Dailies and “Bad Design”
There is a fascinating conversation going on in the General Forums right now with Daxxarri concerning daily quests and how they are “bad design.” This exchange in particular piqued my interest:
This is just a bad design. A game should not ask for daily commitment to enjoy what it has to offer.
[…] I get concerned when I see players throwing out words like ‘bad design’. Perhaps an individual dislikes a design choice, and that’s fine. We do our best, but World of Warcraft can’t be all things to all people, all the time. That said, making a value judgment about whether the design is ‘bad’ or not is not only un-constructive, but in the vast majority of the cases I’ve seen, such an assessment reveals that the design was not well understood to begin with.
Followed up later with:
That being said, why are you harping on the OP’s use of the term “bad design”?
Because language is important, and also, because it’s often used in the phrase, “That’s just bad design.” to justify why a mechanic or feature is undesirable to the poster in question. It presupposes the correctness of an opinion which may not, in fact, be correct. It also tells me nothing useful, except “I don’t like it”, but it makes, “I don’t like it.” sound more erudite, knowledgeable and sophisticated. It still boils down to, “I don’t like it.”, which isn’t particularly useful without a context.
Point taken, Daxxarri. I have deployed the “bad design” argument here and in comments elsewhere, using it as short-hand for “this feature isn’t catering to me.” It is an open question of whether I should be catered to, and at whose expense. Personally though, I vote for being catered to 100% of the time, everywhere.
This does raise the question of “What can be considered good design?” It would seem to me that we need to know the intention of a design before it could be judged good or bad. Without designers coming out and explaining intentions though, is there any real way to know? Are subscriptions and profit margins the only metrics that matter?
And the further complication for subscription-based MMOs, for me, is that I cannot trust the designers to not include time-sinking as one of the principle intentions of everything they do. Do patches really come out 8 months apart because it takes that long to polish… or because that extra month means millions more dollars at little extra cost? Did Blizzard really feel Molten Front was best paced at 35 straight days of dailies? Why not, say, 25 days?
All that aside, I do want to highlight the original statement again for your consideration:
A game should not ask for daily commitment to enjoy what it has to offer.
To be clear, the poster is talking about World of Warcraft, a Massively Multiplayer Online Role-Playing Game. And you know what? I think I agree with him.
Speaking of Rorschach Tests
Ghostcrawler made another community blog post about the Great Item Squish (or Not) of Pandaria. I read it, went “Yep, tis a pickle,” and moved on. Motstandet of That’s a Terrible Idea instead went on a bizarre rant:
Unquestioning and steadfast in their decisions, the WoW designers make seemingly contradictory choices. Why doesn’t GC want level 85’s to do higher level content? I could only assume it’s so players do the leveling “content” first. Yet they constantly assault the leveling game, […]
The article goes on, discussing various methods which could bandage WoW’s broken attribute system, and then he unloads this gem: “If your answer is that stat budgets don’t have to grow so much in order for players to still want the gear, our experience says otherwise.” Silly plebes with your naive remedies; I have data to dismiss your predictable suggestions!
Ignoring the arrogance, what metrics could they possibly have to discredit this simple solution?
I answered the post over there, but I think it is useful to talk about some of the underlying design issues of expansion-based themepark MMOs.
Design Issue 1: The “assault” on the leveling game.
The matter of pacing is of huge concern in videogame design. Even in single-player RPGs (or really any game), you still see the steady metering of items and abilities as the game progresses; going from Stone Sword –> Iron Sword –> Steel Sword and so on. I do not think I played even a FPS where I had access to all the guns in the game right off the bat. By handing out new guns or powers or abilities in a measured way, the player has time to focus on useful applications of said gun/power/ability before deciding which one(s) they want to use.
So given that, why does Blizzard continually assault the leveling game with patch notes such as “The amount of experience needed to gain levels 71 through 80 has been reduced by approximately 33%?” The issue is twofold.
First, look at the experience from a brand new player or even potential player perspective. The designers may have crafted the original WoW leveling experience to take an average of 300 hours to go from 1-60. In other words, the designers felt that 300 hours was a long enough journey to get to the endgame. When expansions are released though, an additional 50 hours is added to the leveling experience and the endgame moves farther along the timeline. Assuming that each expansion adds another 50 hours and no other changes were made, someone picking up all the WoW boxes would be staring at a 500 hour leveling wall come Mists of Pandaria.
So, assuming that 300 hours is a sweet-spot of sorts, it makes sense to truncate the leveling experience so that it always takes 300 hours to get to the endgame. The alternative of doing nothing means that all the commercial and word-of-mouth advertising would be concerning (endgame) content a new player would have to spend weeks and weeks getting to.
This is not to suggest there are not side-effects to XP reduction, such as out-leveling a zone before all the quests are complete. Then again, as long as the quests are sufficiently non-linear, why should anyone care? After all, skipped content adds to replayability. It is not entirely different from RPGs today with optional side-quests and how you can beat the game without being max level.
Second, and perhaps more importantly, one has to look at the experience from a veteran player perspective. I say “more importantly” because there are more ex-WoW players than WoW players, and thus more people who have already experienced the leveling content at least once. If I want to experience the endgame as a different class, each expansion makes the decision to roll an alt even more difficult – every hour I spend leveling an alt is an hour I potentially fall behind in progression (which is, incidentally, why it is useful to have diminishing returns and plateaus). While it is important to pace the game for new players, it makes less sense to do so for players who already learned all the lessons a slow pace was designed to encourage. I may not have ever played a druid, but I played a rogue, a warrior, and a shaman, so pacing things like I have no idea how to move around simply makes me bored and impatient.
So why doesn’t Blizzard simply make a Death Knight option (starting at level 55) for all classes? Good question. I wish they would. Heirlooms were a rather brilliant “solution” insofar as they took something they were going to do anyway – reducing XP required – and then made you spend time buying them, rather than getting them for free. That being said, from a business standpoint there is still probably value for them to have me spend 20+ hours leveling up as that is time spent in-game in those leveling ranges, making things there a little less of a ghost town.
Design Issue 2: Why not just have flatter progression?
Well, if you noticed, Blizzard is kinda doing this already. The standard ilevel upgrade between tiers used to be 13 ilevels, but now it is closer to 7 ilevels. Moreover, Blizzard combined 25m and 10m gear, so that instead of four tiers between raids, there are only two.
The problem with flatter progression is that it, in effect, removes “content.” To understand this point, let us all acknowledge what really is going on under a random loot system: the loot is random so as to give you a reason to beat a boss more than once. If the boss had “smart loot” that only dropped items tailored to the raid who defeated it, that raid would have less reasons to kill that boss week after week. As long as you continue to care about the loot a boss has, that boss remains legitimate “content” to you. I keep putting air quotes around the word “content,” because let’s face it, in every other scenario the only reason you would want to kill the same boss again is if it was fun to do so.
Another issue is when there simply is not enough of difference between gear to matter… or when older items are better. Spending weeks on a boss to gain +2 Strength is not my idea of a productive use of my free time, even if objectively there is no difference between that and +20 Strength. The way something feels is as important (if not more so) than the objective measure. There is a good reason why things are priced at $9.99 instead of $10, after all.
Flatter progression though also leads to those scenarios in which older items were strictly better than newer ones. Before relics were changed to be stat sticks, the Holy paladin Libram of Renewal reduced the mana cost of Holy Light by 113. That relic was available from the beginning vendors in T7 content and ended up being Best-in-Slot for (nearly?) the entire expansion. And yet Blizzard designed and itemized Holy paladin librams for T8, T9, and T10. If you used those, you were actually doing it wrong. And while new paladins could always just buy the T7 libram, there were situations in WoW’s past where an older item remained BiS (Dragonspine Trophy) and basically led to people farming obsolete content for years. That is not my particular idea of a good time, especially when you were basically farming an item for just a handful of people.
The Design Solution: Business (Mostly) As Usual
To be honest, I don’t think there is much different that Blizzard should have done. There were missteps for sure, such as when they introduced hardmode raiding in the middle of Wrath and had itemization quickly spiral out of control. But from a player experience, I was very grateful that my having Lich King loot did not trivialize Cataclysm leveling content the same way my having TBC gear left me slogging through hundreds of Northrend quests with zero upgrades. I can empathize with people who have all their hard work rendered moot each expansion/tier, but I also believe that the alternative is worse.
If Sisyphus had to look at the entire mountain each time instead of just focusing on pushing the boulder, I don’t think he’d ever make it to the top.
That being said, there shouldn’t be an issue with Blizzard introducing an option to slow down leveling much like they have an option to currently turn off XP gain entirely. And I would also like to see a Hero Class solution for veterans, possibly via the Cash Shop.
Hardcore Causality
The perennial semantic debate of the Hardcore vs Casual descriptors has reared its zombie horse head again, and it amuses me somewhat seeing the Rorschach results. My own take?
Casual and hardcore relate to the seriousness in which an activity is undertaken.
Length of time has nothing to do with it: as is frequently mentioned, top-tier raiders can clear 7/7 heroic Firelands in 2 hours and then not play at all for the rest of the week. Compare that to someone who levels alts or otherwise plays for 50 hours a week.
Of course, “seriousness” is somewhat subjective. Then again, there are a few objective metrics in which I believe can determine (arbitrary) positions on the seriousness scale. For example:
- Read forums or Wiki pages. +1 seriousness
- Posts on forums. +1 seriousness.
- Download mods or external programs. +3 seriousness
- Ignored phone calls in middle of the game. +3 seriousness
- Schedule your real-life around in-game events. +5 seriousness
It is important to note that while raiding (agreeing to log in at 7pm on Thursday) does not automatically make you hardcore, it is certainly more hardcore than someone who does not seriously consider convincing their other friends to move Poker Night to Wednesdays so they can make Thursday raid night.
The design of the games themselves absolutely has an impact on seriousness too. To be sure, human beings are 100% capable of making otherwise casual activities the most hardcore thing imaginable – stamp collecting, Lego models, Chess, and so on. However, the nature of the game can also lend itself to being taken more seriously. The difficulty of raiding, for example, is such that a random group of ten people thrown together is not likely to achieve success.¹ That encourages people to schedule play sessions; the social ties generated thereby encourages structuring your IRL commitments around game time instead of vice versa. I absolutely know people that asked for Tuesdays off from their retail work because, well, raids reset on Tuesdays and you would let the team down if you don’t show up.
Difficulty and social ties aren’t the only game designs that skew people towards hardcore-ness. Sometimes the game makes it hard to reasonably progress without a minimum amount of sunk time. I have been playing The Binding of Isaac recently, for example, and much as other roguelike games you cannot Save and quit, death is permanent, and so on; there is literally no point in playing The Binding of Isaac for 10 minutes, because you cannot beat the game, you cannot unlock anything, you cannot really do anything of value. Games based on Checkpoints such as Far Cry 1 also fall into this mode.
I know I mentioned time spent playing is irrelevant, but here is the nuance: if you know you need at least an hour free to get anywhere in the game, and you chose to continue playing, you are more apt to start rearranging your real life around the game life. I am not saying life rearrangement is bad or ridiculous – I do it all the time – but it does indicate you are more of a hardcore player of said game. Compare that with Angry Birds or Plants Vs Zombies or Red Remover which I play only when I am sitting around in a doctor office or at the DMV or wherever and I immediately turn it off when I am no longer waiting.
In any case, that is my contribution to the field of loaded verbiage.
In regards to the topic at large, i.e. for whom was the leveling game changed, I would suggest that leveling was indeed made faster for the hardcore. However, I would NOT agree that this somehow makes the game less casual-friendly. The boredom of disaffected veterans is not analogous to a brand new player of the game – I cannot imagine someone with zero WoW experience complaining about or even recognizing leveling “too fast” or the game being “too easy.” Indeed, a new player more than likely died several times before level 10 and then spends the remaining 75 levels being overly cautious. Or being skilled enough to recognize the lack of danger, which indicates they would have been bored no matter which way leveling was designed.
And besides: the more quests and zones that are skipped on the way to the level cap, simply means the more replayable content exists, right?
¹ We’ll see how Looking For Raid works out, eh?
John LaGrave Interview
At the tail end of the Instance’s #250 podcast (The Panda Reality Distortion Field), there was an interview of Blizzard’s John LaGrave, Senior Game Producer, with Scott Johnson and Veronica Belmont. Much like I have done in the past, I extracted that particular interview and posted the full 23-minutes on Youtube for posterity.
Some of the more interesting questions/responses:
Q: […] So what do you say to those just seeing the Kung-Fu Panda style of it right now and not getting the nitty-gritty details that we are all hearing at the conference? What do you say to ease their fears of …
A. Sure, sure, sure. Of course we rely on you guys to give your impressions of what you’re seeing here at the conference, and let them know the starting experience isn’t particularly one… [of that] overly-influencing movie, if you will. What I say is “give us a shot.” Look at what the press is going to say, look at what we’re going to do, look at what we’re going to do through the beta and evaluate on your own.
I mean, what we try to do in Blizzard development is take something we think is going to be awesome, something fun, and make it our own. Make it cool. And that’s our goal here. We’re not trying to make that movie. We’re not trying to make Drunken Master. We’re not trying to do that. What we’re trying is to take elements we like from that, improve upon those and make them our own. And that’s it.
So I would say look at what the press has to say about it overall, and know that if there are aspects that you don’t like… honestly, it’s probably going to change.
Q: […] This [new expansion] feels like we can breathe a little bit. A little bit of “ahhh, I can take some green tea.” […] From a development side, did you guys see it as a way to shift tone in a way that is significant but still shifting tone that way?
A: […] It gets back to what we did and what was awesome about Classic, which was: when you walked into a world you didn’t know about. All you really knew was if you played some of the original Warcraft; you had some notion of Orcs vs Humans, and it’s Horde vs Alliance. And we’re getting back to that theme. […]
Q: Is there any kind of imperative [concerning mods/websites] of wanting to reign them in, or is it more of an inspiration? (paraphrasing)
A: We’ve looked a mods and went “That’s a great mod, why aren’t we doing that?” […] Quest Helper and Outfitter […] we literally looked at that stuff and went “Yeah, we’re retarded for not doing this. We got to do this; this is a great thing.”
There was a rather large, but interesting section about pet battles I didn’t want to transcribe because, well, it’s a lot of text. It starts around the 16 minute mark and it is described as “one of the most complex things we’re ever putting into the game.” Towards the end, John mentions he’s a huge Civ nut, if that makes you feel any better.
Q: […] Is it to the point now where you guys say “Yeah, 90 levels, yeah you probably seen a lot of this content before, but it has been a while now for a lot of you so 1-90 isn’t going to seem like the work you think it is. You’re actually going to enjoy yourselves.” Was there that thought, maybe?
A: It’s an interesting thought… I must say that we don’t have that thought. But totally valid. One of the things we like about having that neutral race and making that decision is…
When we first made WoW, you know, there was an expectation that you were a pretty savvy MMO player, like that you had played EverQuest, or you played Ultima Online, that you were really familiar with that notion of what an MMO was. And we were also expecting that you mostly knew a Blizzard game.
As we have gotten into a broader and broader spectrum of appeal, yeah, there are a lot of people coming fairly naive into it. And they don’t know Horde and Alliance, what those are and what those mean. And literally being able to play that experience and then as you play through you get more and more information about Horde and Alliance, and making that decision informed as opposed to blind. Yeah, we think that will be a more interesting and better playstyle too.
While trying to figure out what John’s job title was, I found a bevy of other interviews from BlizzCons past. Here’s John a few months before Cataclym’s launch when they undoubtedly knew Pandaren were coming. Here’s an interesting video interview during BlizzCon 2010, but again before Cataclysm – he talks about how raiding was designed for the hardcore in Classic, then how it was made easier via training and equiping players better, and then about how Cataclysm will be much more difficult. Kinda funny given how that played out, eh? Finally, another pre-Cata print interview that has this bit in it:
Gameplanet: And you’ll be going for that “bite-sized raiding” philosophy? We can expect it to be smaller?
Lagrave: Yeah, certainly. In the past with things like Naxxaramas back in patch 1.12 – way, way back then – we were all about making enormous dungeons, right? And the idea was to spend a lot of time going through it, and we “winged” them so that it would be easier to do. You could go through one after the other. Now we want to acknowledge – and we recognise the fact – that raiding styles have changed. People want to go through about three hours of content in a night, maybe even call it quits for the week. So yes, definitely, it is more “bite sized” and that’s just the way the MMO genre has changed.
Just thought a lot of this was somewhat topical given all the recent blog discussion about WoW getting more casual vs more hardcore vs whatever else.
I think listening to these designers definitely gives you a different impression of the process of game design going on than perhaps you get just from internet debates. For example, I think there is no doubt WoW 1.0 was made for a different audience than WoW 3.0 – LaGrave came out and talked about how, essentially, WoW was originally designed as a niche title for people already familiar with EverQuest and Blizzard games.
That being said, I absolutely do not get the impression that these designers approach the WoW as we know it as “catering to the lowest common denominator” or “dumbing down the game” or anything like that. The impression that I get is that these designers would have launched the game as we know it today with its breezy leveling and integrated Quest Helper and so on if they had the technology and knowledge back in 2004 that WoW was going to be as successful as it was. In other words, the game in 2004 was shaped by whose population they were trying to lure away (EverQuest/Ultima), and not what they imagined WoW to be necessarily.
Indie Game Alert
I cannot imagine anyone reading this wouldn’t already know, but in case you haven’t checked:
- Bastion is the mid-week Steam madness sale. $7.49 (down from $15)
- New Humble Bundle is up, now with The Binding of Isaac as a bonus.
As previously mentioned, Bastion is top-quality material.
Character Customization Through Talents
I was really going to leave the talent discussion alone, it being “old news” by now and my having already presented my case. But I keep coming across what seems historical revisionism of sorts when it came to early WoW talents and the number of actually legitimate customization options available. Take, for instance, this passage over at The Babbling Gamer:
[…] When I first played WoW back in 2005, it’s biggest selling point for me was the talent system. It allowed far more character customization than most MMOs out at the time. I tried all sorts of things. I tinkered. I had fun. The Burning Crusade felt like a solid improvement on it. I played with lots of sub-optimal specs, trying to find the one that was the most fun. I don’t min/max for effectivity, I min/max for enjoyability. I don’t care if spec A does 10% more damage while spamming one spell over and over than my spec B complex rotation of silly abilities and half-working synergies. I don’t care that I hardly ever use that heal I spent talent points to get and could be doing more damage without. […]
After some digging around Google, I actually found a website that has functioning TBC v2.01 talent calculators. Booting up the Retribution tree and seeing Crusader Strike as the 41-point talent really takes me back… to a time where I apparently enjoyed auto-attacking my balls with a hammer. And 61 talent points to spend! Those will sure come handy… in filling out all these 5-point talent sinks. You see, leveling up and getting a new talent point is fun. Putting said talent point into Rank 3 Conviction (+1% crit rate, 5 ranks) is at no point whatsoever fun.
So with that in mind, I decided to look at the various class trees and basically remove every talent that did NOT change your gameplay in any possible way. Here are some of the results:
How about the mage?
The rubric I used to determine whether a talent changed your gameplay was pretty simple:
- The talent added a button to your hotbar; or
- The talent changed the way you used a button already on your hotbar.
The paladin case was fairly straight-forward: cooldowns, buffs, and abilities only. Then again, paladins have a lot of bleed-over utility that eventually resulted in the “one-man army” effect of Retribution in early Wrath.
The mage tree was a little less straight-forward. For example, I left Improved Counterspell up because it changed Counterspell from a button you only should push at a certain moment (when the target is casting), to a button that could be cast strategically (to deny spellcasting at certain moments). I left Improved Scorch open because the talent makes you actually include Scorch in your rotation to keep up a vital (raid) debuff, changing your gameplay. Likewise, I left Frostbite open even though it simply gives some of your spells a 15% chance to Freeze (root) your target, because that interrupts your normal spell rotation; instead of just chain-casting Frostbolt, when Frostbite procs you’re encouraged to do a Shatter combo of firing an Ice Lance with a Frostbolt in the air. You may or may not have noticed, but Shatter itself I left covered as a talent sink – even if Shatter did not exist, the damage/time limit of a Frostbite proc would still encourage the Frostbolt/Ice Lance combo. Shatter simply increases the potential damage, just like the overwhelming majority of all the talents in TBC trees.
A question arises though: is choosing between damage talents not a choice? Well… yes and no. The easy answer is the one from the Extra Credits video, which is to say that a choice between +10% Frostbolt damage vs +10% Ice Lance damage is NOT a choice, but a calculation. A problem arose, however, when I considered these two talents from Fallout: New Vegas:
Granted, Fallout: New Vegas does not have a talent tree per se; it has a perk system. Every two levels you must choose a perk from an ever-expanding list however, so I consider that roughly analogous. So… is the Cowboy perk a choice or is it a calculation? I just agreed that choosing between +10% damage to two different spells is a calculation, and the Cowboy perk essentially gives me +25% damage to a small number of weapons. And yet I am inclined to say it is a legitimate choice. Why? I consider these sort of talents to be stylistic and/or identity choices. In a game with no formal classes, picking the Cowboy perk is the closest thing you can come to differing “specs” in Fallout. A Gatling laser handles a lot differently than a sniper rifle that handles a lot differently than a revolver. Likewise, an Arcane mage plays differently than a Fire mage that plays differently than a Frost mage.
So, going back to the Babbling Gamer quote, we can zero in on this part:
I don’t care if spec A does 10% more damage while spamming one spell over and over than my spec B complex rotation of silly abilities and half-working synergies.
What Warsyde has done is essentially used the old talent system to create an entirely new spec. Maybe create an Arcane mage that takes Ignite and casts Fireball instead of Arcane Blast with a little PoM-Pyro action in the wings? Warsyde did not actually mention any specific spec, but a Google searched turned up this gem of a EJ mage theorycraft thread started 10/16/06, talking about an Arcane/Frost hybrid mage grabbing both Spell Power (+50% crit damage) and Ice Shards (+100% crit damage with Frost spells). That sort of thing definitely would have got my juices flowing at the possibilities. So, yes, choices!
And yet… and yet… maybe not.
See, there was never any question that picking a specialization was a choice. And while the number of talents points available in TBC and the various positions in the trees allowed for the creation of “new” specs like the hybrid Arc/Fire or Arc/Frost mage, what were those hybrid specs really? A fire mage with PoM and Arcane Power, and a Frost mage with absurdly large Frostbolt crits, respectively. You were still basically a Fire mage or Frost mage with different activated abilities. And guess what Fire mages?
You can have your PoM-Pyro back.¹
In conclusion, the older WoW talent systems allowed space for unsupported hybrid specs to exist, but in actuality these hybrids were almost always simply normal specs using 1-2 different abilities; an outcome basically indistinguishable from the proposed plan in MoP. The rest of the talent choices, and arguably many of the hybridization ones, simply came down to calculations – Arc/Frost was created simply to abuse +crit damage talents, for example. The only real thing we are losing is the ability to gain a number every other level, and sink that number down into a hole.
And while Warsyde can choose between spamming one spell vs a complex rotation of silly abilities with vague (calculated!) synergy, so can a 0/0/0 mage. How complicated one’s rotation should be is definitely a choice, but not one you make with talents.
¹ Yes, I am aware of Hot Streak procs and their simulated PoM-Pyro-ness. It’s just not the same.
Interesting How That Works
As you may have noticed, I’m actually pretty fine with the direction of Mists of Pandaria, pandas in general, and sort of feeding off of the entirely ridiculous vocal reactions against the expansion. Kind of like the opposite of the following Nietzsche quote:
“In every party there is one who through his all too credulous avowal of the party’s principles incites the others to apostasy.”
-Nietzsche, Human, all too Human
In other words, when you come across people who are so vehemently opposed to something (for seemingly irrational reasons), I for one have a subconscious tendency to moderate the behavior by adopting the opposite reaction. For example, I consider myself fairly liberal, but occasionally when I read some of the absurdly reactionary bullshit of other liberals, I suddenly find myself on the other side of the aisle. There is a story about how a police officer shot a dog, and it was presented to me as “If you aren’t upset, you aren’t paying attention. I don’t want my tax dollars supporting this:” followed by a picture of the officer and the dog. Queue a /facepalm.
That being said, after watching the latest episode of Legendary on Tankspot/Gamebreaker.tv, I finally got to see how Mists of Pandaria was actually introduced at BlizzCon. The following Youtube of the actual event is perhaps the most painful thing I have ever seen:
Instead of watching the whole thing, you can skip to 2:30 when it really gets painfully overdone.
Guys, it’s just possible that the curious race we’re going to meet in this mystic land, may just teach us a thing or two about who we are, and why we fight.
I think I hurt the muscles in my neck from having cringed so goddamn hard at the above quote. If anyone’s reaction against Mist of Pandaria is based on having watched that video, you have my full blessings to have gone (and continuing to go) ape-shit over the internet.
I am still fine with the expansion, for the record, but it was clear from the video and overall presentation on how cognizant Blizzard was that people would be upset about a “direction shift.” And in being cognizant of possible negative reactions, Blizzard legitimized them. I believe the expansion would have gone over a lot better if they did not draw so much of a contrast between what came before and what was on the horizon. Don’t remind people of all the outlandish sequel escalation that they have experienced over the last 5-6 years, especially when said escalation had definitive bad guys on the box.
And more importantly, if the Horde/Alliance war is going to heat up, put that in the goddamn teaser trailer. As in, Theramore in flames, Alliance soldiers on the march, something, anything. We know Pandaria will be turned into a fantasy Vietnam, with two superpowers parachuting in to bring a little heat to the otherwise Cold War. The whole Horde and Alliance war is amazingly keyed up, and gets the blood pumping in a way fairly unique in the history of opposing faction gameplay – that linked thread is 177 pages long with ~4000 posts. Put that front and center, and you’d likely find people more amicable to the idea of pandas being srs bsns.
Conquest from World PvP?
So the Blizzard LiveBlogging Q&A thing happened. Check out the transcript if you like. There was a lot of filler, but there was also some (panda) meat:
Comment From Eldacar
At Blizzcon Tom Chilton mentioned possible incentives for raiding enemy towns to encourage world PVP in mists, can Greg or Cory elaborate on this at all?Mumper:
In regards to extra rewards for world pvp, we are contemplating the idea of increasing players conquest point caps by an extra 10-15%.
I am assuming they mean contemplating about the Conquest Cap being increased by 10-15% for just killing players in the world – and by extension, that world PvP kills will award Conquest points. If it is going to be possible to hit the Conquest Cap for just killing players in the world, sweet chocolate Christ you may want to evacuate PvP servers before the server transfer queue hits 14 days.
I am one of those players who chose PvP servers because I enjoyed the tension while leveling, and how it created meaningful cross-faction interaction. That is to say, if I saw a Horde out while in the world, there was something of a ritual taking place. We both would stop immediately, look towards each other, try to gauge intentions. Then I would do /wave. He would do /wave. We had exchanged something there, something tangible; an admission of mutual respect. “Even though I am trained to kill your kind, I am choosing not to. I cede to your sovereignty, if you cede to mine.” Those same actions might have occurred on a PvE server, but they wouldn’t mean anything.
Of course, those interactions were pretty rare. Auchindoun-US had a 3:1 Horde ratio for the longest time, so 95% of the encounters were attempted ganks (“attempted” because I quest as Ret in PvP gear, yo). Or outright griefing during holiday events, expansion releases, or in new patch content. When the Molten Front dailies and the Thrall quest came out, Alliance couldn’t reliably complete them for the first three days. I don’t have much taste for PvP servers anymore, so if I ever came back it would be rerolling/transfering to a PvE one.
Anyway, it is not confirmed or anything, but Conquest points from world PvP kills would solve world PvP pretty much overnight.
Comment From Guest
Hey there. Will Pandaria have a new Dalaran like city or will we be using the ones already existing ingame?Mumper:
We will have separate player hubs for both the Horde and Alliance on Pandaria. Separate hubs means we do not have to make them sanctuary and will encourage world PVP. These hubs will have access to an AH, Bank and general vendors. Valor, conquest, profession and faction vendors will be scattered around the world to encourage travel.
Comment From Kubus
One of the current issues discouraging World pvp is the presence of highly overpowered guards around cities and hubs, 1-shotting anyone who engages in pvp. How will this be in MoP?Mumper:
We know this is an issue in the current game and we plan to address it in Mists. We want to encourage world PVP, not make it a one-shot game for npc guards. This is one of the main reasons we decided to make two separate player hubs instead of a shared sanctuary.
And one more…
Comment From MattWedra
At Blizzcon it was mentioned that PvE Scenarios will be something that we will queue for…Will we be required to be in the area that the PvE Scenario will take place in order to queue, or will we be able to queue for them from the cities like we do for the Dungeon Finder. If they are instanced events how will this “get the players out into the world” other than standing around a specific area waiting for the queue to pop, or am I missing the idea?Mumper:
We are planning to only let players queue for scenarios from specific spots in the world (where the scenario is located), not in the cities. We want players out in the world, not spamming the queue button in cities.
This should be some welcome news to the “you kids better go play outside” proponents. Not only will the separated Alliance/Horde hubs increase the frequency of faction raids (assuming these hubs are set up correctly), you also have mass groups of players hanging out at various points in the world to queue up for Scenarios (and likely group with who they find there instead of LFD). And, of course, groups of people hanging around being mostly distracted will be juicy PvP targets. One of the best places for free kills back in TBC was near those PvP gear/charter NPCs out in Nagrand, or near the tier 6.5 vendor on QD, for example.
Honestly, how well any of this works will come down to whether Conquest is awarded for world PvP kills or not. If it’s just plain honor for kills like normal, I dunno how effective any of this will really be. Probably about as effective as Molten Front PvP… which is to say not very much at all.
Looking Back at Blizzcon 2010
Just for funsies, I took a trip down memory lane to see what kind of things were talked about in Blizzcon 2010. I planned to add in Blizzcon 2009 stuff as well, but apparently LiveBlogging was very popular that year and it turns out to be a pretty terrible format for coherent archives.
Blizzcon 2010 Open Q&A (source)
Q: Are there any plans to add a legendary dps dagger?
A: Not really. We don’t make legendaries often, so we try to make them useful for a lot more people. We decided on a staff yesterday by the way.
Q: Basically, I originally liked the idea you had about lowering the talents, but now I really hate the fact there is no uniqueness anymore, everyone is the same number/combo of talents atm are you ever going to extend it again for more options?
A: Do you think the specs in the deeper trees were very different from each other? They weren’t. It’s a new design, the last 10 points are the most exciting ones to spend, we’ll see what specs develop. hopefully we can tweak things. There were cookie cutter specs before this change, and there probably will be some for this as well.
Q: With the existance of Pandarens being hinted at, are Pandarens still being excluded away?
A: I don’t see them flying out of the cracks.. we’ll see. They’re a super cool race and an awesome concept, maybe we’ll see them in the future. We’ll see.
Q: Any better plans to integrate the TBC races into the lore?
A: We’ve kinda failed at bringing Draenei into the wow culture, we tried to do it more in Cataclysm. We’re not there yet but it’s better.
Q: About the balance between horde and alliance characters, now I have to level up all my chars, it’s gonna be 20 vs 100 horde fighting.
A: We just need a better battlecry for the alliance, its definitely something we are keeping an eye on, it’s just the psychology of the coolness of the horde that makes them more popular, making the allies be proud of them being allies is a thing to solve in the long run.
Blizzcon 2010 Quest & Lore Panel (source)
Q: Will we ever see a redemption or resurrection of Illidan as a Character?
A: BOY DO I WANT TO DO THAT. That’d be badass. I don’t think anyone at all has ever talked about that. But I love that shit. I’m a sucker for a good redemption story. Except Arthas. Not Arthas. He’s dead.
[Note: From Blizzcon 2011:
Q: What happened to Arthas’s body? What happened to Illidan’s body? What about Kael’thas?
A: It is likely we will bring Illidan back, not so much for Kael’thas, he already had his come back. Arthas’s body is somewhere but we don’t really know where.]




The Future is Steam-y
Oct 29
Posted by Azuriel
Oh, Steam. You and your crack-pushing holiday deals.
14 games for $38.
Notable items not on that receipt:
Incidentally, you may or may not have heard of IndieRoyale. It’s basically like the Humble Bundle, minus the charity – the game bundles start at $1.99 and go up 1 penny in price each time someone buys the minimum (and goes down if they pay more). The games currently up are Ares: Extinction Agenda, Gemini Rue, Sanctum, and Nimbus. I bought mine for $2.70, and the currently price as of this writing is $3.89 (and it looks like it spiked to $6 yesterday).
I honestly cannot imagine ever going back to buying games at Wal-Mart of Gamestop or other such places. Maybe if I was more of a console gamer? But I absolutely see this as the future.
Posted in Commentary
3 Comments
Tags: IndieRoyale, Steam