction fee or anything, I would feel comfortable giving one or two of my Steam buddies access to everything.

Regardless of which way the shared library plays out – if it plays out at all – today was a huge win for consumers everywhere. I am not quite ready to declare victory yet, but the future sure is looking considerably brighter than it was, oh, two weeks ago, eh?

The 4th Faction

One of the perennial hot topics on the PlanetSide 2 Reddit forums are concerns over the “4th Faction” and how to handle the issues that arise from it. So, let’s go ahead and talk about this issue.

Broadly defined, players of the 4th Faction in PlanetSide 2 are the people who have no particular loyalty to any one of the game’s three factions, and instead choose whichever side has the highest chance of winning. Some definitions of the 4th Faction term specifically reference the players who switch to an alt character in the final moments of an Alert, in order to get a higher Cert award. Other definitions include “spy” characters who will switch factions mid-battle to sabotage the efforts of their opponents via friendly fire. Still other definitions are so broad to encompass anyone who has an alt of another faction, even if that alt is on another server entirely.

So, already you can see that there is a serious problem with defining what a 4th Factioneer consists of, let alone how to tackle the issue (assuming one exists). And yet, by far, the most popular response is somewhat rudimentary: nuke it from orbit logging onto one Faction automatically locks your other Faction characters for 12 (or more) hours.

Apparently this was how the situation was handled in the original PlanetSide, and some feel it would work in this game too. Others are a bit more charitable and suggest the faction-lock should only trigger if you leave the warp gate. After all, SOE gives free daily Certs to each character you log onto, so a log-on trigger would prevent you from claiming these Certs. Others think a 3 minute timer would be sufficient. Still others believe you shouldn’t be able to roll different-faction alts altogether, or at least on the same server. Nevermind if SOE merged your server, or you are Australian and only have a single server on the correct side of the Pacific Ocean.

If I have not been overt enough with my tone, allow me to be explicit: the 4th Faction is a problem that cannot be solved. It can be mitigated somewhat with better incentives, but all of the proposals I have seen (including faction-locking) thus far have been terrible design.

Let us all face reality here: nobody likes to lose. But the more salient point is that you cannot force someone to stick around to lose. At any moment a player can simply log off, hit Alt-F4, or unplug his/her computer from the wall. While games like EVE/Darfall can have your character remain attackable for X amount of time even after a ragequit, the point is that that player has already given up. Although I have not played League of Legends, I have heard about their anti-quitting penalties. Which, again, doesn’t really solve the problem of “motivating” a player to not have (mentally) conceded an obvious loss.

Basically all games.

#FundamentalTruth

Many of the 4th Faction sob stories revolve around the curious population effect once an Alert starts winding down. Teams will be an even 33%/33%/33% for the first 1.5 hours, but in the final act the numbers start reading 50%/30%/20% or similar. “Those traitors are switching!” the forum warriors cry. Except… that’s not how it works. Each faction has a population cap per continent. You cannot go from, say, a 333 person split to 500/300/200, because 333 is the limit for your faction. While it is certainly possible for someone to switch to their winning-faction alt in the final moments, it’s only possible because there were empty seats.

And even if it were impossible to switch (via faction-locking), what difference does it make? The entire premise of the argument is that the person in question is on the losing side. The point at which they decided to switch characters is the point at which they gave up. They still would have given up if they could not switch. Switching characters at that point is indistinguishable from them simply logging off altogether or simply being AFK at the Warp Gate.

The fantasy that being “forced” to stay on your character will create the opportunity for a come-from-behind victory is exactly that: a fantasy. It might happen when the stars align and the angels sing, but it will never be due to random players banding together, but rather the concerted effort of Outfits – players who would not be switching to their alts anyway.

What are some solutions? Like I said before, we cannot “solve” the issue, but we can mitigate it. Here is an easy one: stop making Alerts grant 30, 40, 50 Certs for simply being online at the 00:01 second mark. Sometimes I will be online at 11pm and a 2-hour Alert will pop up, which means I can only really play part of it. While the Alert will grant a blanket 20% XP increase for everyone for the duration, why is it that I can play 99% of it and then lose the bonus Certs by having to go to sleep? The current design is dumb at both ends of the spectrum, and actually encourages people to switch characters (since they get the full reward whether they played 2 hours or 2 seconds).

Perhaps it would be too resource-intensive to track individual participation in an Alert. In which case, here is another solution: a steady trickle of rewards. Instead of 20% bonus XP throughout and 10,000 XP at the very end, how about 20% bonus XP and +50 XP every 5 minutes you are logged on? Or, hell, to reward the more “loyal” players, make the reward ramp up the longer you stay logged onto that character during the Alert. Something like +25 XP every 5 minutes, which doubles every half hour – if you stay for the entire Alert, towards the end you would be getting +200 XP every 5 minutes plus whatever you earn on the field. Change the final reward to something like 50% more XP/Resource generation for the next X hours, to incentivize winning (if necessary).

Will this solve server/faction imbalances? Sadly, no. If you are not VS on Matterson, you are probably getting farmed; other servers have similar scenarios with different faction names. You cannot force someone to pick the losing team. Not only that, but anyone who complains about the imbalance already implicitly gives voice to desire that sustains it. “It sucks being TR on Matterson.” Yes, I’m sure it does. Just like it sucks being outnumbered anywhere else. Stick with the miserable situation long enough, and it would be perfectly rational to quit or transfer… which is exactly what 4th Factioneers (proactively) do.

Am I 4th Factioning? By some definitions, yes. I created a character of each faction, on three different servers that I researched ahead of time to be the home of large Outfits. After server merges, my NC alt was moved to Matterson (home of my VS main). I basically stick with VS until I get the desire to use the Phoenix (camera-guided rocket launcher) or the desire to ruin people’s days with the Striker (OP and annoying lock-on rocket launcher). Indeed, for the longest time I started to think I would just give up on VS altogether, considering that the Lasher/Lancer was not nearly fun enough to justify the faction. Then, well, the ZOE happened. ¹

But here’s the thing. I find it completely ridiculous to buy into the whole “faction pride” angle when you are presented with fairly unique, faction-specific experiences. You are, in a sense, voluntarily avoiding the other two-thirds of the game. Granted, the empire-specifics weapons other than the rocket launchers are really just minor variations, so maybe not an entire two-thirds. My point still stands: the loyalty is largely arbitrary self-flagellation.

While even-fights and faction parity is a perfectly understandable, legitimate desire, so is the desire to not experience demoralizing losses or be stuck on dead-end servers/factions. And even in a perfectly balanced scenario, you are still going to lose two out of three games. Ergo, the best thing we can do is give consolation prizes to the losing side and hope there are a perfectly symmetrical amount of stubborn underdog-fans for, well, ever.

¹ And it’s getting nerfed, of course.

Review: Prime World: Defenders

Game: Prime World: Defenders
Recommended price: $5
Metacritic Score: Unrated (likely ~58)
Completion Time: 28 hours
Buy If You Like: Tower Defense, Grinding, TCG

Like most things, it's fun at first.

Like most things, it’s fun at first.

Prime World: Defenders is a Tower Defense game I bought in its Beta (what we used to call pre-purchasing) almost entirely based on a relatively glowing Penny Arcade review. I would not necessarily say I am a tower defense-er – I do not specifically seek the genre out – but I am pretty open to this gameplay in a general sense. Indeed, the only real problem I have with Tower Defense games is how binary things end up being: you are either murdering the enemy masses or you are overwhelmed. Well, there is that problem and the other intrinsically related problem in that there is always an optimal configuration of towers/abilities that usually renders entire levels moot.

But, hey, Prime World is Tower Defense plus TCG elements plus you can use magic spells; surely it could not fall into that same trap. As it turns out though, the things that make Prime World: Defender unique are the very things that make the game worse.

The central game conceit is that the player’s tower arsenal is represented by TCG-esque cards that can also individually level up to gain in power. The player also can gain levels, which only really affects the unlocking of tiers in the “talent tree” – something that ends up being more of an unlock menu since choices aren’t mutually exclusive. Winning battles will result in five cards being shown and then shuffled together, with the player choosing one effectively at random; up to two additional cards can be selected by paying in Silver. There is also an in-game “store” in which to purchase booster packs of cards, although it is entirely contained within the game – there is no RMT going on here.

As an aside, isn’t it sort of sad that we have to put in disclaimers like that?

Beyond the leveling mechanic, there are a few other interesting things going on. You can use Magic spells (which also level-up) during combat, for example. I also appreciated the ability to trigger the next wave early, which not only ramps up the difficulty but also gives you bonus resources, making it an interesting strategic decision. At first, anyway.

text

Yes, I got to Wave 18 with just two towers.

When it comes to Tower Defense games, I always use Sanctum as my high-water mark for the sub-genre (I count Orcs Must Die! in a different category). Under that sort of rubric, Prime World… is no Sanctum. For each story mission that you unlock, there are three satellite maps attached to it that correspond with Easy/Medium/Hard. These satellites are basically random battles in a typical RPG, allowing you to farm in-game currency and get additional cards/towers. The overall map structure in these random battles varies very little (there are less than 10 unique maps), but the empty squares available to place your towers might be filled in with rocks, enemy towers, or power-ups that boost the efficacy of any towers placed there. Enemy composition is variable as well, along standard genre lines such as mass of weaklings, tough tanks, flying enemies, and so on.

The overall effect of this random battle setup makes completing said random battles fun… at least for a while. The problem that arises, and my core complaint about the game, seems inevitable in retrospect: grinding/farming is required. The story missions increase in difficulty pretty linearly, although you will likely experience huge leaps every 4-5 missions. Sometimes the leaps will be in the form of Boss encounters, which feature an ultra-tough mob that standard towers are unlikely to defeat; other times mob HP just scales out of control.

Simply put, it does not matter how awesome your tower strategy ends up being when the game is balanced around you leveling-up your towers. And, indeed, if you dedicate enough of your time to power-leveling at the beginning, certain towers will basically allow you to coast to victory with no thought required. A level 1 tower costs the same the place on a map as a level 25 tower, despite the latter dealing +800 more damage and having a greater area of effect.

Tower costs the same, now deals +55 more damage.

Tower costs the same, now deals +55 more damage.

I do not necessarily want to give the impression that the game is broken or anything. It’s just that, well, I was stuck on one of the story missions for the longest time, trying all sorts of different strategies and tower setups. I even looked up how other people were completing the mission. Nothing I did worked… until I dedicated 5 hours to farming random missions and got enough currency to upgrade my towers five or six levels apiece. The whole time I was farming, I was winning those missions using, literally, three of the same tower.

The whole game isn’t like that, but this particular story mission was a badly tuned break in the progression curve. And the sad fact is: this is technically a viable solution to every mission. Will you still feel clever replaying a tricky mission over and over knowing that you could technically just out-level it? And sometimes have to? Those questions are something you will have to answer for yourself.

If you are a fan of Tower Defense games, I would say that Prime World: Defenders is a solid entry in the sub-genre. If you care less about the sub-genre and more about compelling games themselves, well, you will probably still have fun for a while. As an on-and-off-again MMO player, I experienced considerable pull towards playing “just one more map” and farming money/XP fodder for my towers. As long as you know what you are getting yourself into, you will probably be fine with Prime World: Defenders. Just to be safe though, I would wait for a Steam/bundle deal.

Review: Journey [PS3]

Game: Journey [PS3]
Recommended price: $20
Metacritic Score: 92
Completion Time: 2-3 hours
Buy If You Like: World peace, Justice, Art, Sand simulators

Seriously, play this game.

Seriously, play this game.

I do not even know where to begin with describing Journey. Perhaps the beginning? That always seems to work for most people.

Journey starts out as (and continues to be) the most impressive sand-simulator I have ever seen. Sliding down the first sand dune instantly transported me back into childhood, or at least as far as Super Mario 64. But Journey is not a platformer; it is an emotion, an experience. One that only gets more and more compelling as the minutes pass.

Describing your mechanical actions as you play the game almost feels like missing the point, but to not mention them would miss the point. Nearly every single thing about Journey is perfectly crafted. You move around with the left analog stick, and can pan the camera by either tilting the PS3 controller or using the right analog stick. In the opening desert-scape, you get some extra fabric added to your avatar’s scarf, which allows you to jump and glide for a few seconds. The only other button used is “O,” which lets out a little “energy chirp” or longer blast if held down.

That is it. There is no UI, no hearts, no power meter (aside from the scarf), nothing to distract you beyond the immensity and immediacy of the moment.

I felt more connected here than in most MMOs.

I felt more connected here than in most MMOs.

After the tutorial “level,” gamers connected to the internet will encounter perhaps the most sublimely executed feature in videogames: another human being. That sounds facetious, until you realize how often games treat other players as competitors, enemies, or judgmental peers desperately trying to foster virtual respect. Your fellow traveler in Journey is exactly that, no more, no less. Except… it is much, much more than that.

Remember when I mentioned the player’s scarf controlling the ability to jump? While there are items scattered around the landscape that add length to said scarf to further increase one’s hang-time, the ability to jump is always limited to how much of a “charge” the scarf has. One can only replenish this charge at certain locations along the map.

Unless, that is, there is another player around. Merely being in close proximity to a player with charge remaining on their scarf, will cause your scarf to recharge to full as they entwine. This is not a draining of power, but rather a creation, a resonance. Similarly, the sort of “energy chirp” players can do will also charge your partner’s scarf if they are in range.

I am spending so much time talking about this because the way Journey fits together as a whole led me to one of the most intimate experiences I have had in videogaming – all without voice, text, or even names. I felt connected to this stranger, as we slid down sand highways and soared above the dunes while alternating our energy chirps. I had a suspicion that my anonymous partner had played this game before, but he or she seemed tolerant of my exploratory inclinations. If they wanted to direct my attention towards something or indicate that we should give up on trying to get that tricky scarf-extension orb, a series of chirps was enough. Of course, as we traveled, I would occasionally chirp to keep up his/her power level, and after a while I think he/she realized what my seemingly random chirping accomplished (and then returned the favor).

There's more than just desert, but seriously, I don't want to lessen the experience.

There’s more than just desert, but seriously, I don’t want to lessen the experience.

I am not going to talk any more about the rest of the game and the environments explored, both to avoid “spoilers” and because the game itself is only 2-3 hours long. But suffice it to say, it’s brilliant. Absolutely, devastatingly, goddamn brilliant. And I haven’t even talked about the music, which is universally praised and adored. And have I mentioned the visuals? I believe I have, but they too are striking and sublime – there were a few moments during Journey at which I seriously considered buying a $150 video capture device solely to take screenshots of this one game.

Sometimes I struggle with these shorter, more artistic games insofar as how much they are really worth. A game like LIMBO can be amazing (and it is), but spending $15 on something you finish in a single sitting? Perhaps I should have waited for a sale there. But with Journey I do feel it is enough of a novel experience to be worth skipping one night out at the movies to play. Not to mention it comes with two other games, although I have not yet played them. Possibly all combined they could make a full MSRP ($30) worth it. Even if it is just Journey though, anything more than a 25% sale means this bundle will be worth it on the strength of Journey alone.

…”Journey alone.” Whatever you do, don’t Journey alone. Christ, I want to play again.

Virtual Realms: Height of Cynicism

Alright, maybe Virtual Realms were the unannounced feature of 5.4. Or the tutorial zone, aka Proving Grounds. But, no, probably Virtual Realms:

New Feature: Virtual Realms

  • Virtual Realms are sets of realms that are fused together, and will behave exactly as if they were one cohesive realm. Players on the same Virtual Realm will be able to join guilds, access a single Auction House, join arena teams and raids, as well run dungeons or group up to complete quests.
  • Players belonging to the same Virtual Realm will have a (#) symbol next to their name.

I guess they finally solved that otherwise insurmountable naming problem, amirite?

Anyway, there are two (other) reasons this announcement is the height of cynicism:

1) Server Merges by any other name.

I get it, you get it, we all get it. Actually saying “server merges” is a sign of the apocalypse and bad PR besides. Grouping several low-pop servers together “virtually” is putting lipstick on the pig of 1.3+ million subscriber losses in the last quarter. At some point though, it’s just sad. You aren’t fooling anyone with that ridiculous comb-over. Just shave your head and get it over with.

2) Aren’t you glad you just spent $12.50+ server transferring?

I read the comments on my earlier post, regarding how things “usually go on sale before they are obsoleted.” For as jaded and dour as I can be under normal circumstances, I generally have some minimum level of faith in humanity. Obvious displays of naked greed are actions that can still genuinely surprise me, even if I distrust the “altruism” of corporations as a rule.

But, Jesus Christ, did Blizzard just take a huge shit on their playerbase.

There was a running joke in the PlanetSide 2 community regarding something similar: Item of the Day. Usually, the deals are 50% off the Station Cash (i.e. RMT) price of some garbage item or another, including items that are way cheaper to purchase with Certs. Every now and then though, some recently-released gun or something will pop up, prompting a lot of sales. People always joked that whenever something good snuck its way into the rotation, that meant it was getting nerfed by next week. And the shitty thing? It usually did.

The assumption got so pervasive and accurate that Higby, one of the PlanetSide 2 devs, actually stepped in and rolled back a planned nerf to one of the vehicle weapons that had just went on sale. He assured the community that these sales are planned out 30 days in advance, that the sale/nerf cycle was just coincidence, but who can you really believe when it comes to capitalistic incentives?

That question is not so rhetorical anymore. It was not an accident that Blizzard put server transfers on sale for the first time in their 8+ year history a mere week before announcing (free) server merges. Maybe they see some distinction insofar as players can choose where they go versus leaving it up to random chance. It’s still absolute bullshit though, because how many people would have bought a server transfer if the sale was this week, or next week? QED.

I mean, this is a new low that even EA hasn’t achieved, not for lack of trying.

Beach and the PS4

So, I have been and will continue to be on vacation at the beach with family until the end of the week. The internet service down here is absolutely abysmal – we’re talking 5 Mbps shared across 40 rooms – which is why I have not been on top of the comments and general news. I suppose that might sound bad, caring about frivolous internet things while at the beach. But honestly, if I knew it was going to be vacation back to 1994, I might have passed. Also, the ocean seems saltier this year and there was a fly in my soup.

That said, how ’bout that PS4 news?

If you have not been keeping abreast of the latest developments, Sony basically “won” the show. You can read Liore’s coverage of the event or even similar things in this CNN article. Bottom line?

  • No new restrictions on used game sales.
  • No internet connection required.
  • $399 vs Xbox One’s $499

It wasn’t all good news – a Playstation Plus membership is required for all multiplayer, just like Xbox Live today – but it was a fantastic PR coup for Sony to have been quiet all this time before launching into these consumer-friendly revelations.

A couple Apologists skeptics from around the web have tried to paint Sony with the Xbox One brush over the used games quote though:

“The DRM decision is going to have to be in the hands of the third parties. That’s not something that we’re going to dictate or mandate or control or implement.”

“Aha!” the Apologists cried. “Same thing as Xbox!”

Not really. In fact, not at all. The key point here is that Sony’s strategy is unchanged from the current generation. Remember Online Passes? Those were 3rd party attempts at mitigating secondary game sales, all of which happened in this generation. If EA suddenly changes their mind vis-a-vis reintroducing Online Passes, Sony isn’t going to stop them, but at least it isn’t turned on by default as it is in the Xbox One scenario. As Destructoid put it:

The major difference between PS4 and Xbox One, of course, is that Sony hasn’t made it easier for corporations to control the behavior of their customers, because the PS4 doesn’t tie your copies to your accounts, or initiate checks to scrub traded game data off your system. Basically, Microsoft designed the Xbox One to make it as easy as flipping a switch to eradicate any possibility of sharing your games, while Sony is maintaining its policy of this current generation.

Or you can go with the Game Front article for even further clarification:

“The Online Pass program for PlayStation first-party games will not continue on PlayStation 4. Similar to PS3, we will not dictate the online used game strategy (the ability to play used games online) of its publishing partners. As announced last night, PS4 will not have any gating restrictions for used disc-based games. When a gamer buys a PS4 disc they have right to use that copy of the game, so they can trade-in the game at retail, sell it to another person, lend it to a friend, or keep it forever.”

This is good news for gamers, indeed. In a nutshell, you can buy a used single-player game for the PS4 and play it all you want. If you want to go online with it, you may have to deal with some sort of publisher-determined DRM, be it an Online Pass or whatever.

Basically: #PS4Life

Not that I’m going to buy one anytime soon – I just bought a PS3 last Christmas. But it’s nice to know that whenever I do hop aboard the next console generation, I will have the opportunity to catch up on all the games I’ve missed by hitting up Amazon or some local place and not be paying full MSRP out the ass for 2+ year old games.

My Mod/DLC Dilemma

I started playing Torchlight 2 a few weeks ago, and I am having some issues. Now, I did not like the original game all that much, but picking up the sequel for $5 during one of those crazy Steam sales seemed safe enough. And so far, I am not experiencing the same acute symptoms of frustration as in the first game. Except… now I kinda am.

My biggest gripe with the original game was that the loot system was broken. Specifically, there was no real sense of gear progression in a hack-n-slash Diablo-clone genre that is based entirely on gear progression – I used the same “legendary” level 3 necklace all the way into the endgame, never finding an upgrade. While I have not ran into this problem as much in Torchlight 2, the contours of the issue remain in place. For example, I ran into this gearing decision the other day:

We're back to getting Best-in-Slot at level 7, I guess.

We’re back to getting Best-in-Slot at level 3, I guess.

Maybe “higher level = better” is too simplistic a progression design, but… is it really?

The more pressing concern in Torchlight 2 though, is how a lot of things that should be rewarding are really not. Each main area map has a Locked Golden Chest which contains, as you might imagine, a lot of loot. The key to this chest can drop randomly from any mob on that particular map, or from a specific fairy mob 100% of the time.

Compelling design, right? It would be, if these chests dropped something more than vendor trash.

Random loot is random, but after spending more time than strictly necessary opening these chests up and walking away with nothing of any value, I am finding myself souring on game in general. Indeed, even the extra-large treasure chests at the end of boss encounters reveals greys and greens more often than not. Why should I be fighting bosses when smashing pottery is clearly the more profitable activity?

Par for the course.

Par for the course.

In Torchlight 2’s case though, there is a “solution”: mods. In fact, the #1 highest-rated mod in the Steam Workshop is one that tweaks Golden Chests (and boss chests) to always drop a Unique item. That’s not as broken as it sounds – items are still random, scaled to your level, and sometimes class-specifc – and does a lot to fix what I otherwise consider a problem. There are mods for all sorts of things, in fact, including Skill tweaks, doubling the amount of gold drops, Respec potions (base game only allows reshuffling of last 3 Skills), improving game textures, increasing view distance, and even additional whole classes. Indeed, one of the big selling points of Torchlight 2 was its modability in comparison to Diablo 3.

Thing is, I don’t like using mods on my initial play-through of a game. Hell, I usually don’t even like loading in DLC that affects the core game, even when I’m playing the Game of the Year version that bundles it all together.

My situation is a bit unique (and self-inflicted) insofar as I fancy myself a game reviewer. But even before this website, I preferred going in vanilla and raw. Not all my friends had the extra spending money for the expansions and whatnot, so telling them Diablo 2 was better with Lords of Chaos installed really just means “the base game is deficient.” Well, perhaps not deficient in D2’s case, but you understand my meaning.

Good game design is supposed to be good out of the box. If developers are stumbling around for the first several months from release, that stumbling needs to remain part of the overall narrative. I failed to mention in my Fallout: New Vegas review that the game was literally unplayable for the first two weeks without downloading a crack that fixed the DirectX issues; it’s an important detail to know for when the next Fallout game is released, lest it too require Day 0 patching from players to fix what the devs rushed to production.

I suppose some of this harkens back to that debate over whether MMOs (etc) are toys vs games. There is no wrong way to play with a toy, no real rules to govern your interaction with them. In this sense, mods are sort of like adding salt to your meal – some chefs might see that as an insult, but perhaps your individual taste skews more salty than the others sharing the meal. Ergo, developers letting mods fix any subjective “problem” only makes sense. Keep the vanilla pure, and let players add the chocolate and sprinkles as they wish.

Personally though, I am much more interested in the game portion of things, or more specifically: experiences. Show me the genius of your rulesets, the compelling nature of your narratives, the excellence of your craft. Anyone can imagine a stick into a lightsaber, just as anyone can turn a crappy game good with tweaks. I am interested in what you can do, Mr(s) Game Man Person, not mod developer XYZ. I want to be excited that you are releasing another game, not that the modding community has another opportunity to fix a deficient product. And besides, only one of those two parties is getting paid. Hint: it’s not the person/people improving the game.

It may not be entirely rational, but there it is. Odds are that I will keep trucking along in vanilla Torchlight 2 so that I can give an accurate report on its (so far) many failings. It is worth noting that while you can import your vanilla save into the “game + mods” version of the game, you cannot thereafter go back – neither your character nor your gear will appear under the default game any more. While that probably has little meaning beyond the people interested in Steam achievements, it sort of highlights how even the developers believe a segregation between the two ought to exist.

In which case, I shall play their game and complain about it, rather than fix things myself.

Unannounced WoW Feature Announced

Coming in 5.4: Flexible Raid sizes.

While it’s impossible to fit every player into a neat, tidy archetype, we recognize that we could be providing a better experience to one broad category of raider: social groups comprised predominantly of friends and family, and smaller guilds that do their best to include as many members in their Raid outings possible. […]

To fill this void, we’re in the process of developing a new Flexible Raid system, which includes a new difficulty that sits between Raid Finder and Normal difficulty, while still allowing friends, family, or pick-up groups to play together. This difficulty will be available for premade groups of 10–25 players, including any number in between. That means whether you have 11, 14, or 23 friends available for a Raid, they’ll all be able to participate.

The Flexible Raid system is designed so that the challenge level will scale depending on how many players you have in the Raid. So if you switch between 14 players one week and 22 the next, the difficulty will adjust automatically.

Technically, this isn’t confirmed as the “unannounced new feature,” but I have a hard time believing that there could be something else to top this game-changer.

…or does this change much at all?

I mean, yes, I have little doubt that this will improve the quality of life for a lot of friends & family guilds out there. Back in Wrath, my guild constantly had the inevitably poisonous problem of having 11-12 people show up on raid nights, and having to pick who sits out. Something like this feature would have made the issue moot, as we could grab everyone who showed up and did something fun as a guild. Even better, the difficulty is supposed to be pegged between LFR and Normal, which would perhaps mean taking that charming guildie who improves the general social atmosphere – albeit at a DPS loss – is no longer such a vexing decision.

On the other hand, this would do nothing to guilds like mine that were unable to field even a full 10m by the end. Maybe this could have incentivised our (failed) raiding partnership with a sister guild, but I don’t find that particularly likely.

You know what though? My mind is actually racing about this feature. Part of the reason why our raiding partnership failed was because the people we were bringing weren’t quite matching up to the skill level the content required. With this feature, if your guild found 10m Normal raids too difficult, you could down-shift to Flexible and still bring 10 people.

On top of that, this could be a massive coup for the Trade chat pugs of the world. I am sure there will still be stubborn raid leaders out there spamming “LF6M 25m” for hours, but as long as they had the basic roles covered, they could have everyone zone in with just the 19 they had. And on top of that, there is the news that Flexible mode has its own, separate lockout. That is huge. Go raid with your hardcore guild on Thursday, and then kick back with your friends/family on Friday, all while still getting (off-spec, perhaps) gear.

In another life, I might have been more concerned with how popular the feature would be, given the ilevel rewards would be lower than Normal mode. But looking at how LFR turned out, it is pretty clear that that sort of nonsense rarely matters except in the minds of a few. In fact, I’d almost be more worried that Flexible mode will further erode the entire raiding model, doing to 10m what LFR did to 25m.

In any event, it looks like we’re seeing the fruits of those minds diverted from the Titan project already. Now if only they could focus their efforts on, say, actual server merges instead of this 50% off highway robbery bullshit, I might actually reach for the resubscribe button again.

Well, probably not this expansion, but they are damn closer than they were yesterday.

WoW Finally Has Server/Faction Sale

In a move that I have been suggesting literally forever, Blizzard is slashing all character services by 50%… for one week.

Still has a 50,000g transfer cap, unfortunately.

Still has a 50,000g transfer cap, unfortunately.

The prices break down as follows:

  • Server Transfer = $12.50
  • Faction Transfer = $15.00
  • Server + Faction Transfer = $27.50
  • Name/Appearance Change = $7.50
  • Race Change = $12.50

If there is not a clearer sign that Blizzard believes WoW still exists as luxury entertainment on a level all to its own, I don’t know what it is. Well, you know, beyond the fact that as absurd as these prices appear to be, given the proper distance from the game, they are normally 50% higher.

I mean… Christ. Is this the same MMO that lost 1.3 million subscribers last quarter? That’s a rhetorical question because of course it is. Otherwise Blizzard would have no cause to not still charge people $25/$55 to move off dead realms Blizzard kills with extreme negligence.

In other news, I just bought EVE Online for $4.98 on Steam. You know, for a rainy day.