Regression Towards the Mean
I’m sure that 7 Days to Die (7DTD) is a rather niche topic of interest to most people here, much less discussion about experimental Alpha builds of an Early Access titles, but I feel like the things going on with its development are applicable more generally.
When the first Alpha 16 (A16) experimental build arrived, it was transformative. Sleeper zombies seems like a minor change, but it fundamentally changed how you interacted with buildings. Prior to A16, you knew pretty much instantly how many zombies were inside a given structure, and once you killed all of them banging on the doors trying to get out, you were free to loot the place in peace. That is no longer the case – now you must actively sweep each room, and double-tap each body on the floor to ensure it stays where it is. There are still some bugs with these Sleepers suddenly spawning right behind you, but the overall effect is that nowhere is safe until you make it so.
Then came the balance changes.
First, since the Sleeper zombie system necessarily increases the amount of zombies one faces, zombie loot was decreased across the board. This makes sense, as if prior loot rates stayed the same, you might end up getting more loot from the zombies inside a building than the building itself.
In practice though, reducing zombie loot makes fighting zombies considerably less fun, especially on Horde nights. Zombies essentially become resource drains, to be avoided if possible. Which… maybe makes sense. Games like Dying Light featured that model, with zombies that functioned as speed bumps and possible death traps, nothing else. The problem is that Dying Light also featured impenetrable home bases, whereas even a few ignored zombies in 7DTD can bring down the strongest base in time.
Another change? Resource gains were reduced significantly. Up to this point, there was a “last hit” bonus drop of resources when you finally cut down a tree or smashed a boulder. Not only were the bonus resources great, but it was also viscerally satisfying getting that last burst of stuff concurrent with destroying the object you were mining. Apparently it made the early game too easy for the devs’ tastes however, so they got rid of it. Now when you fell a tree, you get the same 2-3 pieces of wood you got from whacking it the first 30 times.
More recently, the devs have also messed around with Stamina gains and losses. Stamina has always been a bit weird in 7DTD. There are a lot of Perks that correspond with Stamina gains – from making Sprinting cost less, to making Stamina recharge faster, and everything inbetween – but none of them really felt necessary. There was even Coffee and Beer items one could craft to recharge Stamina faster, but why bother? You could get into trouble being chased by a bear after cutting down a tree, but Stamina otherwise served the purpose of preventing you from Sprinting across the map 24/7.
Now? Iron/Steel tools will pretty much instantly drain all of your Stamina. Setting aside the more realistic concern of whether a steel shovel would make digging a hole easier than a stone shovel, the change seems rather ham-fisted. Yes, by making it virtually impossible to complete any tasks without Stamina Perks, the devs have made Stamina Perks relevant. But I’m not sure any thought was spared regarding whether Stamina Perks were a good idea to begin with.
Waiting around for Stamina to recharge is boring gameplay. It is literally no gameplay. Even if the idea is for the early game to be more “dangerous” or difficult, even if the goal is to tangibly demonstrate how improved your character gets over time, this is NOT the way to do it. Having Sleeper zombies haunt every house already shoots the difficulty of the early game through the roof. Reduced Wood gain has made crafting your own base impractical for the first few in-game weeks. Making early lucky finds like an Iron Pickaxe practically pointless until well after the point at which you could create one yourself? Mind-bogglingly stupid.
Experimental builds are experimental, and all this could be reverted tomorrow. Still, it remains concerning to me that the devs are placing such a high premium on “older” ideas rather than iterating on what actually feels fun about the game currently. Half a dozen Stamina Perks do not feel fun, nor does funneling skill points into them. They seem committed to keeping them simply because they had them already, in some weird Sunk Cost Fallacy manner.
Hopefully, things will change – if not soon, then by the beta.
On Sidequests
Syp over at Biobreak recently suggested a bold move: killing the MMO sidequest.
While I can certainly defend main story quests — such as zone/planet-wide chains or a personal story arc that goes through most of the game — side missions lack positive qualities that make them desirable. Let’s call them for what they really are: busy work. Side quests are small tasks that offer no real story, no significant reward, and only serve to pad out your quest log and allow dev teams to be able to boast ridiculously high quest tallies for patches and expansions (“200 new quests! Of which only 15 are memorable in any way!”).
[…]
Let’s think about it. If your favorite MMO one day yanked all of its side quests, leaving only factional, zone, dungeon, and overarching story arcs intact, would it really suffer for it? Would you bemoan their loss? Players are forever asking to be able to just play through the main storylines without all of these diversions down rabbit trails, so why not give it to them? Just increase XP for the main quests and work on providing other forms of much more meaningful content that can serve as a focus for players’ time.
Following the post, there were a dozen or so commenters who were in favor of the proposal. Which got me thinking… are they on to something?
Not really.
Sidequests are vitally important to any MMO, or single-player RPG for that matter. Or, at least, they should be. See, one of the primary purposes of sidequests is pacing. Which is absolutely different from filler. Filler is the pointless busywork that a designer adds to pad the game’s playtime. I am all for the death of filler, which is bad pretty much by definition.
Pacing, meanwhile, is all about enhancing the main story. How do you enhance a story? By fleshing it out. Giving context to its development. Allowing breathing room in which to digest the latest narrative bombshell. Bringing the world in which the story exists to life.
For example, Lord of the Rings is a 1178-page story about [spoiler alert] destroying a magic ring. Frodo’s travails towards and around Mount Doom are the Main Story Quest (MSQ). Hell, I’ll even concede that all that business with Aragorn and Helm’s Deep and the throne of Gondor and all of those pitched battles are a part of that same MSQ, despite them being a literal distraction so that Frodo could complete the only quest that actually mattered.
Having said that, the reason why we care about Frodo destroying the ring in the first place is because of the rest of it. We care about the supporting characters, we care about the Shire, we care about the world in which these people inhabit. MSQs are good at driving action forward, but they are terrible at world-building. That is sort of by design: there is an expectation that details included in a MSQ will be relevant to the future of the MSQ, Chekhov Gun-style. You cannot have the MSQ examine the life of an average farmer toiling under the weight of an oppressive regime without expecting said farmer eventually being executed/liberated in a later chapter.
Sidequests are the mechanism by which imaginary worlds are built. Bad, filler sidequests do not tell you anything about the world other than its inability to kill ten rats. Good sidequests create minor characters and story hooks and introduce you to the world which you are trying to save… even if you are still killing ten rats to do so. The MSQ asks you to save the world, and sidequests tell you why.
Then there are the mechanical, game design aspects of sidequests. In an MMO, there is often considerably more physical world built than strictly necessary to drive the MSQ forward. Indeed, a MSQ that somehow forced you to explore every inch of every zone in sequence would feel forced and arbitrary (see: FF14). Sidequests, meanwhile, provide optional incentives to explore all four corners of the map, to face different enemy types in different areas, and so on. Well, “optional” unless the XP from sidequests are required in order to level up enough to fight in the next zone. However, again, that would be an example of bad sidequests.
About two months ago, I was less bullish on sidequests than this post. At the time, I was playing FF14, which is exceptionally bad in the boring, vapid sidequest department. In fact, FF14 is exceptionally bad in the MSQ department, with nearly everyone stating that the story really starts getting good… once you reach the original endgame. In the meantime, I suppose I’m just expected to endure these pointless, trivial tasks like flying around to the various capitals and deliver letters?
On the other hand, I have also been playing Mass Effect: Andromeda. While not as good as the original trilogy, Andromeda absolutely has engaged me in even the most repetitive of sidequests. Why? Because I like it there. I like the world Bioware has created, I like the characters and the amusing banter they get involved in. I could listen to Peebee and Drack talk about shit all day. In fact, I have, inbetween sidequests to scan minerals and other “busy work.” Work that required me to explore every corner of each planet and have an “excuse” to engage in one of the best iterations of a Mass Effect combat system yet.
If you do not care about the game world, or do not care for the combat system, then yes, there isn’t much distinguishing legit sidequests from filler. But in a well-crafted game, the sidequests shouldn’t be mandatory to begin with. In which case, there isn’t a reason to kill them; just ignore them and move on with the story.
Burn of the Day
Bhagpuss playing the “new” Secret World: Legends:
So, perhaps nothing much has changed after all. The big revamp has altered enough to annoy almost everyone who loved the game, but there were never enough of those to keep the lights on anyway. At the same time it may not have done nearly enough to satisfy all those who wanted to like The secret World but couldn’t, or who never even pretended to want to like it in the first place.
Impression: Darkest Dungeon
As I alluded to before, I ended up refunding my purchase of Isaac: Rebirth. Deciding I was still in the mood for a roguelike, I put that $10 into purchasing Darkest Dungeon instead. Now more than dozen hours in, I myself feel like a character succumbing to mania over the experience.

The art style and tone are an acquired taste, but I have acquired it.
The core gameplay loop of Darkest Dungeon is simply superb. Pick a group of four adventurers, buy them supplies for a dungeon delve, and then crawl through said dungeon killing and looting. Successful completion or not, those four particular adventurers are likely going to need a break to recover from the ordeal, so spend a bunch of your gold on (mentally) healing them. For the rest of the profits, use heirlooms to build up the Hamlet, then spend gold to upgrade the gear of another set of four adventurers… who then will need provisions for their own expedition. Wash, rinse, and repeat.
That might sound boring or perhaps grindy, but there are so many considerations and decisions to be made on a micro level that I find the hours melting away in a Civilization “One more turn” kind of way. For example, you can’t recruit just anyone: you get a small pool of recruits to choose from each “week.” Even if it’s a class that you wanted, out of the 8 possible Skills that class has, they will have 4 random ones. You can spend gold training the specific ones you desire, of course, but that’s 1000g less you have to spend on something else. Other times you have exactly the class and spec you want for your particular dungeon strategy, but they end up accumulating too many Diseases or negative Quirks such that it’s easier/cheaper to just let them go than keep them. Finally, even if you upgrade the Stagecoach such that you get higher-level recruits hand-delivered to you with full upgrades out of the box, they might not have enough positive Quirks to justify the limited roster space.

Even if I liked Highwaymen (I don’t), this hero is too expensive to treat.
None of this even gets into the combat and dungeon exploring parts of the game.
At the beginning, I thought the combat system was kinda dumb. Each character has the ability to do one thing each round in a turn-based manner. There are priest-esque classes and others with healing abilities, but they can only perform these actions in combat. Yeah, that’s a particular “gamey” limitation, but the longer I played, the more I realized how the entire point of this game is resource management. A turn spent healing is a turn not spent attacking.
However, considering that HP is only a concern in a dungeon, whereas Stress carries over into town and future dungeons, you have to start considering the relative merits of either. Leaving up the weak spellcaster who “only” inflicts Stress on your team so that you can spend multiple rounds healing your team to full HP might not be worth (literally) the trouble. Then again, if you have to end up Retreating from a battle/quest because everyone is about to die, well, they end up getting penalized with Stress/quirks regardless.
Then you have the boss fights, which possibly toss aside all your carefully laid plans. I defeated an Apprentice Necromancer with barely an issue already. Fighting the Wizened Hag though? I have faced her three times thus far, and retreated each time, nevermind the three other attempts that were aborted before even reaching her chambers.
The Hag has a Cookpot that takes up the first two “positions” on the field, with herself in the last two. Invariably, one of your team members gets thrown in the Cookpot and takes damage each individual turn until released. Thus, not only do you lose the actions of that team member, but your remaining members are usually out of their normal position (most abilities have position limitations), and then you have to consider whether to attempt to free the person or attack the Hag. Freeing the person is fine… but the Hag will throw someone else in the pot almost immediately afterwards.
Which can be the same person. /sigh
Having been defeated by this encounter so many times before, I am now in a holding pattern of leveling up my lower-level people to get a pool of acceptable candidates to try and kamikaze my way through the encounter, or perhaps overwhelm her with higher-level gear. Repeated dungeon clears of the other locations unlock additional bosses though, so perhaps I ignore her for now. And, oh, this other quest offers a pretty good trinket for that one class, so perhaps I grab that first.
Around and round I go… loving every single minute of it.
So, yeah. I’ll be curious to see how I end up towards the endgame; if this gameplay loop still entertains or if I get ground down by the repetition/familiarity. I ended up choosing Radiant difficulty based on the, ahem, horror stories from others who played originally. Indeed, some of the original mechanics sounded outright dumb: the inability to take characters back into the final dungeon more than once, for example. Some of those have been address since the game’s launch, but it’s a bit sobering to read that Radiant was designed to bring down the play-time “from 80 hours to about 40.”
Fake Edit: took down the Hag with this handsome group of characters:

What does not kill you, stresses you out.
Hearthstone Welfare Legendaries
OK, not really. But word is out from the Brodester that as of the next expansion:
- Every time you open a legendary card it will be guaranteed to be one that you don’t have before.
- Everyone will be guaranteed to open a new legendary card within the first ten packs of the new set.
- Both of these changes will start when the next expansion hits.
I have actually received multiples of the same Legendary before, so this is absolutely an improvement of the current system. Also confirmed is that you can go ahead and craft the Legendaries you want right away without fear that you might open it in your next pack – the system will automatically update to skip over a Legendary you already have. There really isn’t a downside here for anyone.
At the same time, it’s a bit tough to say that Blizzard is really giving much away either. If anything, this undeniable Quality of Life improvement might encourage players to buy more packs overall.
And, honestly? This announcement came out in the middle of Shadowverse doing this:

Not all that uncommon.
Logging in once a day results in 5 free packs of cards of alternating sets, or the equivalent of 3 free Arena runs. On top of the normal daily log-in bonuses. On top of the normal daily quests you can complete for additional prizes. On top of the dozens of achievements that unlock goodies.
It’s just kinda a shame that Shadowverse’s current meta is worse than Hearthstone and about a third of its cards are softcore hentai. We could use a bit more competition between the top F2P CCGs.
Impressions: Binding of Isaac: Rebirth
It’s kinda funny, looking back and seeing my original review of The Binding of Isaac being posted in November 2011. 11/11/11, in fact. Nearly six years ago is a pretty long-ass time. And yet here I am buying the re-release of a game and its expansion for another go-around. Maybe.
The truth is: I don’t know.
Ostensibly, I bought Rebirth (and Afterbirth DLC) because it was on sale and I had read all the people praising it on Reddit as being far better than the original. One person mentioned that it was simply relaxing to play. Certainly, I felt slightly similar back when I first played the game insofar as I compared it to Solitaire. Just something to play for a little bit without a sense gravity.
At the same time, I constantly found myself pausing the game and going to the Wiki. What does this Tarot card do? What the hell is this buff? Why is this room empty aside from a spike pit in the middle? These mysterious things are traditional trappings of roguelikes in general, but I feel like Isaac spends an inordinate amount of time in being obtuse. Random effects or items? Fine. Obfuscated abilities? Not fine.
It took me three runs to make it down to and defeat Mom, which resulted in about 15 achievements. Among other things, this unlocks the other half of the game (post-Mom), new items that get added to the random pool, new characters to play as, and Challenges. The latter is new to me, but is basically normal Isaac runs with some kind of penalty added on. In fact, pretty much everything I’ve seen so far is just piling on difficulty.
I’m not sure this is me anymore though. It was certainly relaxing to play in the moment… until I started pausing every other room to double-check the Wiki. I’m not going to stop doing that either, as I find blind choices fairly abhorrent. I don’t need to win every time I play a roguelike, but I’m also not going to let myself ruin an otherwise good run with some bullshit “Gotcha!” moment either.
So, yeah. Perhaps this will be my 2nd Steam refund.
Skill Punishment
I continue to play Clash Royale on my work breaks, and often inbetween games while at home. On the ladder, the start of the Challenger 1 tier is at 4000 trophies, and I fluctuate between that and about 4200. The next tier up requires 4300, but the end-of-season rewards aren’t that much better, especially for the nonsense that one has to put up with on the ladder. Specifically, players with less skill but higher-level cards they got either from grinding one specific deck, or using cash.
Usually the latter, honestly.
The problem – or, rather, Supercell’s money-making feature – is that new cards come out about once a month. Sometimes the card is OP, sometimes it’s junk, sometimes it just makes the gameplay more interesting. Trouble is, my skill level is such that I am actively punished for changing my deck.
This high in the ladder, anything less than a level 11 common or level 9 rare card is mostly garbage, with only a few exceptions. New cards come out at level 1, and require you to both collect the necessary amount of cards (which is not a given) and the necessary amount of gold to upgrade the cards. Going from a level 1 to level 11 common costs 35,625g; rares cost about the same, 35,600g, to get to level 9. The cost of upgrades is exponential, with the “hump” between level 10-11 common and level 8-9 rare being 20,000g by itself.
It is not inconceivable to accumulate the 20k gold by normal gameplay within the month, but 35k gold is really pushing it. Nevermind how all the gold is being funneled into upgrading a new card, rather than the cards in the actual deck grinding the gold. The next level tier above 11/9 costs 50,000g, for example, and might be enough to start winning you games that you should have lost. Or you could play with the new cards and probably be rolled.
The latest preview shows that there are 5 new cards to be released, including one Legendary card. Seeing this on my screen after grueling matches between either equally skilled opponents or P2W whales is demoralizing beyond belief. These new cards could be something cool, something to revitalize my flagging interest in the game. But I can’t afford to keep up.
This is absolutely a Red Queen scenario too, because while you might not be upgrading, everyone else is, and that makes your own cards weaker over time. For example, one of my favorite cards is the Furnace, as it spawns little Fire Spirits every 10 seconds; people typically don’t know how to deal with it, and often end up wasting Elixir trying to play around it. Trouble is, if your opponent has a higher level Princess Tower (e.g. one of the towers you need to destroy to win) than your Furnace, the Fire Spirits get one-shot for free versus forcing your opponent to respond or take gradual damage. For this reason, I poured a lot of resources into getting the Furnace to level 9 ASAP. Nowadays, half of my opponents are level 12, which means my Furnace is practically useless. Over time, this is just going to get worse, as more and more people continue leveling up.
Supercell has ways out of this death spiral, although I’m not entirely sure it’s enough. The various tournaments you can play in cap the levels of cards such that everything can be relatively balanced. More recently, they re-introduced the 2v2 mode and allowed you to play it while earning treasure chests and Crowns. The 2v2 mode actually uses your potentially over-leveled cards, but the introduction of a partner and the general chaos of the fights obfuscates the level disparity at worst, and sometimes negates it entirely at best. For the past week, I have opted to fight zero regular ladder games because 2v2 is immensely less frustrating to lose. And even when you do lose, you don’t actually go down in ranks.
That being said, the situation still feels pretty grim. Supercell recently changed the matching algorithms such that you can’t really sandbag your ranking anymore; even if you intentionally drop 500+ ranks, you end up facing other skilled players who have sandbagged themselves too, potentially trapping yourself at lower levels. And while the 2v2 mode is technically here, it also has an apparent time limit. Nevermind the fact that if the 2v2 mode actually sticks around and “resolves” my issue, that means Supercell forgoes the thumbscrew that is the ladder system.
The ideal gamer response seems to be… being mediocre at the game. That way, upgrading cards doesn’t take tens of thousands of gold, and thus you have more free gold to more easily try out newer cards as they are released. Plus, you know, you are less likely to be as invested in continuing to play the game, thus less tempted to throw down cash to stay competitive.
Eroding and monetizing every inch of Consumer Surplus has always been the end-goal for these companies, but more and more I am understanding exactly how malicious it ends up feeling.
7DTD: Alpha 16 Impressions
The experimental version of Alpha 16 for 7 Days to Die (7DTD) came out over the weekend, and I have sunk close to a dozen hours into it already. Much as I was hoping before, the changes have revitalized my interest in the game generally. However, some of the same changes exacerbate underlying design problems with character progression.
Character progression in 7DTD has never really been smooth. Starting from Stone tools, you eventually craft a bow, some arrows, and a wooden club for defense. From there, the next “tier” requires the creation of a Forge, which requires a Bellows, which requires Leather and a Short Iron Pipe. The Leather can be collected by skinning animals you kill or breaking down leather couches in buildings. The Short Iron Pipe though, is either found as random loot or crafted. In a Forge. That you are trying to build.
The game is actually riddled with these regressive, bootstrap requirements. The Workbench is a necessary structure to craft mid-to-late tier items, and requires a Wrench to be consumed in the construction. Meanwhile, the Wrench can only be constructed with Forged Steel, which is an endgame resource material that requires a high player level. Oh, and a Workbench. You need a Workbench to create a Wrench so you can craft a Workbench. But hey, sometimes you can find a Workbench out in the world, so you can dismantle it and place it back at your base… provided you have a Wrench.
[Fake Edit: Just kidding, Workbenches in the world can’t be dismantled anymore.]
These problems already existed in Alpha 15, but it’s kinda worse now. The devs introduced “Sleeper” zombies, which basically means they seeded every corner and basement of every building with zombies that can wake up while you’re trying to loot. This makes looting houses much more tense and exciting, for sure. However, they also reduced zombie loot without actually increasing it elsewhere. Ergo, you end up having to do more fighting with less rewards, while stuck with worse tools for longer.
Another example of regressive design? The devs reduced the amount of Wood gathered with Stone Axes, and eliminated the Last-Hit bonus (generally +20 Wood when a tree is finally felled). “Better tools result in better yields” makes sense, right? Sure, conceptually. The problem is that by the time you have a Forge up and running to craft an Iron Fireaxe, your need for Wood has considerably decreased. In fact, considering the rate that even a Stone Shovel gives you Small Stone and Clay, it’s actually easier to create a base out of Cobblestone than Wood.
Alpha is Alpha, of course. That said, I think there is a lot that the devs can do to bridge the progression gap and otherwise tighten up with the core gameplay loops. Some suggestions:
Introduce a Scrap Iron tier of weapons/tools.
The current progression path is Stone –> Forged Iron. That is quite the jump, especially with such considerable gaps in coverage in some areas. For example, your first knife is a Bone Shiv, and the next requires Forged Iron AND a Blueprint (Hunting Knife). You can craft Iron Arrowheads all day, no problem, but a sharp piece of a iron? Impossible.
I would also suggest making the Cooking Pot craftable with general Iron, rather than requiring a Forge. The Cooking Pot is just too integral to basic survival given that there are zero non-loot sources of fresh water in the game otherwise. Well, you can create Yucca Juice from harvesting cacti in a pinch, but you can’t cook/craft with that.
Perform a general sanity check on existing Blueprints
I am hoping that the current Blueprint system is a placeholder that eventually gets revisited, because it really makes zero sense sometimes. For example, the general progression of clubs is Wood Club, Iron Reinforced Club, and Spiked Club. You can craft the first two without Blueprints (although the Iron Reinforced Club requires a whopping 100 Iron), but the Spiked Club requires both Forged Iron and a specific Blueprint. For a piece of wood with spikes on it.
What makes the Spiked Club even more ridiculous is that you can craft Barbed Wire with simple Iron right from the beginning of the game. And Barbed Wire Fence for that matter. Barbed Wire + Wood is fine, but Barbed Wire wrapped around a piece of wood is way too complicated. Or using the Claw Hammer and some Nails on a piece of wood.
Reduce the Bootstrap Gating
I mean, I kinda get the thought process here. In crafting games like Terraria, Minecraft, and others, the limiting factor that gets you out the door of your base is resources: you need that Platinum/Diamond/Magic Ore/etc. Resources are needed in 7DTD too, but the overwhelming impetus to scavenge is the simple fact that you can’t just slowly work your way up the crafting tree. You need Short Iron Pipes to craft the Forge that makes Short Iron Pipes, and you need a Wrench to build a Workbench that can make Wrenches.
At the same time, the difference between finding a Wrench/Cooking Pot/etc on Day 1 and not finding anything for 7+ in-game days is enormous. Random loot is exciting, and there is absolutely still a place for that. But I think there should at least be the possibility of a bridge between Nothing and Everything. Perhaps a Crude Wrench, or Makeshift Cooking Pot. Make them have the chance for failure or ruined ingredients so that the Real Deal is still desirable, if no longer strictly required.
In any case, I still find the game to be quite entertaining, although I’m unlikely to derive the same 60+ hours of fun I did when everything was new. Which is likely good news to the people more interested in my potential thoughts on the upcoming FFXIV and Guild Wars 2 expansions.
Delayed vs Rushed
Remember when I said I was pining for an update to 7 Days to Die? It’s finally happening.
Hopefully.
It has been over eight months since 7 Days to Die has been updated to Alpha 15. Reaction to the Alpha 16 update announcement has been… mixed, but mainly due to that very length. (And streamers getting first dibs for no reason.) The game is still in Early Access, still in Alpha, still missing every single Roadmap and timeline the developers have offered. That said, there is fairly routine forum interaction from at least one employee, there have been multiple Alpha 16 videos, and so on. Development for this zombie apocalypse game hasn’t, ahem, died.
My thoughts on this are somewhat conflicted. Shigeru Miyamoto of Mario (et tal) fame once said:
A delayed game is eventually good, but a rushed game is forever bad.
Within the context of traditional videogames, he is 100% correct. If you released a cartridge game and it was rushed, then it was forever rushed. There were no patches back in those days, bizarre Sega shenanigans notwithstanding.

The current gaming climate is completely different. Games will frequently be released broken, as in totally nonfunctional (see: Fallout New Vegas), and even the better ones often have hefty Day 1 patches measured in gigabytes. Even for single-player games, the norm these day are several content patches over the “life” of the title, and not just DLC either. Just look at Mass Effect (both trilogy and Andromeda) and FF15.
Early Access muddies the water even more. When is a game actually “released” anymore? When it goes Gold? When it starts charging money?
Regardless, I think the fundamental concern these days is Mission Creep and the anxiety surrounding whether the developers actually get around to… well, perhaps not finishing the game, but at least not abandoning it midway. Some Early Access games are more playable than others, but sometimes the developers decide to go off on a design tangent that leads to a forever incomplete game. For example, in 7 Day to Die, the developers spent a considerable amount of time on Alpha 16 incorporating the ability to “paint” blocks. It’s texture paint, so perhaps that will make future Points of Interest creation/modding easier. And there’s electricity/auto-turrets now too. Meanwhile, the zombie AI is still pretty dumb, zombies can’t dig downwards so bunker-bases just win you the game, and so on.
The ideal is always going to be Polished and On-Time. If one must choose between Delayed and Rushed however, I find myself leaning towards Rushed more and more these days. Rushed means bugs, usually, or imbalance in mechanics. But at least it is something, something real and tangible and able to take the edge off that burning desire for novelty. Delayed means “possibly never” and is often just as imbalanced and in need of additional updates anyway.
End of Mass Effect
Jul 14
Posted by Azuriel
So it is looking more and more like the Mass Effect series is done. Latest word is that Mass Effect: Andromeda will not be getting any single-player DLC. While I do not normally care for DLC – much less story-based DLC – this is not a particularly good sign for the health of the series.
And that’s a damn shame.
Andromeda is not remotely close to being as good as any of the original trilogy titles. But… it’s not bad, either. Animations are still wonky, especially when compared to what came before. At the same time, the actual graphics and alien vistas are phenomenal. Combat too is probably the best it has ever been, in terms of cadence and action. While there are still waist-high barriers around in most areas, it certainly doesn’t feel as forced as it did in prior titles. The side crew can’t hold a candle to the OG team from the Milky Way, but perhaps they could have caught up in the next few games.
The problem seems to have been development run amok. I have seen a lot of people decry those derisive animation memes as the reason for the game’s poor reception, but few people examine why the animations were poor to begin with. Despite being in development for 5 years, the game only really coalesced a year and a half before launch. It boggles my mind that the designers were thinking a No Man’s Sky approach to Mass Effect was ever a good idea, e.g. thousand of procedurally generated random planets. This is a flagship franchise – if you want to screw around with the formula, do it with another property!
To date, I still have not completed the main story in Andromeda. As is custom, I got to a stage in which I felt like the endgame was approaching, so I quickly veered off into sidequest territory. I even completed that stupid sidequest that required 16 mineral readings from every crag of the ass end of the universe. Not because it’s fun, but because I’m cruising around with fun company. I mentioned it elsewhere, but I could listen to Peebee and Drak shoot the shit for hours. And I have.
I will be sad when it is over.
While I am a big believer in finding meaning and purpose in every action one takes, I also hate unfinished stories (Kingkiller Chronicles much?). You can certainly have fun with Andromeda, as I have thus far. But I am weary of encouraging anyone being sucked into an orphaned narrative.
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Tags: Bioware, End of An Age, Mass Effect, Mass Effect: Andromeda