Vanilla Challenge: Levels 1-5
And so it begins.
To start with, let me just confirm that the process of pirating Blizzard’s IP by joining a private vanilla server is remarkably easy. I posted the instructions elsewhere, but the steps I followed were:
- Find website.
- Click the torrent link they helpfully provide.
- Wait for 5GB torrent to download.
- Create an account on a linked website in the meantime.
- Copy & Paste 1 line of text in the Realm.wtf file.
- Double-click the WoW icon.
That’s it. There isn’t even an “installation” of vanilla WoW; the torrent has the folders already unpacked for you. So when people were stating that private servers are easier than getting into retail WoW, they were correct.
All that set up, I was in.
I went with a human paladin because that seems to be the experience that most people can relate to. Plus, if I recall correctly from my TBC experience, the Dwarven starting area is even worse in terms of running around aimlessly. Maybe some other time. Probably not.
The general paladin experience was pretty much as bad as I remembered. You start with two buttons: Seal of Righteousness and Holy Light. Combat consists of casting Seal and auto-attacking. For around 12-28 seconds. Per mob. I’m not joking:
For the full vanilla experience, you should watch the entire video. It’s exactly like playing!
Aside from the Time-To-Kill metrics and general pants-on-head asinine class design, I was also struck by smaller design issues that were blasts from the past. For example, the first quest you get is to kill Kobold Vermin behind the church. The steady stream of new players/alts ensured a general sort of Kobold holocaust, but it wasn’t until about the third dead Kobold that I realized I was killing the wrong ones. There were, in fact, three different layers of Kobolds: Vermin, Workers, and Laborers. Not to be racist, but they kinda all looked the same.
The other issue was boomerang quests, which is perhaps one of the more annoying quest designs in gaming to me. Specifically, a quest giver asking you to go to an area to kill mobs, then asking you to go back to the same area again and killing mobs slightly further in, and so on. The “Christmas tree” effect (getting to a new quest area and seeing dozens of “?”s) is kind of the result of bypassing the boomerang, but it is a far preferable state of affairs, IMO.
Then again, there weren’t any Christmas trees in vanilla or a portion of TBC, as quest givers did not appear on the minimap unless you were ready to turn something in. Indeed, that was my first exposure to absurd design Luddittes – post after post in the TBC forums crying about how much the game is diminished by having quests show up in the minimap. But I digress.
Upon hitting level 3, I decided to travel over to the dreaded Defias Vineyard. This was WoW’s “The Butcher” experience, introducing millions of players to a hostile, uncaring universe of pain and suffering in the form of rapidly respawning, high aggro-radius having mobs. The Vineyard was as advertised: hostile and uncaring. Well… mostly.
(Video starting from 6:06 from the prior one.)
I was invited to a group by a warlock who was also hunting for Defias bandannas and we aggroed in tandem for quite some time. Having been a solo player for so long, I almost felt uncomfortable being “confined” to a group, as if we were sitting next to each other on a bus with plenty of empty seats. Anyway, he DoT’d the enemies up, and I uselessly auto-attacked and tried to keep aggro. There were always other people running around the area, being chased by their gray-tagged mobs and occasionally stealing our own. It made me think about MMOs like GW2 where anyone can help anyone at any time, and still get credit for kills and the like even if you just dealt one blow. There is more cooperation there, but less socialization.
Not that I and the warlock talked much anyway.
Turning in the bandanna quest unlocked two more quests that required going to the exact same area and, by consequence, killing the same mobs. Classic boomerang. One of the quest mobs was named, but I don’t believe he was marked as an Elite or anything. Still, three mobs at once is a bit tough to handle when it takes you 20 seconds of auto-attacking to bring down a single dude, so I started inviting everyone who showed up near the mob respawn. There were three of us, and two more sauntered in, not accepting my invite. They ended up stealing the tag right from under us, because of course they did. Three to four minutes later, we collected four heads from one body and I dinged level 5.
Total time played: 1 hour, 15 minutes.
For the sake of science and amusement, I went ahead and rolled another human paladin, this time via the F2P Starter account in retail WoW. The differences, as you might imagine, are quite stark:
Time-to-Kill is sometimes 0.0 seconds, with mobs dying in the press of Crusader Strike and simultaneous melee auto-attack. Crusader Strike’s cooldown is 4.5 seconds, so we can just say 0-4.5 seconds TTK. And do note that I did not have any heirlooms or anything of the sort – the Starter account is not associated with my actual (lapsed) account at all.
The Defias are gone from the Vineyard, which is now aflame and overrun by orcs. It still teaches new players about aggro mobs, but there is essentially zero danger when mobs die in 2-3 hits. There was a quest to kill a specific named orc ala X, but he too went down in a manner that makes you question the robustness of the Horde’s espionage program.
Experiencing this new paradigm for the first time in years, sans the heirlooms which I had hitherto believed caused it, I am willing to make some concessions.
Nils has described the vanilla way as giving players the time and opportunity to keep their mind busy without actually being busy. I think I can appreciate this sentiment now, but not quite for the same reason as he. When it takes 20+ seconds to kill a mob, you are pretty much forced to “settle in” to an area. It will, after all, be where you will be questing for the next 10+ minutes. There is ample time to smell the roses, as you conspicuously not press buttons.
Conversely, when you are all but one-shotting mobs in retail, you are on the fast track. Move to blue area, kill 10 mobs, run back. Your focus is on the UI rather than the screen because that’s all you have time for. Pushing buttons is still always better than not pushing buttons, in my opinion, but you can’t exactly just stretch out the TTK numbers and insert button presses in all the empty beats. Which, now that I think about it, might be why I didn’t exactly enjoy the FF14 or Wildstar gameplay experience.
In any case, I hit level 5 with 15 minutes /played.
The funny/sad thing is that the speed is both too fast and not fast enough. If leveling is easy because the designers want more people to be in the current expansion endgame, well… put people in the current expansion endgame. The first couple of zones in every expansion are more or less tutorial zones for returning players already, so it should accommodate re-rollers just fine. Conversely, if the leveling still exists as some kind of nod to new WoW players or nostalgia junkies, it’s much too fast to satisfy anyone.
This split baby needs thrown out with the bathwater.
The challenge continues. I have little to no interest actually hitting 60 in vanilla, especially given the number of hours it supposedly takes, but I will play for a while longer. My next goal is to unlock the talent system, which traditionally started at 10, I believe. Can’t wait to start unlocking +2% damage for the next dozen levels thereafter.
Hope Springs Eternal
(This is followup to my In Defense of Used Games post.)
I believe that eventually we will see the resell of game licenses. Given how our present trajectory is clearly in favor of restrictive limited licenses, games-as-services, and exclusive accounts everywhere, from whence does this optimism spring? Basically, it springs from what I imagine to be an inevitable reconciliation between what is legal and what consumers see as reasonable and/or how they play games in the real world.
I am going to divide this model into roughly two parts: the Practical and the Legal.
The Practical Disconnect
There is an incredible disconnect between what companies write in their ToS/EULAs and how people actually use the products in question. In fact, even the question of what amounts to game piracy is not as clear-cut as you might think. If you download the Tomb Raider reboot off of Pirate Bay, that is clearly piracy, sure. But suppose you let your little brother play the copy that you legally purchased. Is that piracy? Instead of it being a family member, suppose you let a friend come over and play it. Is that (still) piracy? What if you let a complete stranger play your copy of the game?
Now suppose this copy of Tomb Raider in question was purchased on Steam. Does that change anything at the family/friend/stranger level? It does:
“When you complete Steam’s registration process, you create a Steam account (“Account”). Your Account may also include billing information you provide to Valve for the purchase of Subscriptions. You are solely responsible for all activity on your Account and for the security of your computer system. You may not reveal, share or otherwise allow others to use your password or Account. You agree that you are personally responsible for the use of your password and Account and for all of the communication and activity on Steam that results from use of your login name and password. You may not sell or charge others for the right to use your Account, or otherwise transfer your Account, nor may you sell, charge others for the right to use, or transfer any Subscriptions other than if and as expressly permitted by this Agreement (including any Subscription Terms or Rules of Use).”
In our all-digital future, everything is tied to accounts. Ostensively, account-sharing is a bannable offense. In fact, if Valve suspects you shared or sold a given Steam account, it will ban all accounts in your possession, even if nothing untoward was happening in the others. And yet the problem with account-sharing is that it shouldn’t actually be any company’s business who is sitting in the chair, behind the keyboard/controller. I mean, it is technically their business – because they say it is – but it shouldn’t be.
I am not playing WoW right now, despite having multiple level-capped characters and a large sum of gold doing no good to anyone. If I resubscribed and started playing again, Blizzard would be happy. If I resubscribed and let a friend play my character, Blizzard would still be happy… up until the moment they realized what I was doing. But provided we did not alternate log-ins from multiple IP addresses or whatever, there is really no way for Blizzard to tell the difference between us. And yet that is “illegal.” Why? Because presumably the threat of account closure is supposed to induce the friend to purchase their own account/expansions/etc and work their way from scratch.
If letting friends and family members play your games does not count as piracy, neither should letting them log onto your account(s). Indeed, the only way the company would be able to ascertain a difference between users is with intrusive biometric privacy measures like… an always-on IR camera powerful enough to measure your heart rate via body heat to ensure only the True Owner ™ utilizes the account. Otherwise, these measures simply fail unless you attempt to log in from two places simultaneously. These companies are writing rules and contractual terms they have no means of enforcing outside the most heinous of nightmare scenarios. Or, I guess the Honor System.
Perhaps you do believe that your little brother playing your copy of Tomb Raider counts as piracy. In which case I have two questions: 1) why haven’t you turned yourself in, and 2) how far does that really go? Is it piracy for him to watch you play? Or is the crime committed only when he touches the controller? What if it is a strategy game in which he tells you what moves to make, and you simply act as his inputs? Still probably worth a $150,000 fine, wouldn’t you agree?
If companies could go this far, they would. That is the copyright endgame: the limitation of the experience to a single, paying mind. Thankfully, they lack the ability to dictate what happens in the privacy of our homes. Except, you know, for all the times that they can.
The Legal Aspect
In his rebuttal to me, Tobold linked an article in regards to US courts ruling against First Sale doctrine applying to digital goods. The article includes the following passage:
“Notably, the ReDigi case turned in large part on the same phrase at issue in Kirtsaeng—whether the copies at issue were “lawfully made” under [the Copyright Act]. In ReDigi, the court held they were not. “The first sale doctrine does not protect ReDigi’s distribution of Capitol’s copyrighted works,” Sullivan held, because the files at issue are “unlawful reproductions” and therefore not “lawfully made.” And, also like Kirtsaeng, the court said the proper venue to decide the core issue—whether buyers of digital products can resell them—is Congress.
“ReDigi effectively requests that the Court amend the [the Copyright Act] to achieve ReDigi’s broader policy goals—goals that happen to advance ReDigi’s economic interests,” Sullivan observed, adding that “amendment of the Copyright Act in line with ReDigi’s proposal is a legislative prerogative that courts are unauthorized and ill-suited to attempt.”
If you haven’t been following the ReDigi case, you really should take a look. Spoiler alert though: ReDigi lost back in April, but is appealing.
The hinge of the case was that even though ReDigi’s process involved removing the music file from the original computer, technically ReDigi was still “creating” a copy on their own servers by virtue of the transfer process. That was the entire hang-up, or more accurately, the technicality. Even Google tried to get involved in the case by coming to the defense of ReDigi, arguing a judgment against ReDigi “would put the entire cloud computing industry, worth an estimated 41 billion dollars, at risk.”
Incidentally, as pointed out in the concluding paragraphs of the same article:
To make his point, Sullivan stressed that the first sale doctrine does still protect the ability to resell digital music—you can still sell your “computer hard disk, iPod, or other memory device” onto which the file was originally downloaded, he wrote. While conceding that practice might prove to be “onerous,” he suggested there may also be reasons why such “physical limitations” are desirable. “It is left to Congress, and not this Court,” he concluded “to deem them outmoded.”
In other words, you can resell your digital music, as long as you originally downloaded them onto, I dunno, say a $6 MicroSD card. Or a $2-$5 USB stick (which are 1gb in size… Jesus, time flies). Preferably we could cut the bullshit and just print the CD/DVDs ourselves, but I imagine there is no direct-to-CD argument that can be made, else they would have made it.
The salient point here is that the current system is, at best, untenable. As more and more aspects of our lives migrate more fully into the digital realm, Congress will revisit this subject again. Honestly, they really should not have to – it would be better for everyone involved if companies came to this voluntarily. Hell, I have been shitting on the Xbox One pretty often, but Microsoft is apparently putting in a “used digital game” framework, in some murky form or another. It would be the height of irony if Microsoft ended up starting a revolution in the same way that Steam made digital games mainstream. Both Apple and Amazon have patented second-hand digital marketplaces, by the way, but have yet to actually do anything with them.
Some people get the impression that I am anti-IP, or that I am antagonistic to copyright. That is not really the case, although I do believe “life of author + 70 years” is absurd welfare for corporate rent-seekers rather than to the actual benefit of society, e.g. the entire original purpose of copyright. I mean, are there really artists out there that would look at something like Life + 5 years and go “fuck it, I’m not going to bother”? Give me a break.
Anyway, what I desire is for the designers to partner with consumers, for all of us to cooperate for the common good. I don’t like GameStop any more than game designers do – they really are just parasitic middleman – but only one of those two parties actually make efforts to improve consumer surplus, even if it’s just by accident. And if there was any enduring message that came out of the wild internet heyday, it is that you Can’t Stop the Signal. Revenue models are going to have to change, whether you like it or not. If game designers want a piece of the the new paradigm, they have every opportunity to get aboard the train.
Free shipping on digital downloads? New deals every week? Sign me up!
“Step 4: Copy the cracked content located in the Crack directory on either disc into BinariesWin32 of your installation directory, overwriting existing files.”
So… which is worse? Day 1 DLC? Piracy? Requiring multiplayer for the best ending (thanks to Tesh for the heads up)? Not being able to do multiplayer later? How do I choose?
P.S. I know the Digital Deluxe edition is different from the one in the deal. But my DLC calculus was $70 vs $80 (plus soundtrack + whatever), not $58 vs $80. Considering that I already know there is no way in hell my recommended price in my final review will be $80 or even $60, I feel extra dumb for paying the “3:43am purchase so I can download overnight and be a part of this geek cultural event for once” tax.
P.P.S. Has anyone mentioned Origin sucks donkey balls before? I am now having to reinstall ME3 because it originally refused to install anywhere other than on my 64GB SSD. Sorry, no, you get in the back of the D: drive like everyone else.
P.P.P.S. Then this happened:
P.P.P.P.S. Finished redownload after 2+ hours. Despite changing default install location, ME3 was installed on C: again. Now I’m going to have to fucking mess with creating virtual links from the CMD line and hope I don’t break anything. Congratulations, EA, you have made this bullshit more complicated than mounting ISOs and didn’t even have the curtsey to include a KeyGen chiptune reach-around.
P.P.P.P.P.S. Steam or bust.
Goose and Gander
Posted by Azuriel
In a surprisingly hot-topic twist, the internet was awash in reactions last week to Blizzard shutting down a vanilla private server. While the bloggers had the right idea, various random commenters had a much different reaction. The mental gymnastics are on point:
I mean, let’s be real here. Blizzard/EA/whoever owns the IP, and gets final legal say with how it is utilized. That’s what copyright means. If they want to sit on an unsupported franchise and let it rot, that is their right. You can make some sort of moral “abandonware” or “historical preservation” argument, but again, the law is pretty clear here. Whether or not Blizzard is losing anything by letting others pirate their material is besides the point.
Now, if you’re fine with being a pirate, that’s all right with me.
The owners/employees of Nostalrius had an AMA on Reddit earlier, and they described the costs involved with running the server: $500-$1000/month for server/bandwidth costs. For ~150,000 active accounts (defined by at least one log-in event in the last 10 days). Which really confirms how and why there are so many zombie MMOs still shambling about, i.e. it’s apparently super cheap to run. You know, minus the employee wages, of which none were paid in this scenario, even though they apparently committed 20-30 hours a week on top of their day jobs.
It is debatable how much money Blizzard is “leaving on the table” in this scenario though. 150,000 active users on a private WoW server is larger than most actual MMOs on the market currently. Crucially, however, these were all F2P users – how many would convert to $15/month customers is a matter of debate. If 10% converted, that’d still be roughly a quarter million a month. That’s enough to pay 44 people’s $60k salaries per year with some left over. Assuming that they even needed 44 full-time people to shepherd over legacy code.
The problem is opportunity cost. And marketing/messaging. Blizzard could probably make money off of legacy servers… but would it be more money than they could by spending that human capital elsewhere? As someone with less than zero interest in vanilla WoW, I know that I would prefer those 44 full-time people doing something more useful, like staunching the +150k subscriber bleeding every quarter from WoW Prime. When was the last time new content was released again?
Releasing and maintaining legacy servers would be the equivalent of Blizzard rooting around in the couch for spare change while the house burns down around them. Which it is.
Posted in Commentary
Tags: First World Pirate Problems, Legacy Servers, Piracy, Vanilla, WoW