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The Problem With Romance
I normally play female characters in videogames despite being a guy in real life. Part of the reason is I find women more aesthetically pleasing. Part of the reason is cold pragmatism – if there is no strict game difference, why not choose the gender that typically gives you ability to seduce NPCs, receive gifts/attention from others (in MMOs), and otherwise get the door held open?
The biggest part though, is that I find female characters inherently more interesting. A man is always expected to prove himself, both in games and real life. A man is supposed to stand up for himself, supposed to be the embodiment of chivalry, supposed to fight and die for what he believes in. Simply put, a man is expected to “be a man.”
Generally speaking, women are not expected to do such things. Oh, they are expected to quite a number of other things, sure. But to fight and kill and die? When I see a female character putting herself on the front lines, I always subconsciously wonder what it was in her life that drove her to that point. A tragic past? Is she striving to be the son her father wanted? Righteous vengeance? Men fight dragons and bandits and each other because it’s required, expected. Women fight those things out of choice. And choice is what makes stories interesting.
The problem I am increasingly running into is not really feeling comfortable with RPG romances, playing as a female toon. For example, my machinations trying to get Alistair from Dragon Age: Origins in the sack as a female dwarf was perhaps the most embarrassing moment in videogaming for me. Partly because Christ, do I have to draw him a picture?, and partly because I expected Chris Hansen to walk out of the bushes in the middle of the cinematic.
And, well, having to help him [highlight to reveal spoiler] marry one chick and get a second one pregnant [/spoiler] wasn’t exactly the most inspiring of endings. Guys can be such assholes.
Simply skipping the romances is not an option: as I established yesterday, missing content of any nature is difficult enough for me. But more than just that, this is a issue for me because I also genuinely enjoy this “optional” content – deep, philosophical ruminations and high school-esque relationship angst hold equal (if not more) appeal. I live a mostly vicarious life; no deeper psychoanalysis required.
So what ends up happening, even in games wherein lesbian romances are possible, I end up playing a dude. In fact, my first character in Skyrim was a level 4 female Redguard before starting over once I realized there was marriage options… even though the “romance” consisted of 3-4 lines of text and one event. Hence, Leonidas.
In any event, I am curious to know how other people handle game romances. Do you ever play the opposite gender and hit up those romance options? Is it totally not a problem? I am also curious as to whether men have more of an issue with this than women. My default assumption is yes, based both on cultural norms and simply the history of gaming wherein most main characters are male and rescuing princess love interests. I could be completely wrong.
Either way, let me know in the comments.
I May Be Ruined
I am about ~15 hours into Mass Effect 2.
Everything is going swimmingly, although I am beginning to suspect (all) other games have been ruined for me in two very specific ways.
First, I am not sure I can go back to text boxes in RPGs anymore. It is not just about BioWare’s penchant for fully-voiced stories, it is about the equally gripping body language. Everyone has heard about the whole “93% of communication is nonverbal,” right? We are now at a point in game design when at least one company is capable of delivering on that 93% and I do not know if I can go back.
It isn’t just about the smiles, the winks, the nods, or the scare quotes by characters with only three fingers either. It is about the more subtle touches that keep my eyeballs glued to the story exposition. For example:
The asari bartender in the background facepalms when Conrad speaks the part about his wife buying the ticket. I actually had some difficulty taking that screenshot because the time between the background facepalm and the camera switching back to Shepard is less than a second – I had to redo that part of the conversation twice to get the shot.
Think about that for a moment. Someone actually went through the trouble of programming a facepalm into a (presumably) throwaway, non-required dialog option, with less than a second of screentime. Understated is an… er, understatement.
Going back to strict text and using my imagination to fill in the blanks? I am not quite sure it will feel the same knowing that the blanks are literal blanks; unless the developers clearly make up for it in other areas of the game, I suspect I will recognize the gaps as deficiencies rather than “imagination opportunities.”
The second way I have been ruined actually came via The Witcher, and is very clearly manifesting itself in Mass Effect 2. Specifically, I now believe I can and should be able to romance anyone and everyone, simultaneously.
I first noticed this tendency when I was flirting with the ship psychiatrist – whom should really know better – and became nervous that things might get out of hand before the entire playing field became available, so to speak. This was not a problem in The Witcher; in fact, you typically only had a single opportunity for “romance” at any given time, so it was a series of all or nothing encounters.
To be honest, this probably has more to do with my methodical nature in gaming than anything else. The baseline assumption I operate on is that I will only ever play a game once – I am looking to maximize my fun, not fill time, and 2nd playthroughs almost always lose out to the dozens of other games available. Ironically, this leads to counter-intuitive game behavior wherein I suck the very marrow out of a game’s bones, completing every sidequest and bonus mission long after such things have ceased being fun and/or make sense to do. Exploring every planet in every system cluster in Mass Effect 1, running Miscellaneous quests in Skyrim as a level 54 character with 100k+ gold, and so on.
As you might suspect, mutually exclusive romance options present a certain difficulty to me.
I do have a residual desire to play ME1&2 again as FemShep, which I would have done originally if not for the availability of romance options at all (that’s another post). The ideal romance scenario would be the “Deus Ex ending” one, wherein you could save right before the critical choice and I could reload to see each outcome. I am getting the impression that this is not how things will shake out.
Youtube exists, but it is just not the same.
What’s In a Name?
As a general rule, I try and remain as aloof as possible. It’s partly a defense mechanism against the eldritch machinations of an uncaring, absurd universe. But it is also somewhat necessary in an age wherein marketing departments have weaponized hype and doublespeak like “value-added” as if they are doing consumers any favors. In other words: wish in one hand, shit in the other, and see which fills up first.
Enter Guild Wars 2.
I signed up for the Beta like everyone else, with a current disposition of extreme skepticism. And I still am extremely skeptical. Will it “save” MMOs? Doubt it… assuming MMOs need saving at all. Is the holy trinity dead? As this BFF Report clearly shows, no, not in the sense that there will not be a guy who primarily tanks, someone who heals, etc. Even the whole “freeform” questing bit (which you can also see earlier in the BFF Report) does not necessarily move the needle, as a gamer who responds to ostensive purpose, no matter how flimsy said purpose may be in the abstract. Cave full of kobolds? Who cares? Oh, farmer Joe cares, because the kobolds are stealing the pumpkins? Let me go solve that for you.
That being said, I have been keeping up with the game, reading interviews, and so on. And what I am finding is that the little things are moving the needle all over the damn place. For example, here is Mike Ferguson’s Q&A response on a Reddit AMA interview:
Q: We all saw that enemy players are currently listed as generic invaders, and some are turned off by that. Will there be a toggle option for showing our name if we want to?
A: There’s been a lot of discussion about seeing enemy names in WvW. While I certainly understand the reasoning behind the request to see enemy names, we are fairly firm about not showing names of the opposing teams. I think of it this way, in a war people dont introduce themselves before trying to kill each other. When you are fighting in the mists for your world, you are in the middle of a giant war against two opposing forces who want nothing more than to take everything you own and kill you as many times as they possibly can. That guy who just shot you is not Bob the Engineer, he’s the enemy.
Not showing enemy names in WvW also helps players that are less pvp-oriented feel less threatened about venturing into the battle because seeing enemies as anonymous ‘invaders’ creates a sense that opponents won’t be able to recognize them and pick on them because of their lack of skill in a fight, so they in turn feel more embolded to go out and fight in the first place. Not showing names also makes it so people can feel as if they can ‘hide’ in a fight if need be, but still be around to help out. That’s a pretty critical part of making WvW feel more inviting for people that would normally never think about playing PvP in any other game.
We’ve heard “I usually dont PvP, but I love WvW” again and again from people in our beta, so even though showing names might make for a more competitive pvp environment, we’d much rather create a game that is more welcoming for people that don’t normally play the more hardcore PvP games. If you want to see enemy names and get to know the community of people you are fighting against, competitive PvP is the place to get that sort of thing in Guild Wars 2. WvW is the place where you fight with your friends and show your might against a faceless never-ending horde of enemies. It’s not about taking names, it’s about taking back that tower and claiming it for your guild so it can wave your flag right in the enemies face!
…now that is interesting.
A lot of blogging space has been dedicated to examining the effects of, say, LFG on community culture. For the record, I believe the LFG culture (such as it is) in WoW is merely the natural expression of difficult, group-based daily activities minus the desperation.
But it is fascinating to think about the possible effects of a struggle against an intentionally nameless enemy in GW2. Would people really feel “safer” being anonymous in a wider war? I think Mike Ferguson is onto something. Imagine you are trying to take a tower from a single defender, but he keeps killing you. In my own WoW experience, I feel the standard shame of defeat, but I also feel worse knowing that the defender can put a name to the face, so to speak. If we meet up somewhere else on the battlefield, he might recognize the fail paladin he defeated with ease earlier and go after me first. In my mind, that second possibility is worse than the initial defeat(s).
I know this happens because I did it all the time in WoW BGs. “Hey, there is that Boomkin made out of wet paper. Ha! Look at him run!” Inspiring dread ended up being a lot more entertaining than most of the BGs themselves. Indeed, one of the biggest draws of having a rogue was following someone around and Sapping them repeatedly, then watching their panicked, futile AoE dance afterwards. After they felt themselves safe, that’s when you kill them in a stunlock. Repeat until they just abandon their keyboard after the first Sap.
Take away the name, though? People could probably figure out that the Norn Elementalist who keeps trying to take the tower is the same player. I might even be wary of the nameless Mesmer defending said tower. But at the same time, perhaps we would care less. Perhaps it would make people more inclined to group with their own faction, since that this the only avenue of social recognition – you cannot be known and feared by your enemies, so you seek out the accolades of your server. Only your own team will ever know your name.
It is such a subtle, brilliant change that I cannot wait to see how it works. Not “if,” how.
Hero Academy
I have been playing Hero Academy for the last five hours or so, and I must say it’s one of the best iOS games I have ever played on my iPod. If you have never heard of it, basically it’s a turn-based tactical game that takes elements of both Final Fantasy Tactics and Magic: the Gathering and smashes them together. Now, obviously, it is not as deep as either of those, but I am as impressed thus far with Hero Academy as I was playing Plants Vs Zombies for the first time.
In that screenshot, there’s a mage, two priests, a special move scroll, and a potion in the player’s “hand” at the bottom, and 18 more “cards” in the deck. Each turn, you have five actions to: place a dude, use an item, equip an item, move a dude, or attack.
An archer in range of a target at the beginning of your turn? Feel free to lay down some pain with five attacks in a row. Or drop a priest, move two squares, heal your dead knight, have the knight attack (which pushes the target back a square), and then move the knight away. Equipment can be placed to increase physical/magic damage resistance or increase your attack, the special scrolls makes your next attack cause triple damage, potions offer remote healing/rezzing, certain squares on the ground can increase damage to the crystals or just in general, each unit has its own unique properties, and so on and so forth. Since you have no control over the “hand” that you draw, each fight ends up playing differently, especially if you happen to draw your faction’s uber-unit.
Did I mention this game is F2P?
At the moment, you can only use the humans for free; it costs $0.99 to buy the dark elves, and the recently released dwarf faction costs $1.99. Each faction has completely unique units with their own special properties. The dwarf priest, for example, can put up shields but otherwise heals poorly. There is a lot of nonsense you can buy in the shop – 100 Taunts is $4.99, which I believe is the most worthless cash shop item in the history of ever – but none of it affects the game beyond the factions (but they certainly appear balanced so far).
Anyway, if you want to challenge me, feel free to search for Azuriel. I’m 2-0 thus far, and out of the 15 simultaneous games I have running, I suspect another 7 have given up.
Or, perhaps, they aren’t playing iOS games at 3:45am on a Friday night. Either/or.
The Interview
I have perhaps the biggest interview of my life tomorrow – the kind of interview you spend $300 flying up to Chicago wearing a suit to attend – so it may be a few days before I get back to armchair game development. In commemoration of my finally “beating” Skyrim at 117 hours /played, please enjoy these Photoshops I threw together in the meantime.
I had intended to post Leonidas’ daily adventures when I first started, but that turned out to require spending time writing/’shoping when I could have been playing.
I still may put Leonidas to bed, so to speak, and there will be a formal review, of course. Beyond that though, I want need to wash my hands of Skyrim and move on with my life. Mass Effect 3 is coming, and I want to play ME2 before the spoilers get too ubiquitous.
Skyrim is a Bad MMO
Skyrim, of course, is not intended to be an MMO.
That said, as I sailed past 100 hours played and started finally running out of the “named quests,” I started thinking back to when a lot of bloggers were musing on a hypothetical Skyrim Online and how great that would be. As it turns out, there is not much imagination necessary: Skyrim really already emulates a lot of the standard sort of MMO tropes. And, perhaps ironically, some of Skyrim’s other qualities sort of demonstrate why such mechanics generally do not really work in MMOs.
Questing
Quests range from “Talk to this guy,” to “Collect 20 Nirnroot,” to “Kill the Bandit Leader in a nation with an inexplicable 10,000:1 bandit to honest citizen ratio.” While there are no exclamation points over peoples’ heads, each city is so densely packed with quest-givers that your minimap – if such thing existed – would be lit up like a Christmas tree. And just like with every quest in an MMO, you never get a sense that you are actually solving anything. Give the Blacksmith 10 Fire Salts to reheat his forge? He may greet you a little differently, but his “secret technique” results in no higher quality merchandise, no larger gold cap, no discounts.
Sidequests are sidequests, though, right? Well, to an extent. The problem is when there are more sidequests than main quests, or when the main quest is boring. At some point, you give the player enough freedom to hang themselves… and they do.
See, I have completely lost the Skyrim narrative. “What am I doing? Why do I care?” Helping a dude steal a horse is supposed to enrich the game world’s verisimilitude, I guess? If that is the case, it failed. The quests are so disjointed and arbitrary that I end up feeling like a dyslexic, ADD-addled coke-fiend with Tourettes, sputtering along countryside with an ever-increasing laundry list of chores. The situation really makes me appreciate all those otherwise lame zones in WoW, insofar as the quests actually lead somewhere or enriched the background of the zone.
Crafting
I have heard a lot of people lament the state of player crafting in MMOs, but again, Skyrim is a good case-in-point about where strong player crafting can lead to. Basically, I have not upgraded a single piece of gear in the last 40 hours of gameplay. Considering there is no such thing as quest XP, and I have more gold than I could ever possibly spend, the lack of possible gear upgrades essentially boils questing down to its base narrative components. Some hold up, most do not.
Short of the sandbox-esque nuclear option of destroying gear and/or permanent durability loss, I do not see a worthy payout for the costs of strong player crafting. I just completed a long questline to reconstruct a 1,000+ year old amulet whose power started a war and led to it being split into three parts and sealed away; the names of amulet keepers were to be forgotten under the pain of death. After finally reforging it, I held it in my hands and… oh, +30 to Health/Mana/Stamina? I created an amulet with +67 to Health and +40% extra Bow damage nearly 50 hours ago.
/vendor
While some of this can be mitigated in MMOs by making recipes rare, requiring special crafting materials from higher-level content (which is different than normal loot… how?), and so on, strong player crafting still seems to boil down to reducing or eliminating much of the incentive to quest. Perhaps that is indeed the entire point, eh? Moving away from designer quests and into “Spam Trade chat for an hour” player quests? That is fine to do, with the assumption that the game itself is either going full quest-less, or the quests that do exist are so ridiculously fun and exciting that they are intrinsically worth doing.
Pacing
Although this is not a formal review, if I had to sum up all of my problems with Skyrim in a single word, it would be “pacing.” There simply isn’t any. Even if the game revolves around doing what you want, pacing is important. I am level 51 and I can 2-shot dragons with my bow from stealth – the game is essentially over for me. And yet the main questline is not remotely near complete, nevermind the handful of other quests remaining. Yes, “I did this to myself.” If EVE gave every new player a Titan for completing the tutorial, those players would also be “doing it to themselves” for (ab)using it too.
Point being, it is the designers’ jobs to craft a well-paced game. I don’t care how sandbox your design is, I shouldn’t be allowed to break the game for myself. One of the great strengths of the themepark experience is exactly the derided “on rails” component: it will take you X days of Y quests to get Z gear. The bosses you face tomorrow will be stronger than the ones faced today. There will be a quantifiable reason to collect 10 bear asses.
After 100 hours of gameplay, clearly Skyrim is doing some things right. I have never taken more screenshots in my entire life, for example. Despite my character being completely broken, I still treat the world seriously (sneaking around when I could simply kill things straight-up) because it projects seriousness in most every scenario. But instead of making me pine for Skyrim Online, it does the opposite. I miss the strong narratives of Fallout 3 and New Vegas. I hated having to level through Burning Crusade content in WoW, but I hate tracking down 20 Nirnroots more.
Pacing is something to keep in mind when constructing your hypothetical sandbox or Impossible MMO. More options, more things to do, can actually result in less meaningful gameplay. Skyrim deserves its accolades, but it makes for a pretty bad MMO. And the changes necessary for Skyrim to be ported into the MMO world would, in fact, make it resemble nothing like its present state.
Bold and Spectacular… Server Merges?
This news is technically more than a week old, but there was a blue post made by Zarhym that really struck me as… well, read for yourself:
Having said all that, yesterday we discussed low-population and faction-imbalanced realms with our developers. They have some pretty bold and spectacular plans for addressing this in anticipation of implementing some of the features we plan to in Mists. I just don’t have a lot of information to share with you at this stage of programming and development.
My first reaction is in the title: bold and spectacular… server mergers? Assuming that is not what they are doing, well, what are they doing? What could they be doing?
I believe it was in a recent episode of The Instance that the hosts were talking about the concept of moving towards a server-less solution, or perhaps more accurately a “dynamic server” solution. We can imagine that instead of always logging onto Auchindoun or Earthen Ring or wherever, you simply log into a server. Once that server starts to fill towards capacity, people will start logging into a new server. This essentially eliminates low-pop and/or faction imbalanced servers entirely, aside from very last server booted up.
There are several obvious downsides to such a method. First, everything will be like LFD for servers; the likelihood of you making friends “in the wild” is severely diminished since you probably won’t ever see them again. A possible counter-measure would be to weight the system so that you are nearly guaranteed to be placed in the same “server” as people on your Friends List. Think that DK was a pretty cool guy when you were doing dailies? Add him to Friends, maybe see him again. What happens, though, if your Friends List network splits off to different servers based on their Friends Lists? Even if you make it possible to change servers through the UI or whatever, other issues crop up. For example, how will the AH be handled? One mega-AH, ruled by botters?
Aside from the dynamic server idea, I had the thought about simply moving towards LFR-ifying everything – not with queues, but with phasing. Imagine the following: you’re on a low-pop ghost town (i.e. Auchindoun), and you walk into Westfall for some alt questing. Instead of the place simply being dead, it is fairly vibrant… with people from other low-pop servers. Instead of an empty Auchindoun Westfall and an empty Dragonmaw Westfall, there is a kind of meta-Westfall that both servers share. Their AHs would remain separate, their Stormwinds would remain separate, their Tol Barads would remain separate, but any kind of dead zone would be shared. If a bunch of people congregated in Westfall for some reason, the servers could simply phase out the other side.
Or maybe “bold and spectacular plans” is simply LFD scenarios, or LFR Tol Barads.
All I know is that low-pop and/or imbalanced realms is a huge, systemic problem in two-faction games. In my four years, I never played on anything other than low-pop realms; any time I heard excitement over Sunwell-esque unlocking of vendors or world raid bosses or WG/TB-based PvP objectives, I always rolled my eyes. Those things do not work on Auchindoun, nor on many other servers. Fundamentally, you and I may as well be playing entirely different games.
If Mists is really focused on getting people out of cities and back into the world, Blizzard is going to have a big problem in low-pop realms when everyone is outside and they still can’t see each other.
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.






Post-Interview, and Diablo 3
Feb 23
Posted by Azuriel
The interview went… more or less okay.
For the curious, my interview in Chicago was for the JET Program; basically applying to teach English in Japan for a year (or more). I spent a semester in Japan during college, I want to go back, and we will all have to wait to see how it shakes out because results aren’t announced until April. If selected, I’d be in Japan by August. If not, it will be business as usual. In fact, considering this blog (and commenting on other blogs) is my only outlet for gaming discussion, it’d be business as usual anyway.
…okay, maybe business as usual. Let’s jump off that bridge when we come to it.
In other news, in catching up on Diablo 3 blue posts, I wanted to highlight two things:
In the near future, we’ll be implementing several changes to the posting limits and fees related to the beta version of the Diablo III auction house. Here’s a quick summary of what’s in store:
With the removal of the listing fee, players will no longer need to worry about whether they’re going to run out of free listings for the week. In addition, introducing a limit on the number of active auctions means players won’t feel as though they should be trying to sell everything they find, potentially flooding the auction house with unwanted items. Under this new system, players will only pay an auction house fee if and when an item actually sells. This has the main advantage of allowing players to try to sell their items risk-free. In addition, because the transaction fee is already baked into the price when an item is listed (as part of the minimum listing price), it’s no longer possible to be in a situation where you don’t have enough Battle.net Balance to list an item, forcing you to have to charge up your Balance just to attempt a sale. We think this will be a much cleaner process for selling items and will ultimately lead to a better experience when using the currency-based auction house. (source)
What I am finding curious is A) such fairly radical RMAH changes are being iterated on so late in development, and B) how there is now an effective floor price of (presumably) $1.50 for any given item, and C) holy shit, an 83% Blizzard cut of the profits on said floor prices. Even if you sell things at $5 or $10 a pop, that’s still 25% and 12.5% respectively.
I am beginning to wonder if these margins won’t start creating a space for the gray markets to move in – if you broker a “10 items for $10” outside the game, the customer saves $5 and the seller gets $7.50 more than they would have. Perhaps Blizzard doesn’t feel like people would bother with small sales? Easy typically trumps cheap, so who knows.
The other bit was this… unfortunate analogy by
CashiokBashiok:Now, there is certainly a tongue-in-cheek context to the quote and the thread it was responding to. Is Blizzard seriously trying to lower expectations as they scramble with radical 11th hour changes? I guess we will know for sure when it releases.
What is unfortunate is that I use Sixth Sense as a go-to example of why developer/director/artist worship is a bad idea. You see, Sixth Sense was a brilliant, brilliant film. It was also, based on the movies that proceeded it, a complete fluke. There simply is no reason to believe that a beloved whatever will continue creating quality content. I read bloggers casually throwing out “We will have to wait on Titan to move the genre forward” and arch an eyebrow. What makes you think Blizzard even knows why WoW was so popular? There isn’t some secret formula for quality gaming, and even if there were, what worked in 2004 doesn’t work the same in 2012.
Just ask Nintendo and the company that sold me Chess on my flip-phone for $5.99 how mobile gaming is treating them these days. Oh how things change.
Posted in Commentary, Diablo
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Tags: Diablo 3, Interview, RMAH, Sixth Sense