Quick Update: BlizzCon
In this interview, the last question was:
Q: Will the team address faction imbalance on realms?
A: The new WPVP system will solve a lot of these issues as sharding technology will place you into shards with others who have opted into WPVP.
So there you have it. World PvP in WoW’s next expansion won’t quite be as dead as suspected, although the lines between what constitutes “world” is becoming quite blurry. It will also be quite interesting to see what becomes of gankers when they are suddenly thrown into the same waters as other gankers.
Nevertheless, I can still see a carrot existing for the otherwise carebear player. Presumably, these “PvP shards” will be less populated, which might make finding and claiming those rare spawns just a bit easier. Or, you know, even scaring/killing off the competition.
Impressions: BlizzCon Day 1
Well, now. I didn’t really see this coming.
The biggest news of the day, based on Reddit traffic, was clearly Blizzard’s teasing of WoW Classic. As in, they are actually making a vanilla server. Everything is still in development, so it’s technically possible that it won’t actually happen, but that would be pretty embarrassing given that they spent time on stage and even created a video about it. Important details such as cost and which patch stage they will be basing it on are still unknown – based on “server” language though, it’s possible it will just be, well, a server option in your normal WoW subscription.
Some people will undoubtedly be overjoyed. None will probably play a paladin.
In other news, the next expansion in WoW Prime will be… err…

Uhh…
Now, I’m sure there be a lot of people excited for WarCraft to get back to “roots” as a Red vs Blue RTS trope, but this is literally the most generic title and expansion theme they could have done. Sequel Escalation can be difficult to manage when there is no formal end planned – there are only a few more tricks Blizzard can pull once the Burning Legion itself is extinguished – but… this? “Battle for Azeroth” is something you write on a whiteboard with an underline, to denote that a series of actual title ideas will follow. Is this what people felt like almost exactly six years ago when Mists of Pandaria was revealed?
Looking at the MMO-Champ coverage, about the most interesting set of bullet points were:
World PVP
- The PvP vs PvE server division is going away, replaced by an individual toggle. You can choose if you want to opt in to PvP or not when you are in town. Players that feel trapped on PvP servers have a way out. This opens up the game to changing and improving the world PvP ruleset.
- New content like bounty hunting or assassination quests will become an option.
- There will be bonuses to experience, reputation and other things when you are questing with PvP mode enabled to offset the inefficiency.
This is almost a complete game-changer for me. And probably anyone else trapped on an imbalanced PvP server. My primary server at this point is actually heavily skewed to the Alliance, but that just makes the Horde I do encounter especially surly while leveling. Or, you know, when faceless Cross-Realm hit-squads phase into your area. Now that problem is permanently solved.
It also, rather cleverly, creates world PvP hotzones with the carrot of increased Reputation (etc) gains. You could argue that these Reputation-farming zones would already be hot in a normal, always-on PvP server, and you would be correct. But now everyone there would be consensually engaging in (or preparing for) PvP, likely putting up more of a sport of it. And since the change in flagging requires one to be inside a town, you avoid opportunistic ganking, and presumably accidental flagging in the same design. Win-win.
There will be more to talk about in the coming days, I’m sure, but those are my first impressions.
Matchmaker, Matchmaker
Often unnoticed, but never unfelt, matchmaking in multiplayer games forms the invisible core of our gaming experience. In the old days, happenstance determined the characteristics of our neighbors. Maybe one server was labeled “Recommended,” but for the most part players were left to their own devices. If you were lucky, you might discover that mythical “Good Server” which featured players with similar skill levels as yourself. If not, perhaps there was some means of at least balancing the teams occasionally, by forced shuffling or similar. Otherwise, players were left to “self-deport.”
Automated matchmaking has been around for a long time now; long enough to demonstrate both its virtues and its vices. The virtue is, of course, being intelligently matched based on a whole raft of heuristics. The vice meanwhile… is being maliciously matched based on those same heuristics. Gevlon has long warned about overt rigging of games for monetary profit, but we have truly crossed the Rubicon when Activision itself has submitted (in 2015) a patent specific to that purpose.
And it was granted a few weeks ago. Feel free to read the whole patent yourself.
Granted, it isn’t entirely an engine of evil. The patent covers a process in which matches are made on a variety of characteristics. For example:
In another example, if a player has been performing poorly (e.g., getting killed at a rate higher than the player’s historical rate), the scoring engine may dynamically adjust one or more coefficients to match the player in a game that will improve the player’s performance. For example, the player may be matched with easier opponents, matched with better teammates, and/or placed in a game that is more tailored to the player’s preferences (e.g., players that play in games more closely aligned with their preferences tend to perform better).
This sort of balancing matchmaking is not hypothetical – Supercell, makers of Clash Royale – have already admitted in a Reddit AMA last month that there is indeed a “losing streak” pool in which you are placed after X numbers of losses. Why Supercell thinks this is a particularly good idea in 2v2, I do not know. For every person who just happened to statistically fall into a losing streak (e.g. 50% win rate), there are many more who are losing because they are tilted, trying out new decks they have no experience with, and so on. Grouping people this way is a sure-fire method of condemning players to ELO Hell, until and unless they happen to be paired up with truly abysmal opponents. So, in this regard, I prefer Activision’s method of “correcting” winrates.
Of course, the problem with picking winners and losers is when you are selected to be the loser. For every time you are gifted strong teammates to help you out of a losing streak, your opponents are punished by withholding of the same. We all want fair fights, being matched not just on skill levels but progression level too. It’s cruel to have new Hearthstone players face people with dozens of Legendary cards, even if the impartial ladder states they are equivalent players. Actively sabotaging games, though? We want fair fights, but not like this.
That is not even the most nefarious part of this engine, though. The true evil arises in plain text, in an approved US patent application:
In one implementation, the microtransaction engine may target particular players to make game-related purchases based on their interests. For example, the microtransaction engine may identify a junior player to match with a marquee player based on a player profile of the junior player. In a particular example, the junior player may wish to become an expert sniper in a game (e.g., as determined from the player profile). The microtransaction engine may match the junior player with a player that is a highly skilled sniper in the game. In this manner, the junior player may be encouraged to make game-related purchases such as a rifle or other item used by the marquee player.
“Matched” in this case, largely reads as matched against. In other words, the matchmaking system will notice you choosing the sniper role, then placing a more-skilled sniper opponent with a P2W rifle on the other side, for the express purpose of “encouraging” you to also purchase the rifle. It is bad enough having P2W elements in a game generally, but here we have a mechanism by which it can specifically be rubbed in your face. On purpose. To get you to buy shit.
This level of evil is not Google reading your email and popping up ads for dandruff shampoo. This is Google sending Fabio to your workplace to specifically call out the dandruff on your shirt, in front of your coworkers.
Could things get any worse with this patent? Activision is asking you to hold their beer:
In one implementation, when a player makes a game-related purchase, the microtransaction engine may encourage future purchases by matching the player (e.g., using matchmaking described herein) in a gameplay session that will utilize the game-related purchase. Doing so may enhance a level of enjoyment by the player for the game-related purchase, which may encourage future purchases. For example, if the player purchased a particular weapon, the microtransaction engine may match the player in a gameplay session in which the particular weapon is highly effective, giving the player an impression that the particular weapon was a good purchase. This may encourage the player to make future purchases to achieve similar gameplay results.
There it is, ladies and gentlemen. Activision settled the debate. Because now even in scenarios in which in-game purchases don’t directly increase one’s power (e.g. naked P2W), it’s quite likely that a matchmaking engine engineers a scenario in which you are more likely to win. For having paid. So even “purely cosmetic” purchases can end up becoming de facto P2W.
And much like loot box reward odds, companies will obfuscate the inner workings of their matchmaking systems such that it will be impossible to know either way. Are we to just trust their word that no matchmaking shenanigans are taking place, when they otherwise have every possible economic incentive to do so? Activision is just the first company openly patenting the process, not the first company to use these methods. Who would actually go on record to admit it?

Actual diagram from the Activision patent.
Do you see now? Do you see it? This is precisely why you should be caring about Consumer Surplus; this is why you should be up in arms about gambling loot boxes; this is why you never act as an Apologist to a game (or any) company. There is a straight fucking line between Oblivion’s infamous horse armor and Activision (et al) literally patenting the rigging of games for cash. And that line is still going lower, and will continue to do so, until acted upon by an outside force.
We are nowhere close to bottom.
The days in which game companies made their money by selling more copies – and thus had every incentive to make the best possible game – is over. Voting with your wallet isn’t going to bring it back either; in the US, where money is speech, the voice of the guy spending $15,000 on Mass Effect 3 multiplayer loot boxes drowns out everyone else.
“You need to understand the amount of money that’s at play with microtransactions. I’m not allowed to say the number but I can tell you that when Mass Effect 3 multiplayer came out, those card packs we were selling, the amount of money we made just off those card packs was so significant that’s the reason Dragon Age has multiplayer, that’s the reason other EA products started getting multiplayer that hadn’t really had them before, because we nailed it and brought in a ton of money. It’s repeatable income versus one-time income.
“I’ve seen people literally spend $15,000 on Mass Effect multiplayer cards.”
When every economic incentive is directed towards Consumer Surplus extraction instead of, you know, improving the gameplay experience… this is what we get. Always-online multiplayer in every game, single-player game studios getting shut down, loot boxes everywhere.
Play stupid games, (pay to) win stupid prizes.
[FFXIV] The Long Road
Implausibly, I continue to pay for a FFXIV subscription.
In the last week or so, I have made some progress both in the story and in the Job system, hitting level 35. It is slow going though, as I do not consider the game anywhere near the top of my evening entertainment preferences. I will typically play for about an hour or two, run into so kind of roadblock, and then log off and play something else.
The roadblocks are generally the pointlessly forced dungeons – I seriously had to run a dungeon because the Main Story Quest called for cheese, literal cheese – but I am also running into level breakpoints too. My understanding was that XP was sped up so that the sidequests were no longer necessary to complete. That seemed to be true under level 30, but since then, I have consistently been between 50%-60% of a full level behind.
So, yeah, do those sidequests.
Story-wise, I have certainly hit that stage at which the plot supposedly picks up. And it certainly has, comparatively. I do find that the greater focus on Empire soldiers is more able to keep my attention. Traditional fantasy is not especially interesting to me, except when it tends towards more grimdark themes or “realism.” Fantasy + Magi-Tek shenanigans though, have been interesting to me since I first booted up FF6 in my SNES.
Gameplay-wise, not much has changed. My Archer is now a Bard, and that means… more damage cooldowns. I do actually enjoy having group buffs, as it reminds me of the old WoW paladin days. Beyond that, combat is formulaic, boring, and completed in a daze-like trance 100% of the time. It’s still worlds better than my experience as Monk, but I think most of that is because melee in FFXIV feels terrible. And that is probably mostly to do with the high-pitched squeals and screen-flashes that constitute FFXIV attacks. Nothing feels particularly weighty or anchored to the world.
While the sale has since closed, Amazon and a few other places had the Stormblood expansion on sale for $25. I was tempted to purchase it for all of two seconds. The very real problem is that I am ages away from even getting to the end of the ARR storyline, let alone getting to the required Heavensward stuff (which is thankfully included in Stormblood). There is no guarantee that I make it to level 50 at my current pace, so it seems a bit silly to be buying expansions. At the same time, not buying the expansion sort of depresses my desire to hit the end of the road, as that would mean either taking a break until the next sale or giving up.
Oh, well. I shall continue as time and interest permits.
Gambling is Gambling
There have been a lot of posts about loot boxes lately, here and elsewhere. In fact, even the ESRB have weighed in on the subject, determining that:
ESRB does not consider loot boxes to be gambling. While there’s an element of chance in these mechanics, the player is always guaranteed to receive in-game content (even if the player unfortunately receives something they don’t want). We think of it as a similar principle to collectible card games: Sometimes you’ll open a pack and get a brand new holographic card you’ve had your eye on for a while. But other times you’ll end up with a pack of cards you already have.
This is the sort of absurd logic that allows Pachinko parlors to exist in Japan despite more traditional gambling being illegal. “It’s not real gambling because you’re buying and winning steel balls… and trading them for prizes… which you then sell for real cash at a sketchy booth literally 5 feet from the parlor doors. But no slot machines!”
Maybe all the casinos in the US should start giving out commemorative business cards or wooden nickles to people who lose, so that they can avoid gambling regulations. You wanted X, and spent real money to get it, but got Y instead. #TotallyNotGambling
Look, we can have the semantic argument if you want. But you know it, I know it, the devs know it, scientists know it: loot boxes are gambling.
“The player is basically working for reward by making a series of responses, but the rewards are delivered unpredictably,” Dr. Luke Clark, director at the Center for Gambling Research at the University of British Columbia, told PC Gamer recently. “We know that the dopamine system, which is targeted by drugs of abuse, is also very interested in unpredictable rewards. Dopamine cells are most active when there is maximum uncertainty, and the dopamine system responds more to an uncertain reward than the same reward delivered on a predictable basis.”
Psychologists call this “variable rate reinforcement.” Essentially, the brain kicks into high gear when you’re opening a loot box or pulling the lever on a slot machine or opening a Christmas present because the outcome is uncertain. This is exciting and, for many people, addictive.
“What about Magic and Pokemon cards then!?”
Also gambling. In my replies on the subject up to this point, I played the role of TCG Apologist a bit. You know, all “these games feature pack opening as a central conceit, which is completely different than in Star Wars Battlefront 2, in which the system is just bolted on as a cynical revenue stream.” But… honestly? The gameplay of paper Magic exists completely independently of how you acquire the cards. If everyone who played had every card available by default, the only real things that would change would be the game being more fair (e.g. less P2W) and WotC making less money.
Keen replied in the comments of his own post:
I think what most people are conveniently ignoring is that with loot boxes and card booster packs you are trading one form of base value for another form of base value.
I put in $5, I get back a guaranteed set of cards that I must be willing to accept as worth $5, otherwise the exchange would never have happened.
Even Bhagpuss stated:
Lockboxes contain precisely the value you pay for them: if you buy $5 worth of lockboxes you have, de facto, agreed that there’s $5 value in them – you just proved that by paying $5, after all.
Please excuse my tone, but that is some Econ 101 perfectly rational economic actor bullshit. And a complete tautology besides. Like, how do you conceptualize a reality in which that is true, and yet the concept of Buyer’s Remorse exists? People make dumb economic decisions all the time. Are the people buying $2 lottery tickets doing so because they expect at least $2 of value in return? If they are, and they’re buying them when the jackpot is less than $500 million, they are irrational. The expected value of a $2 Powerball ticket is -$1.38. Similarly, the expected value of any given paper Magic booster pack will quickly (if not instantly) fall into the negatives, considering that the alternative means anyone can make free money by just opening the packs.
We can try and put a value on the “hope” and “dreams” of getting X instead of Y, but the bottom line is always the same: by virtue of paying real cash money, you had a chance at getting X and instead got Y. That’s gambling whether its a Charizard, a Black Lotus, or Boba Fett’s Rank IV Death from Above star card.
Is it legally gambling right now? No. Does the ESRB consider it gambling? No. But we all know what’s happening here, and the psychological mechanisms involved. Rational people do not buy loot boxes – the entire target market is for irrational people. And its profoundly sad, in a sort of “did we seriously give little kids candy cigarettes for Halloween?” way.
What do I want to see happen? Simple: a spade gets called a spade. Games that feature gambling as a revenue stream get labeled AO by the ESRB, and the exact odds of any loot box are posted on a company’s website. If that also means people have to show ID to pick up Magic boosters, then okay. The less odious things would still survive, e.g. TCGs most likely, and the more odious loot box offenders would shift on to their next novel revenue stream. Hopefully one that does not specifically and (arguably) maliciously target people who can’t help themselves.
Do you guys remember when video game designers only got paid more when they made their game worth purchasing by more people? You know, that golden age of gaming in which producer and consumer interests aligned? Those were good days. I’d like to get back there at some point, without all the Consumer Surplus erosion.
Star Cards
You may have heard a lot of people talking about how bad the Star Cards are in Star Wars Battlefront 2 (SWBF2), but there appears to be a dearth of information on what the cards actually do. Well, I took some screenshots, and will transcribe a lot of them here before.
Among the four classes, the following two abilities are in all of them:
- Brawler: Melee kill regens 50/65/75/100 HP
- Resourceful: All abilities recharge 10%/15%/20%/28% faster.
I did not experience much melee action in my limited time in the beta, so I’m not entirely sure if there is a special damage bonus for attacking from behind, ala the kill sequences from the Battlefield series. Somehow, I doubt it. Resourceful though, is a particularly impressive bonus. I don’t know the default cooldown for most abilities, but assuming 30 seconds, that results in the cooldown being 27/25.5/24/21.6 seconds. Not that this is a WoW raid or anything, but over the course of 5 minutes that means you can press the button almost 14 times instead of 10.
The other noteworthy Star Cards:
Officer
- Officer Presence: Reduce HP Regen Delay by 20%/25%/30%/40%
Heavy
- Defender: Gain 4/6/7/9 score for each hit you take
I was not able to test Defender, but this seems just a bit insane. Is there an internal cooldown? Otherwise, I can imagine some people rolling out Heavies and soaking up some long-distance fire for a few minutes before suddenly coming back as a Hero and murdering people. For reference, you typically get zero points for dealing damage until and unless the target dies.
Assault
- Assault Training: Gain 20/26/30/40 HP on kill
- Vanguard Refresh: Refreshes your abilities on kill 25/23/21/18
The Assault class in general felt extremely weak in the beta, even though it technically has more HP than the Specialist. Getting up to 40 HP on a kill would go a long way in fixing that. Additionally, Vanguard Refresh is just a straight-up upgrade to the default Vanguard ability, which sees you put away the blaster for a shotgun and quicker movement. Not sure what the bonus does exactly though.
Specialist
- Stealth: Remain hidden when firing, and deal 65/75/100/150 extra melee damage.
- Infiltration: Scrambler: Marks enemies for allies and scrambles scanners in 10/11/12/14 range.
- Trip Mine: (replaces Thermal Binoculars) Laser Tripmine with a 30/26/22/16 cooldown.
The Specialist is really quite absurd all-around, even before the Star Cards IMO. Yeah, they will die to a Heavy in a reasonably fair fight. However, the E ability gives you an infinite-clip burst-firing gun, makes you invisible to radar, shows everyone else on your radar, and causes you to speed around the map. Have I mentioned that getting a kill resets the timer too? Adding the Infiltration: Scrambler to that and/or the Trip Mine is just bonkers.
The biggest Star Card offender from a blogging perspective is Boba Fett. Here are his upgrades:
Boba Fett
- Acute Concussion: Concussion lasts 1/1.5/2/4 seconds longer
- Quick Refill: Jetpack refills 20/25/35/40% faster.
- Fuel Efficiency: Jetpack burns 15/18/21/25% slower.
- Death from Above: during Rocket Barrage, take 50/60/75/100% less damage
- Intense Barrage: Rocket Barrage fires 30/40/50/70% faster (more rockets)
As you can see, Death from Above in particular goes from 50% damage reduction while using a very visible ability to complete immunity. Intense Barrage adds more missiles to said attack for free. Or you can combine the two Jetpack cards together to get a much larger Jetpack uptime.
The characters aren’t the only problem either. Here are three cards from Starfighter:
- Bomber has 5/10/20/40% more HP
- Fighter deals 2/4/7/10% more damage with primary fire
- Fighter takes 50/100/150/200% longer to lock onto with missiles.
If you are in a fairly even dogfight, but your opponent has 40% more HP or they deal 10% more damage, or you have to wait 200% longer than normal to get a lock-on… well, that’s not really a fair fight anymore.
Things can always change, of course. I don’t think that the Star Card system itself is going to change, but there will probably be tweaks to the exact percentages. And entirely new options/cards.
That actually might be where most of the concern should be centered. Because as we all know, the payment structure of games inform their ongoing development, which means the designers have incentives to create more powerful Star Cards later on. When they are undoubtedly added into the game “for free,” the average player might be able to craft the first two tiers with regular currency, but whales and competitive gamers alike will have it maxed out as soon as the servers are up.
Impression: Star Wars Battlefront 2
I managed to play a few hours of the Star Wars Battlefront 2 (SWBF2) beta this past weekend. I had not actually played any of the prior titles in the series, nor does the Star Wars IP hold any particular cachet with me. I have played and been a fan of the Battlefield series for over a decade though, so my impressions are based more around that.
In short: it’s decent fun.
One of the first things that should be addressed is the Star Wars-ness. I mentioned that the series holds no particular cachet with me, but that does not mean I am unable to appreciate cool sci-fi battles when I see them. In this regard, SWBF2 hits some seriously good notes. Being a part of a Stormtrooper charge through a wooded area, blaster fire going every which way, is exactly as cool as you can imagine it being. I am also incredibly impressed by how the other map can cast the player as a Droid. I think the hitboxes are the same as the more common human ones, but it remains an interesting experience seeing your Droid teammates scurrying about.
The space battle map is whatever. I’m not a huge fan of flying vehicles in this or any Battlefield game, entirely because I lack whatever faculties are necessary to shake someone off my tail. I have fun shooting people, launching missiles, etc, then someone gets behind me and I inevitably die. I know that it’s possible to lose someone, because I have been “lost,” but I cannot do it.
On a mechanics level, the game has a pretty interesting approach. There are four base classes in the game, and each class has three abilities (in addition to different weapons). Abilities are all cooldown-based, with the exception of the Specialist’s Thermal Goggles, so there is always a tension between using it ASAP to eek out every possible advantage, or “saving it” for when you might really need it. Do you chuck a grenade in the off-chance someone is in that hallway, so that you can chuck a second one later? Or do you wait for a specific situation? Beyond that, the four classes themselves seem relatively balanced – Officers are pretty bad solo, but shine in groups – and each organically play out quite differently due to said abilities.
Where things falter quite a bit is in the teamplay department – the only teamplay is accidental.
Again, I come from a Battlefield background, and I also recognize that EA might not want to copy all (or any, apparently) of its systems. But the lack of squads, the regenerating health, infinite ammo, infinite abilities (after a cooldown), no spawnpoint choice, no revives, no Spotting… in every way, SWBF2 is an arcade shooter. I can appreciate the fact that some things wouldn’t make sense in the Star Wars universe – shock paddles bringing Storm Troopers back to life, etc – but there is so very little connecting you to the rest of your team unless you’re playing an Officer, who in every other way is worse than any other class you could have chosen.
The hero system sort of wraps this all up in a big bow. As you complete objectives and get kills, you earn battle points, which you can spend to respawn into battle as special characters, vehicles, etc. The money-shot heroes cost 5,000 points, which take a rather significant amount of time to accumulate, and thereafter lock your team out of choosing said hero until you die. From my few hours playing, I can say that the ones using Lightsabers are OP as shit, as they dance around one-shotting everyone, then dancing away to regenerate a health pool five times larger than normal. There are still some “more powerful than normal” options for the rest of us plebs, but there are still limited slots.
I would be remiss if I did not mention the current Star Cards P2W fiasco.
At the end of each match, you gain a number of Credits which can be spent in increments of 1000-1100 to purchase crates, which then hold three random “cards.” These cards can be improved abilities for any of the classes – including the heroes – or even alternative abilities that replace other ones. Or they can be cosmetic things, emotes, etc. Cards have different levels, with higher levels corresponding to better bonuses. At the beginning, you can only equip one Star Card, but as you gain more cards for a particular class/hero, that class/hero “levels up” and can equip up to three.
The fiasco part of this is that the entire system right now is pretty much naked Pay-2-Win. These crates can be unlocked during normal play, or you can unlock as many as dollar bills you have. Since character levels appear to be derived by how many Star Cards one has – as opposed to, you know, how long you have been playing said class/hero – not only will buying a ton of crates give you more options, they will specifically allow you to equip all of them. And these are direct power increases. Lower cooldowns, damage reduction, regenerating health, more “ammo” per clip, etc. It might not be impossible to take out a fully-decked out player as a brand new player – unless we’re talking about the Star Card that gives Boba Fett 100% damage reduction during Rocket Barrage – but in a FPS the margins between winning and losing are measured in milliseconds. Every percentage bonus counts. Especially when your target survives with 1 HP and regenerates to full a few seconds later.
As if that was not bad enough, the real problem here is that this is SWBF2’s entire progression system. While you can eventually earn a crafting currency to construct exactly the Star Card you desire, there is otherwise zero means to acquire better (or any) cards of a particular class. In the Battlefield series, playing as Assault will let you unlock more/better Assault abilities, using the same gun will unlock components for said gun, and so on. In SWBF2, it’s all lockbox RNG. I can appreciate the occasional incentive to try out a different class based on a good loot drop, but as the primary progression mechanism? That’s dumb.
The whole Star Cards thing probably deserves its own post, assuming you haven’t already read 37 variations by then. But, yeah, it’s basically as bad as it looks.
Overall Verdict:
Unsurprisingly, the jury is still out.
As mentioned before, the game is decent fun. If you are looking for an arcade shooter and like Star Wars, then it is probably a no-brainer. If I were eventually purchase SWBF2, I expect it to follow the same trajectory as TitanFall 1 & 2, for the same reasons. Just something to play around with for a few hours here and there, to kill time. As opposed to the trajectories of Battlefield 2, 3, and 4, which remain mentally compelling and engaging to this day.
EA Impressions: SPAZ 2
The original Space Pirates and Zombies (SPAZ) was a hidden indie gem back in the day, and saw me through almost 40 hours of gameplay. Granted, it had some lousy pacing and the early portions of the game weren’t particularly great either. But hey, it was done by a two-man dev team, and hit some great notes in the middle there somewhere. Hearing about SPAZ 2 being close to Early Access graduation and on a Steam sale to boot, I just had to take a look.

Where 99% of the gameplay takes place.
Well, then.
SPAZ 2 is set in same universe as the original, and even continues the story a bit. That and the ship names are pretty much the only things left in common with the original title. The principle “game” here is a sort of galaxy map… thing. I don’t really know what to call it. Simplified RTS? Except time only moves when your ship moves, so Real Time doesn’t fit. Nor does Strategy, now that I think about it. If anything, it reminds me of games like Eufloria, where you are basically collecting infinite resources and expanding your empire while everyone else is doing the same.
In the original game, combat was sorta handled like a twin-stick shooter. In SPAZ 2, combat is a formality. While you can elect to aim your weapons like you wish to actually play a videogame, the game’s tutorial advises to stick to “Battle Wagon” mode, which is where your weapons automatically fire and reload according to their ability to hit things within their range. The former supposedly allows you to target specific sections of enemy ships in an effort to break them off and commandeer them as your own, but the reality is that none of it really matters. Scrap, the currency of SPAZ 2, is abundant, and you’re unlikely to know what components your opponents are using anyway.

Look, Ma, no hands!
The utter lack of regard towards the combat system is, frankly, baffling. There is a video on Steam from the devs demonstrating how to play SPAZ 2 in VR mode. Holding RMB down even brings up a targeting reticle. But… why? No game systems support, encourage, or require any manual control during battles. I mean, there’s a tiny element in the bizarre looting system they have, as the components shot off from downed enemies is not assured to be in the normal post-combat loot table. But you can’t collect these pieces – you must physically bolt them onto your own ship. Which is another whole gameplay element that isn’t even defrosted, let alone half-baked: if components are popping off your ship, you are dying, and you won’t live long enough for it to matter.
Maybe all of this is due to me being in the early game still? Maybe it’s due to Early Access? I dunno. What I do know is that the fun of the original SPAZ came from combat, and everything else was a chore. In SPAZ 2, combat is now a chore, and you are left with extremely simplified empire management as your only element of gameplay.

Humor is there, at least.
Hopefully this gets better, because I’m already past my Steam refund window.
Gaming Middle Class
Gevlon had an interesting post musing about the gaming middle class.
The current situation is this: if you are a time-rich player without a lot of money, there is no better time to be a gamer than now. Just think about how many F2P titles out there that are available. Similarly, if you are a money-rich gamer looking to get their whale on, look no further than damn near anywhere. If you fall somewhere inbetween, then you essentially get the worst of all possible worlds – pwned both by the time-rich players able to dedicate more time than you, and the money-rich players who buy every advantage.
Making things even worse, Gevlon notes the very model seems to squeeze out the middle-class:
The same question can be asked in every monetized game: why pay anything unless you go full whale? Either enjoy the game for free (if it’s enjoyable), or pay enough to be the king of the hill and enjoy pwning “n00bs”. I believe more and more people will realize this and stop paying/playing. Which in turn creates the wrong impression that potential players are either free or whale, making the games more monetized.
I have experienced this several times in the various phone apps I use to kill time. Clash Royale is an example, insofar as you should either be going all-in or not at all. If you buy a little advantage in the form of bonus chests or upgrades from the shop, you will likely be able to leverage that to boost your rank on ladder. Problem is, you then are facing either whales who are less skilled than you but are leaning on overleveled cards, or people who spent a lot of time getting to that rank with their normal cards and are likely better than you head-to-head. Eventually you will settle at your 50/50 skill range, but that doesn’t make the games in which you lost to overleveled garbage players feel any better.
Another example is a gacha-style anime-inspired game that I will leave nameless, as they are all basically the same. While you can unlock new heroes randomly from “vending machines,” there is a special vending machine that only unlocks when you reach VIP level 9. Ranking up your VIP levels is 100% dependent on spending real money buying diamonds, and VIP 9 requires $200 total to reach. That’s right, two hundred US dollars. This is quite literally pay-to-win, as the special vending machine has exclusive heroes much more powerful than anything else.
Nevertheless, I have still spent ~$35 and ~$20, respectively, in both games over the year or so I’ve been playing them. Like many games of their ilk, a “small” “investment” towards the beginning of the experience allows you to remove some obnoxious barriers for the rest of the game. In Clash’s specific case, there was 10x value deal that remains the best deal to date, such that if one was ever going to spend cash, it would be for that.
As noted, the trouble is that the very monetization scheme punishes middle-class gamers, further polarizing the remainder. How would you even focus on the middle-class in this or any scenario?
Well, just ask the WoW devs.
After thinking about it, the (intentional or not) design philosophy behind WoW from Wrath onwards caters almost directly to the middle-class gamer. The time-rich player will be decked out in the best gear either from raiding or grinding, no matter which expansion we’re talking about. The middle-class though, is unlikely to be able to raid very much given inconsistent hours. Enter LFD, enter LFR, enter Badges/Honor/etc.
Many people will try to exclaim that constant gear resets – happening on a patch basis rather than expansion – hurts people by invalidating all the work you did. Guess what: if frequent gear resets hurts you, you’re time-rich. If you want pain, try doing anything useful outside of a progression raiding guild in the Burning Crusade. If you were not cresting the wave of attunements at the right time, you were stuck in the backwash with little way forward.
So, if you want a model for capturing the gaming middle-class, WoW is it (and presumably FF14). Subscriptions to put everyone on the same field, then allow the time-rich to grind/raid their way to advantage, but cap said advantage with things like weekly lockouts and frequent gear resets. Keep the delta between the haves and have-nots at a reasonable percentage. Make progression possible without needing to specifically put a videogame event on your IRL calendar. Season with some whale-bait (WoW Tokens, cash shop) to taste, and you’re good.
[SWBF2] Loot Shift
Nov 1
Posted by Azuriel
While not exactly a change of heart, EA is making some cursory changes to its loot boxes in the upcoming Star Wars Battlefront 2:
Mission Accomplished, eh?
Well… maybe. It’s certainly a better situation than we were in before. Just keep in mind that each Star Card has four levels of potency, and you can in fact randomly get higher potency Cards from the loot box. At least, I did during the Beta. Perhaps the above information can be taken to mean each Card is always going to be the lowest level one, or that you can get a higher-level Card and simply not be able to equip it until you’ve ranked up some more.
In any case, this might be the moment at which we can call a ceasefire. EA is committing to free map packs/content, and always-relevant loot boxes is an alternative method of replacing that revenue. Of course, paid map packs are abysmally stupid and just segment the playerbase, but… baby steps. We may have to see how it plays out in practice.
Posted in Commentary
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Tags: Controversy, EA, Gamble Boxes, P2W, Star Wars Battlefront 2