Diablo 3.5 Release Date is… Released

In what undoubtedly was an amazing case of pure coincidence, Diablo 3’s groundbreaking 1.0.4 patch is coming out “the fourth week of August.” Hmm. What day do Blizzard patches come out on? Tuesdays, I think? What is the Tuesday in the last week of August? The… 28th. August 28th. Good thing I have nothing else planned to do that day.

Kidding aside, patch 1.0.4 may as well be called Diablo 3.5 for the sheer scope of the sweeping changes to endgame. Let’s look at them a bit closer:

Co-Op Buffs

Gold/Magic Find will no longer be averaged between party members. While Blizzard admits that they were originally worried about leechers jumping into multiplayer with pure Magic Find gear and thereby not likely pulling their weight, the complete lack of foresight displayed was astonishing. If I am capable of farming Act 1 Inferno by myself with 228% MF, why in god’s name would I join with a random stranger who not only increases monster HP (getting nerfed this patch too, by the way) but likely reduces my level of MF by his/her mere presence?

The other guy gets my bonus, and I get his… what? Pleasurable company?

Pro Design Tip: don’t build your co-op or multiplayer system around Russian Roulette, e.g. you are no better off when you win, but when you lose, you lose big.

Severe, Sweeping Elite Pack Nerfs

And I mean severe. Any one of these changes would be huge on its own, but Blizzard is throwing the whole goddamn pot of spaghetti against the wall to see what sticks. Look at it:

  • Elite HP reduced by 10-25%.
  • Regular mob HP increased by 5-10%, but 4x more likely to drop magic items.
  • Specific nerfs to Fire Chains and Shielding affixes; Invulnerable Minions getting removed.
  • Removal of Enrage Timers for Elites (!!!).
  • Removal of HP regeneration for Elites after player death (!!!).

Those last two items would have been more than enough to fix most of my issues with Inferno by themselves. The current system is binary: you can either kill the pack (or one member thereof) or you cannot. While removing Enrage Timers and HP regeneration can/will lead to Graveyard Rushes, I never understood how exactly that was a bad thing. Just because I can die six times in a row to finally take out an obstinate foe does not mean I don’t care about those six deaths. Dying in a game is penalty enough because I already wanted to survive; extra penalties are generally superfluous unless death serves some other gameplay function.

Sweeping Item Buffs

Although the buffs appear only targeted for weapons right now, this is nevertheless a big deal:

Weapon damage is the most important stat on a weapon. It can be disheartening to get a lot of weapon drops and you know before even looking at them that they have no chance of being good. To help give weapons a fighting chance, the raw damage value on all level 61 and 62 weapons will be able to roll damage that extends all the way to the top end of level 63.

While we will still see awesome +800 Life per Hit-esque stats on ilevel 62 weapons with unusably low DPS, the mere chance that it could be a better drop instead is a great move forward. Of course, it will lead to rampant stat inflation and subsequent hollowing out of the AH economy, but at this point, who cares? Hell, if we can get to a place where I can get a goddamn upgrade off the ground instead of praying for good drops to sell for gold to buy upgrades from other people, I will gladly throw the entire AH under the bus.

Also, I guess Legendaries are getting buffed? Since the average player is only ever going to see the buffed Legendaries in the AH, I never understood why Blizzard talked much about them at all; it is not as though they are farmable items.

Ridiculous (but Needed) Class Changes

I do not really know anything about the class changes yet, but I am going to go ahead and declare them ridiculous. They would have to be, assuming Blizzard follows through on this:

  • Does the skill fill a similar role as an extremely popular skill? If so, buff the skill to be competitive with the popular skill. For example, Bola Shot could be a solid skill, but simply doesn’t have the raw damage when compared to Hungering Arrow, so we’re buffing Bola Shot to be competitive.
  • Does a skill have a dominant rune? If so, can we buff the underused runes to be more competitive? A good example here is the Wizard Hydra skill. The Venom Hydra is by far the most popular rune, and for good reason, so we are buffing the other runes to make them more competitive with Venom Hydra.

What could possibly compete with the monk’s Fists of Thunder (Thunderclap rune) or Deadly Reach (Keen Eye rune), for example? Or, god help us all, the One With Everything passive?

_________

I cannot say I have any particular faith that Blizzard will fix everything broken with Diablo 3, but even given this very preliminary information I can confidentially state that I will log back on once 1.0.4 goes live. It may only be long enough to finish out Inferno Act 3 & Act 4 before uninstalling for good, but hey. If there is a chance to relieve blue balls, you go for it.

Q&D Guide to Dead Island

Don’t ask me why I choose to write the guides for the games I do, because I wouldn’t be able to tell you anyway. A year-old game down to $20 on Steam? Here, have a ~4800 word guide about it.

In any case, the Quick & Dirty Guide to Dead Island is now keeping my previous Q&D Guide to Mass Effect 3 Multiplayer company over on the Design tab. If you are curious about the text-only formatting, it is basically for easy GameFAQS.com porting.

Now whether or not it will get accepted…

More Blizzard Heart to Heart

Remember last time when WoW lost a bunch of folks? It appears that we have another data point on the graph indicating that subscription totals and surprisingly frank design discussion are inversely related, at least as far as Ghostcrawler is concerned.

Spinks already pointed out this gem, but I will do so again for mine own posterity:

No developer wants to hear “I want to play your game, but there’s nothing to do.” For Mists, we are going out of our way to give players lots to do. We don’t want it to be overwhelming, but we do want it to be engaging. We want you to have the option of sitting down to an evening of World of Warcraft rather than running your daily dungeon in 30 minutes and then logging out. We understand we have many players (certainly the majority in fact) who can’t or aren’t interested in making huge commitments to the game every week and we hope we have structured things so that you don’t fall very far behind. The trick is to let players who want to play make some progress without leaving everyone else in the dust. (source)

Now, actually, I found an earlier line item from the list preceding the above paragraph to be more interesting:

— In Mists, we want to provide players alternative content to running dungeons. The dungeons are still there, but even with 6 new and 3 redone dungeons, you’re ready for something else after a while.

That is… kind of a big deal. I could maybe see an argument that things were different in TBC, but dungeons being default endgame for the majority of the playerbase (i.e. the 80% non-raiders) has been Blizzard’s modus operandi for the last two expansions. For, by all appearances, good reasons! How else do you get someone to log on every day? Dailies alone were not that compelling, precisely due to the factors Ghostcrawler points out: reputation grinds were undermined by tabard’d dungeon runs, as were Exalted faction rewards by dungeon loot.

De-emphasizing dungeons is a paradigm shift and Grand Social Experiment all rolled into one. Think about it. Who are the individuals most likely to exhibit anti-social, anti-noob behavior in a dungeon setting? The people who don’t want to be there, but feel they have to be there. Well, now they don’t. Go run Scenarios with your two dickish DPS cohorts and never haunt the halls of LFD again. Alternatively, just as Children’s Week floods BGs with players who never cared for PvP, perhaps allowing normal daily quests to adequately satisfy one’s need for gear progression means there will be less noobs looking to be carried by raider alts through LFD.

Most people would agree that the friendliest LFD “community” is generally in endgame normal dungeons. Why? Because it is filled with players who actually want to be there. They could be getting better gear in heroics, but choose not to. Maybe not at first, but over time do you think we could gradually see LFD populated only with people who enjoy that experience?

Of course, I can see this whole thing going down in the flames too. Although LFD and LFR has minimized the necessity of forming social relationships in the endgame, this sort of re-emphasis on flying solo could not come at a worse time, e.g. as 2+ million players snap social ties. Or maybe this is a catering to the audience as it exists now, instead of the hypothetical historical. Or perhaps I should believe what I said before vis-a-vis seeing all the new opportunities to be social via running dailies/Scenarios in small groups with people I actually care about.

I mean… this is Guild Wars 2’s entire model, right?

Where Are All the Bodies?

WoW subscriber losses since Q1 2011: 2,900,000.
SWTOR subscriber losses since Q1 2012: ~700,001.
Aion subscriber losses since 2011: ~600,000¹.
RIFT subscriber losses since 2011: 350,000¹.
LoTRO subscriber losses since 2011: 300,000¹.
EVE subscriber losses since Q2 2011: ~20,000¹.

Where are all the bodies?

Talk about fiscal cliffs…

It is seductively easy to imagine the MMO landscape as a zero-sum, closed universe. One developer’s bone-headed design mistake is another MMO’s gain. “Guild Wars 2 is going to nail the coffin shut on SWTOR/steal another million from WoW.” But it is fact that there are less people playing “traditional” MMOs today than there were in mid-2009. And there were fewer game options back then!

The graph up there is somewhat misleading in two ways. It does not represent the entire MMO market (browser-based games, etc), so it is entirely possible that in the journalistic sense the “MMO” market is doing perfectly fine. But it is misleading in the other direction too: do you really care how Second Life and Dofus and Asian MMOs are doing? There are a lot of games you will never play and/or people you cannot possibly play with that are propping up those numbers. The Truth™ is liable to paint a much bleaker picture.

I think we may need to start entertaining the notion that the entire genre – as we know it – has peaked. Not just the hot topic of F2P vs Subs, but the whole damn shebang. Classical arguments like “WoW lost subs because grinds/attunements/etc are good” become embarrassingly moot (if they were not already). Where are the bodies?

Whoever is leaving does not appear to be coming back for a second date, or even meeting new people; they have simply vanished back into the ether. Speculation on the whys seems moot as well, because there is zero indication the ex-pats transition anywhere else. Rather than go to the alternative MMOs that offer grinding/feature no grinding, they simply go away.

On a tangentially related subject, yesterday was my one-year WoW anti-anniversary:

A year ago yesterday I was doing Firelands dailies.

So… we have located at least one body. A body with an extra $179.88 in its pocket at that.

Where are the rest?

¹ Based on eyeballing this chart, which hasn’t been updated in a while.

Review: Dead Island

Game: Dead Island
Recommended price: $10
Metacritic Score: 80
Completion Time: ~35 hours
Buy If You Like: A melee-focused Borderlands, killing zombies

Wha… who… wow. Why didn’t anyone tell me how good this was?

My initial expectations for Dead Island were low. All that I knew beforehand was that it had one of the best videogame trailers of all time, and that the game itself had nothing at all to do with said trailer. Somehow, hearing that the trailer was misleading was enough for me to imagine the game itself would be bad, since “misleading = bad.” Plus, I heard someone somewhere mention the 4-player co-op had traditional RPG roles like tank, rogues, ranged, and thought “Eh?”

What I was not expecting was for Dead Island to be one of the most interesting games I have played this year.

A “melee Borderlands” really is the best way to describe how Dead Island plays. You start out as one of four character classes whom all have three-branch talent trees, you pick up random weapons with random stat spreads, and you smash zombie face in an almost entirely open-world environment. While it is all done in first-person, all the traditional trappings of action RPGs are there: life bars, damage stats, gaining XP, picking up and completing side-quests from other survivors, and gaining levels. Much like Borderlands (again), the experience feels incongruent at first (“Headshots aren’t instant kills?!”), especially when the default weapon in most every other zombie game is a gun, not a police baton you modified with nails or a machete heated to 200° with laptop batteries, wires, and duct tape.

Dammit, Sister Mary. I just upgraded this metal beatstick!

But after a while? I was hooked. Want to explore the beach? Explore the beach. Want to drive back and forth in a truck, running down zombies and trying to navigate the the debris-strewn roads? Do that. Loading screens are few and far between, zombies are everywhere, and randomized loot ensures that even if there isn’t some kind of specific secret hidden in that forgotten corner of landscape, your time wasn’t exactly wasted. All enemies level with you, with the end result being that you can (and will) die to 2-3 standard zombies as easy at level 1 as at the level cap, if you aren’t careful.

There are really only two major negatives to Dead Island, or just one depending on how much of a curve you grade zombie games. If you are looking for a zombie game that really shakes up the narrative conventions for the genre, A) you will be disappointed here, and B) really? Stop me if you have heard this before: zombie outbreak occurs, you are inexplicably immune, your travels take you to a hidden bio-corporation working on unethical research (may or may not have involved creating zombie plague), race against time to stop/avoid entire site being nuked from orbit. Cliches aside, and excusing the sort of unresolved micro-stories various quests represent (bitten guy wants you to bring insulin to trapped brother, who you never see again anyway), it was unquestionably refreshing to have gone from that special form of insipid RPG questing to doing things that actually make sense. Collecting three crates of food might be superficially similar to collecting 10 bear asses, but at least the former makes sense.

Is it, ah, still necrophilia if she’s a zombie?

The second negative is not as easy to handwave away. You see, the entire first half of the game consists of exploring the beautiful, open-world resort and city areas doing things that make sense to do in a zombie apocalypse. Inexplicably, the developers decided to switch gears and start feeding you through the cramped, repetitive hallways of sewers, a City Hall built by M.C. Escher, prisons, and abandoned hospital wings. Could we please, like, stay outside? You know, leverage the one feature that sets Dead Island apart from nearly every FPS zombie game ever made? The indoor zones are not bad – aside from the piss-poor decision to not include maps for these areas – but it definitely starts feeling like “more of the same” and “Resident Evil did this better in 1996” after a while.

I would be remiss if I did not briefly talk about the co-op. While I only actually ever played with one specific friend for 2-3 hours, I can definitely see the appeal. It simply feels good to be surrounded by zombies, knowing that you are severing limbs and curb-stomping back-to-back. And for what it is worth, the developers definitely want this to be the way you play Dead Island. You will frequently get little notices that “ThugLife4Life is Nearby” which means that jumping into his/her game is a single button-press (J) away; dropping out is just as easy and non-disruptive, and you keep all the goodies you might have gotten. Plus, as I alluded to at the beginning, a lot of the various talents Skills you can pick benefit your fellow players too – from buff auras, to higher Medpac healing, to straight-up MMOish Threat mechanics (Sam B has +30% Threat via Decoy, Xian Mei has -15% Threat via Spectre and can get bonus damage from backstabs).

I love the smell of 150 damage/second Molotovs in the morning.

Ultimately, I found Dead Island to be a perfectly good and oddly refreshing FPS zombie experience, with friends or by oneself as I did for the last 32 hours of gameplay. The visuals are drop-dead (ouch) gorgeous, the loot system way more satisfying than Diablo 3, the melee-focused combat surprisingly satisfying (1-2 seconds of slow-mo when a zombie head is liberated from its zombie neck never gets old), the constant threat of death kept me on my toes, and I had a good time overall. While there is not much in the way of replayability beyond a New Game+ mode, the four characters do end up playing quite differently if one is looking for an excuse to run around Banoi again.

And, hey, it looks like Techland is working on a sequel titled Dead Island: Riptide. So maybe sometime soon we won’t even need an excuse.

WoW Loses Another Million+ Subs

That is right, kiddos, WoW is down to 9.1 million. It hasn’t been this low since January 2008.

In what must only be completely unrelated news, WoW has shattered all previous records for “longest time without a new content patch.” No, seriously. Dragon Soul was released November 29th, 2011. It is now eight months later. When I relayed this to my friend, he didn’t believe me. The gap between ICC and Cataclysm felt like more than a year. Well, I said, let’s look at the timeline:

  • December 8th, 2009 – ICC released.
  • February 2nd, 2010 – final wing of ICC opened.
  • June 30th, 2010 – Ruby Sanctum released.
  • September 7th, 2010 – the gnome/troll world events start.
  • October 7th, 2010 – WoW hits 12 million players (!).
  • October 12th, 2010 – Patch 4.0.1, with all the new talents/class changes.
  • November 23rd, 2010 – The Shattering, all new 1-60 experience.
  • December 7th, 2010 – Cataclysm launch.

So, yes, in a strictly literal sense it was a whole year between ICC release and Cataclysm launch. Looking at that list though, shit happened. There was a filler raid, there were world events, and I always have a blast when we get to toy around with the next expansion’s talent changes early. In between TBC and the Wrath launch, I remember soloing most of heroic Underbog on my Ret paladin to cap out my Sporeggar reputation, for example.

Now look at Cataclysm:

  • November 29th, 2011 – Dragon Soul released.
  • August 3rd, 2012 – I wrote a blog post.

I mean, come on. A $300 million MMO was released, floundered, and went F2P in that same timeframe!

Only Blizzard gets away with this shit. Good lord.

Slow News Day

Man. If only there was, like, something interesting going on the world of gaming. You know, some tidbit of under-reported MMO news or some noteworthy announcement that happened in the last 24 hours or so. If it could demonstrate my somewhat embarrassing lack of forecasting abilities, that would be great too.

So, yeah, SWTOR going F2P.

Less than 1 million subs now, but totally “well over” 500k, aka the event horizon of the money hole. There is not much else to say that has not been said in a dozen other blogs in your RSS, although I am inclined to point to Green Armadillo’s analysis over at Player Vs Developer for one-stop shopping; I agree with basically everything the dasypodidae said. Especially the confusion as to how a F2P model is supposed to work when the stuff being pay-gated is probably what the vast majority of players don’t care about, e.g. endgame.

My contribution to the discussion, such as it is, will be the following:

A fine company with a long history of good decision-making.

In other news, I finished Dead Island over the weekend, and just completed Orcs Must Die 2 mere hours ago, having played the entire Story-mode in co-op. Official reviews of both and others will be forthcoming. Then again… maybe not. The recent Steam Summer Sale haul included the following:

  • Crusader Kings 2
  • The Walking Dead
  • Prince of Persia Complete Pack
  • The Longest Journey + Dreamfall
  • Arma 2 (aka DayZ)
  • 2K Collection (aka Spec Ops: the Line, Civ5, Darkness 2)
  • …and a truly embarrassing amount of indie games

I almost pre-purchased Borderlands 2 since it was $40 via Dealzon, before I realized that I am addicted to the thought of getting deals on videogames more than the actual playing thereof. At least, that is the only possible conclusion looking at my (digital) library. I was feeling kinda bummed out at letting the Borderlands 2 deal slip away though – while it was never supposed to be a sort of Day 1 purchase to me, I was definitely looking forward to it sooner rather than later – until my friend said “Steam Winter Sale.” God dammit.

I am looking forward to hitting up SWTOR once it goes F2P though, assuming GW2 plays out as I expect and I don’t do a full relapse with MoP. Throwing down $15 for the box a week or so from now is not asking much, but like I mentioned earlier, it is all about the dealz. And it is hard to argue with “free several months from now” when there is plenty to do in the midterm.

Population vs Community

Population is the antithesis to community.

In other words, the bigger a community grows, the more it ceases to be a community at all.

com·mu·ni·ty [kuh-myoo-ni-tee]
noun, plural com·mu·ni·ties.

3. a social, religious, occupational, or other group sharing common characteristics or interests and perceived or perceiving itself as distinct in some respect from the larger society within which it exists

A lot of words have been said regarding the degradation of the “MMO community” or a community specific to an MMO, typically in the context of developer mistakes decisions. While my argument technically supports those who claim that, for example, WoW devs killed the WoW community by pooling the population together via LFD and the like, the actual mechanism of community destruction was simply the existence of more warm bodies.

The more people you get together in one place…

  1. The lower the chances you have of seeing any individual again.
  2. The easier it is for good players to get lost in the crowd.
  3. The easier it is for extremely bad behavior to get noticed.
  4. The more incentive someone has to behave even worse (for attention, or other gain).

You may have heard about Gabriel’s Greater Internet Dickwad Theory. I suggest the “Anonymity” component is redundant with Crowd. In sufficient numbers, even one’s real name becomes irrelevant, assuming it isn’t duplicated to begin with, i.e. John Smith. Think back to the cliques that formed in high school. Chances are that the negative behavior of the members of the clique did not persist on the individual level when they were split up (beyond, perhaps, a catalyst). For myself, I distinctly remember the dichotomy between how much the football team could be assholes during lunch, but how well behaved (and friendly!) they were in Art class, including the ringleader (so to speak). Even if we assume that such a clique required X amount of sadism in order to remain a member, the fact that it was apparently modulated on the basis of number of witnesses is telling.

I bring all this up as a means of arguing against Milday’s mourning of the loss of “community activism,” for lack of a better term. To her, things were better when people behaved out of fear of Scarlet Letters and social ostracization, rather than behaving well simply for lack of griefing tools. It is impossible to steal a resource node or ninja a dungeon drop in Guild Wars 2, for example, and that is apparently a bad thing. Better that someone could behave badly and such behavior be punished, than a world with no wrong to be done.¹

And, hey, perhaps Milady is even right. Maybe that is better.

The problem is that social ostracization only works on a community level. Could a ninja get blacklisted in the “glory days” of vanilla and TBC? On smaller servers, sure. Or maybe even on larger servers in the “community” of people running dungeons at 3am. But then again… were they really blacklisted? Paid name changes were rolled out in October 2007; server transfers existed since mid-2006. Alts existed since Day 1. And, let us be serious here, social ostracization only works anyway when both A) the entire community acts as one unit, and B) the target even cares. Your “xxIllidanxx is a ninja” spam might have inconvenienced xxIllidanxx for the 30 minutes you posted in Trade Chat², but what about the rest of the time? Chances are that he still got a group eventually, either because someone was really that desperate or they simply did not know. Or perhaps enough of his ninja friends logged on today.

The flood of LFD strangers circa end of Wrath makes social ostracization in WoW dungeons moot, of course. But I would say it was moot to begin with, given the size of WoW as a whole and the underlying level of persistent churn. There will always be more people. Even if you stopped xxIllidanxx in his ninja-looting guild-hopping TBC tracks, such that he reformed or quit the game entirely… xxArthasxx is right behind him. And xxDethwingxx. And xxlegolasxx. And so forth and so on ad infinitum. Not necessarily because there are infinite jerks/morons in the world (there is), but because the underlying incentive to behave badly still exists.

In the land of law-abiding citizens, the one criminal is king, to bastardize a phrase.

Should we simply throw up our hands and endure bad behavior? Of course not. But with games of sufficient size, the only solution that works is a systemic one. Guild hopping a problem? GW2 lets you join multiple guilds. Ninja looting and/or Need Whoring getting you down? Individual loot has rolled out in Diablo 3, GW2, and is coming to a LFR near you. Even Copper Ore nodes cannot be stolen in GW2, only shared.

The only downside to systemic solutions is what Milady refers to as the Automatization of the Social. In other words, if you provide in-game incentives to positive social actions – such as getting XP for helping resurrect dead players – one can no longer tell whether the action was performed for altruistic reasons, or selfish ones. I might suggest there is no difference between the two (altruism typically feels good), but I also recognize the potential pitfalls – I hardly ever thanked a stranger for rezzing me in GW2, whereas it would have been a bigger deal in WoW.

The key though, is simply recognizing all the new opportunities be sociable. Ever do Diablo 3 co-op and then stop and ask if your wizard partner needed the rare staff you picked up? Would Need vs Greed been better there? I say that voluntarily giving up a “secret” item is more social than simply not hitting Need. I have mentioned GW2’s resource node sharing several times now. In WoW, maybe there was social interaction is letting the other Miner grab the ore when you both show up. Or maybe you ganked them/stole it while they were in combat. In GW2, since you both can take the same node, you have an incentive to work together to kill the spider guarding it. That’s more social than what came before, IMO, because even if you gave the stranger the node in WoW, it allowed you to get to the next node faster, or the knowledge to move to a less-farmed area to maximize your own gains.

In Conclusion…

Any non-static community will “degrade” over time as the benefits of bad behavior naturally escalates with each additional member. The only real solution is changing the fundamental interaction between members, such that the more odious bad behavior becomes more than disincentivized, but impossible. With each additional participant in a Prisoner’s Dilemma, the more likely the worst possible outcome comes to pass. Ergo, it is best to never present the Prisoner’s Dilemma at all, if you can help it.

Out of all of the social engineering experiments we have seen in the MMO space, the results of individual looting/resource nodes is the one I am looking forward to seeing the most. It is a fundamental shift away from zero-sum – I win the item, you don’t – to win-win. At least in theory. Maybe it will turn us all into asocial solipsists playing our single-player MMOs.

In which case… well, I still consider that a win-win compared to the current paradigm.

¹ Which should make one question one’s assumptions about the desirability of Heaven, eh?
² Ironically, xxIllidanxx would have a good case against you for in-game harassment.

Can There Be Too Many Zombie Sandboxes?

Nope.

In fact, the default answer to any question of “Can there be too many X games” is No.

A game does not magically get worse because there are a lot of similar titles on the market; you might get tired of playing the same theme/setting multiple times in a row, but whose fault is that? I will take a thoroughly unoriginal knockoff game that is actually fun over the groundbreaking original snoozefest any day. The key is that each otherwise copycat game that comes after needs to be better than the one before. Do that, and you’re golden in my book.

I bring all this up because I just read Keen’s brief write-up of a zombie sandbox pseudo-MMO called The War Z. Not to be confused with World War Z, the bestselling 2006 book, of course. Or DayZ, the zombie sandbox mod that caused me to purchase ArmaII during the most recent Steam sale. Or The Dead Linger, the fairly recent zombie sandbox pseudo-MMO Kickstarter that I originally thought was what Keen was talking about. Or Dead Island, of which I have logged 30 hours playing in the last 10 days. Or Left 4 Dead 2. Or…

…well, there have been a lot of zombie games, eh? Technically even Minecraft.

But you know what? Zombies still have some life in them. If these upcoming games are actually fun, I say bring them on. I just signed up for The War Z’s beta, so we’ll see how that goes.

Exploitgate 2012

If you haven’t already heard, there was an exploit discovered in Diablo 3 that allowed Wizards to become invincible, permanently. By “discovered,” I mean formally discovered, since there was a Youtube video uploaded June 22nd ostensively showing the same thing. As in, this exploit has been active for at least a full month.

And it was not even something super-complicated. From the Kotaku article:

Step 1: Select Teleport – Fracture. Bind it to a key
Step 2: Select Archon, tested with Improved Archon
Step 3: Hover your mouse over or near your charcter
Step 4: Press Teleport
Step 5: QUICKLY(!) Press Archon

Blizzard has since pushed a hotfix to plug the hole, complete with rolling restarts, yadda yadda. Of course, the Wizard hotfix did not fix the Barbarian exploit that allowed them to gain +8% of their HP with every attack. That process is pretty simple too:

1. Have Furious Charge with Dreadnought Rune
2. Charge into opening cinematic (before it begins)

Now, if you are like me and played with/as a Barbarian, you might be wondering how that sort of life gain is even considered an exploit – Barbarians gaining insane amounts of life back and breezing through Inferno has always appeared to be the class Working As Intended™. But then, Kripparrian made a Youtube video that was all “Yo dawg, I heard you like exploits, so I put an exploit in your exploit.”

Honestly, his Jay Wilson joke is probably better than mine. And so are these.

There are a lot of different directions the resulting narrative can go – should we start postulating about the economic damage generated by these exploits, or what happens to one’s Battle.net balance when banned? – but beyond the delicious embarrassment of it all, what can honestly be said that was not already predicted months before the game was even released? Everyone knew there would be exploits. Everyone knew the existence of a cash-shop makes exploits worse. And here we are.

It does make me slightly nostalgic for WoW, though. Remember when exploits were more whimsical? You had your cutting-edge hardcore raiding guilds with their Saronite Bombs and trash mob buffs from other boss rooms. You had have your Mining bots teleporting under the ground and dumping 400+ stacks of ore on the AH with 12-hour auctions nearly below vendor price. Maybe some people sneaking through the Arathi Basin gates before the start put a damper on things, but it was only really terrible if AB was the random daily that day.

This Diablo 3 thing, though? Good lord. Nothing like knowing someone else probably made off with $1000 in drops by trivializing the content you are smashing your face into, to take the wind out of your sails. Hell, any one of us might have bought an item from them. If I hadn’t already stopped playing, I would at this sort of news.