Browsing Reddit when I came across this post:
The comments are full of masturbatory glee and gamer “trolling,” as if none of those posters play games themselves and/or have had complaints about them. Taken on face value though, the comic is probably correct. With an asterisk. Because the thing about the term Karen is one near and dear to my heart: entitlement.
Karen is used as a pejorative because regular people do not ask to speak with a manager over a perceived slight. It’s an over-the-top escalation that presumes the individual is someone whom the manager needs to hear from. But… if you ordered a medium-rare steak and the server brings out one that’s well-done, nobody bats an eye when you have them send it back or ask for a refund. That is a reasonable escalation – if the manager comes out of their own volition to apologize, then that’s fine.
Here’s the thing though with games: anyone you can talk to is basically “the manager.”
And the other thing? The managers, e.g. the developers, want you to talk to them. Developers have fostered this transactional relationship industry-wide and monetized it. “Games as a Service” is the new “RPG-elements”: everybody has it. Which makes sense, as games are uniquely positioned to be interactive and adaptable. Books, music, and movies are created and finished. For all the millions of voices crying out to George R.R. Martin to change something about Game of Thrones – or to just finish his goddamn books for Christ’s sake – no one presumes that it is possible to actually accomplish anything. Meanwhile, an errant forum post can get a developer to shift the entire competitive metagame. Or more likely, a forum post that rouses enough rabble.
Keeping silent and voting with just your wallet is pointless – you need to vote with other peoples’ wallets if you hope to get a word past the whales. And that typically means getting vocal, getting specific, and I guess appearing entitled to have opinions of the transactional relationship taking place. Do the developers have to listen? No. They don’t have to have a forum, do any communication or outreach, and just build games. Presumably they looked at the numbers and (begrudgingly?) realized that the playerbase could be leveraged to push more product. And now they have the tiger by the tail.
Are some gamers over the top? Yes, of course. That went without saying… until I just did. But I am always leery of the predilection in these circlejerks to land on the thought-terminating cliche of entitlement. At its most pernicious root, using entitlement as a pejorative fosters an authoritarian environment in which you are made to feel lucky that you got any service at all, much less the wrong service, even if you paid for it. Meekness is not a virtue.
…okay, maybe it is.
However! Developers are not gods, they are just people building a collaborative, commercial product/service to sell to you. It’s okay to send back tacos when you ordered meatloaf. It’s okay to leave a bad review when your steak is cooked wrong. It’s okay to express passion in a hobby that you spend literal years of your life playing. Maybe don’t send death threats; send cupcakes instead. Advocate for yourself and your desires, especially if no one is making games you like anymore. No one has to listen, of course, or agree that its a good idea or implement what are clearly brilliant changes that will improve the franchise for decades to come. That’s going to be a on the devs and their conscience.
How some of them sleep at night, I’ll never know.
As Reddit is largely my source of gaming news these days, periodically I find that several items relevant to my interests have been buried by random nonsense. In no particular order:
Oxygen Not Included’s DLC has entered Early Access
Called Spaced Out!, the DLC seems focused on creating and managing multiple mini-colonies rather than one. Considering how complex and fragile just one colony can be, Klei is either targeting hardcore vets of the original game or will be introducing methods to trivialize some of the fundamental problems players encounter (heat, water usage, leaning on and then running out of algae or coal, etc). Although I have logged 143 hours into the game – making it my 5th most-played game on Steam – I have never actually made it to the rocket launching endgame, so I would be fine with the latter.
ARK 2 has been announced, starring Vin Diesel
No, really, look at the (pointless) trailer. Cue up the Adam Jensen “I didn’t ask for this.” Supposedly there will be more details coming out over the next few days, but the underlying kick in the teeth is that Studio Wildcard is rather pointedly ending the development of its original game in favor of a star-studded sequel. This shouldn’t come as that much of a surprise, considering Wildcard is rather infamous for releasing a paid DLC while the original game was still in Early Access.
Having said that, if the end result is ARK on more stable game-code… maybe it’s worth the re-admission price. Clocking in at 147.5 hours, ARK is my 4th most-played game on Steam. And all that time was spent in single-player, almost entirely on the original map. The bones were good; it’s the flesh that needs work.
Slay the Spire is (still) coming to Android… Eventually!
Mentioned in passing at the top of the latest patch notes: “While we’re awaiting news from our publishing and porting teams for the Android mobile release, we’re bringing some more of the under-the-hood improvements to PC!” While an Android release of Slay the Spire is not news per se, I’m always happy to be reminded that it might eventually happen someday. After all, it’s been six months since it was released on iOS and I have resorted to a number of questionable phone games (like Hearthstone) to scratch that particular itch.
And just to continue the theme, Slay the Spire is #2 on my Steam list with 166.8 hours played.
There is a slow-burning dumpster fire in the Guild Wars 2 subreddit, and it seems to have been set by ArenaNet.
For those just coming onto the crime scene, the stage is set thus: GW2 appears to be in decline. Revenue is down. ArenaNet lost ~35% of its staff in February of this year. While there has been semi-regular Living Story updates, the last full expansion was released almost two full years ago. So when there was an announcement countdown livestream event on Twitch, the dedicated fans were hopeful. Maybe there would be a new expansion? Or new elite specs? Or some WvW/PvP love?
It was not a complete nothingburger, but it was clearly not at all anything that a worried fan might take solace in. Living Stories are now “Living Sagas,” there are some new Masteries coming, and… 10m starter raids called Strikes? When you lose a third of your entire workforce six months ago and leave an awkward silence to the question of whether your company can even handle another expansion, people start using phrases like “maintenance mode.”
The Content Marketing Manager response over this holiday weekend has consisted of… throwing around lit garbage.
Hey friends, this industry can be a weird one to work in and this year has been an especially roller-coaster-y one for lots of companies. A couple of important things to remember: (1/5)
If you’re abusing your fellow human beings because you’re mad about your game, that’s not “passion”. You’ve lost perspective and crossed a line. It doesn’t matter why you think a game has wronged you–attacking devs or your fellow community members has no excuse. Ever. (2/5)
“Be professional” is not code for “I am allowed to heap every vile treatment I can think of onto your head, and you are required to thank me for it, ask for more, and always treat me with the utmost deference. If I even THINK you aren’t, there will be hell to pay”. (3/5)
If you have to resort to hyperbole, snark, fact omission, mild truth-stretching, creepy comparisons to Hitler, or metaphors about “It’s like if you paid the bill but they turned off your heat in winter” to explain your fury, perhaps the situation is not as dire as you say. (4/5)
Save the “But you have to understand” devs deserve abuse. I’ve been working in this industry for 10 years and playing in it since I was a little girl. I’ve been Mad At A Game. I never *once* exhibited the vile behavior I see daily. It can be done. (5/5)
This has been received by the GW2 Reddit community… poorly. Even though she later clarified that she totally wasn’t talking about reaction to the ArenaNet event – that rant was apparently just apropos of nothing – it became somewhat emblematic of developer communication these days. Specifically, react and pontificate on the toxicity of your game’s community instead of addressing the root causes of ire.
I mean, what does this Content Marketing Manager expect to occur as a result of her posts? Has there been a single successful chastisement in the history of the internet? Even if it worked the end result would still be Reddit threads filled with polite questions and criticism and radio silence from the company that absolutely wants you to continue giving them money but won’t give you a hint that it’s secretly cratering and can’t possibly swing an expansion anymore. Which, okay, business is going to business here – why tell players the $5 (character-specific!) bag slot they’re about to buy will never contain new items when you can say nothing and keep the money?
Nobody wants to upgrade to a 1st-class cabin on the Titanic. At least, not after it hits an iceberg. And make no mistake, Guild Wars 2 has hit an iceberg. Probably a few. The remaining crew yelling at the panicking passengers is the exact opposite of constructive. Something useful would be informing them that additional lifeboats (expansion) are being constructed as we speak. Here are some life jackets (elite specs). There’s a nice band playing over on Deck 7 (WvW stuff). You know, anything to make the transition a more pleasant experience when it is literally your job to do so.
We’ll have to see how ArenaNet management react when they swing back into the office today. This tweet-storm is not on the same level as the Jessica Price fiasco a year ago, but it’s in the same neighborhood of dumb. Why people keep insisting on driving that route, I have no idea.
It’s been a few days since the drama, but I wanted to reserve a piece of internet real estate to talk about the Jessica Price fiasco. It’s fine if you don’t know who that is, or what the drama is about. All you really need to know is the following sequence of events:
- Jessica Price talks about the challenges with narrative storytelling in MMOs.
- Popular streamer and GW2 content creator, Deroir, suggests that solutions can be found doing things a different way.
- Jessica Price responds with the following:
Today in being a female game dev:
“Allow me–a person who does not work with you–explain to you how you do your job.”
like, the next rando asshat who attempts to explain the concept of branching dialogue to me–as if, you know, having worked in game narrative for a fucking DECADE, I have never heard of it–is getting instablocked. PSA.
Since we’ve got a lot of hurt manfeels today, lemme make something clear: this is my feed. I’m not on the clock here. I’m not your emotional courtesan just because I’m a dev. Don’t expect me to pretend to like you here.
The attempts of fans to exert ownership over our personal lives and times are something I am hardcore about stopping. You don’t own me, and I don’t owe you.
Within the day, she was fired.
The reason I wanted to lay this all out is because the reality-distortion fields are being engaged and the entire debacle is being framed as a new Feminism vs GamerGate front. And that’s incredibly dumb, and sad, and arguably dangerous. Jessica Price was fired because she was behaving as a noxious asshole in an official capacity. Full stop. We don’t even have to examine whether it was “mansplaining” to interact with Jessica’s social media post, because there isn’t a scenario in which her response is ever appropriate.
And instead of talking about that, we’re talking about this:
Price is worried about the precedent the firings set. “The message is very clear, especially to women at the company: if Reddit wants you fired, we’ll fire you,” she said. “Get out there and make sure the players have a good time. And make sure you smile while they hit you.”
That’s a Kotaku link, but the framing of the debate is also being set by Polygon (emphasis mine):
Jessica Price, who was fired by ArenaNet last week for arguing with fans of the company’s Guild Wars 2 MMO, said she feels betrayed by how the company “folded like a cheap card table” when confronted by toxic fandom. In an interview with Polygon, she talked about the meeting in which she was fired, and castigated ArenaNet managers for their “highly unprofessional” reaction to a social media controversy.
That kinda makes it sound like Price was heroically standing up to the school bully, and unfortunately got caught in the Zero Tolerance policy for fighting back.
Instead of, you know, reading literally this:
Really interesting thread to read! 👌 However, allow me to disagree *slightly*. I dont believe the issue lies in the MMORPG genre itself (as your wording seemingly suggest). I believe the issue lies in the contraints of the Living Story’s narrative design; (1 of 3)
When you want the outcome to be the same across the board for all players’ experiences, then yes, by design you are extremely limited in how you can contruct the personality of the PC. (2 of 3)
But, if instead players were given the option to meaningfully express *their* character through branching dialogue options (which also aren’t just on the checklist for an achievement that forces you through all dialogue options), (3 of 4 cause I count seemingly…)
then perhaps players would be more invested in the roleplaying aspect of that particular MMORPG. Nonetheless, I appreciate the insightful thread! (End)
And responding with:
thanks for trying to tell me what we do internally, my dude 9_9
You getting mad at my obvious attempt at creating dialogue and discussion with you, instead of just replying that I am wrong or otherwise correct me in my false assumptions, is really just disheartening for me. You do you though. I’m sorry if it offended. I’ll leave you to it.
Today in being a female game dev:
“Allow me–a person who does not work with you–explain to you how you do your job.”
And yet this is somehow Reddit’s fault, as if the notoriety of the thread detailing Price’s behavior was spontaneously generated (or artificially manufactured), and not the natural result of her shockingly aggressive behavior. Suppose there were bots involved, perhaps unleashed by GamerGaters who are somehow huge GW2 fans and capable of mobilizing within hours. The most they could do is increase the thread’s visibility, after which it seems easy to imagine becoming self-perpetuating.
I don’t like anything about this entire scenario – it feels like a permanent loss to chaos and entropy. This unforced error gives those in GamerGate a free win, when their general philosophy is abhorrent nonsense. And here I am, also defending corporations and their ownership over the social media profiles of their employees, even when “off the clock.” Like when Price writes “make sure you smile while they hit you,” I want to ask if she has ever worked a goddamn day in customer service or retail in her entire life. Yeah, that’s the job. I’ve worked at places for years in which hanging up on a customer was a fireable offense the first time you did so.
I don’t know what the takeaway on all this is. I am not a culture warrior, but I do believe in social justice. I’m a bleeding-heart liberal, but I can’t muster any sympathy for Price. Maybe I’m not as good as I imagine myself to be. But if that person has to read what was actually said and come to the “Reddit got me fired” conclusion? Then I don’t want to be that guy. Price deserved the boot.
So, I’m browsing Reddit and I come across a GIF from the latest one, and decide to read the post before actually watching the new E3 video. And the comments… dear god, the comments…
Can someone plz tell us what’s happening?
Japanese people are weird and tell weird stories
Source: I have played some videogames before
Wait, the babys head went downwards like a somersault, but then the butt shows up in traditional “mooning” orientation, how did he do that?
Watch it in slowmo, as his head disappears you can see him start to rotate.
Dude. I’m not watching this in slowmo. I don’t even want to see it at regular speed.
They’ve released plenty of trailers by now and gameplay, and I still have no idea what the fuck this game is about or what is it you’re really doing in the game.
Probably survival game with a bit of rpg elements. You are like a courier who delivers some stuff in that big box. Then you are recruited by that woman to probably get know know what is that stuff in the box. The game theme is about the damaged enviroments where the ‘timefall’ rain has some toxicated substance that causes living organism to age rapidly fast (notice the grass/flower when norman reedus walks under the rain) For now we know there are invisible creatures in the rain and if they eat/kill you, there is some lore-related mechanics that governs respawn system (create a crater area as in the trailer says). Some also speculates that the fetus that he carries is actually a clone of himself, and can turn into his adult self rapidly fast incase he/the player dies.
Ohh, so he carries a clone of himself so that when he gets accelerated there’s another one of him to take his place? That makes sense now.
I mean, I guess.
The phrasing I have heard is that Kojima’s goal is “to do for horror games, what Metal Gear Solid did for stealth games.” Based on his stated goals with the Metal Gear series and the E3 trailer for this game (which I did end up watching), that may be “run away from the monsters instead of shooting them.” That said, it’s 2018, and there have been many, many of those sort of games for years. Hell, I remember playing Clock Tower and running away from a dude with giant scissors back in 1996.
Or maybe the game is a big meta-commentary on the wastefulness and drudgery we generate from ordering everything on Amazon Prime. I once used the Prime Now feature to have someone deliver milk to my front door within 2 hours because I didn’t feel like putting on pants. Maybe we’re the invisible time monsters that leave craters everywhere! /thinking
Regardless, I’m all for these weird-ass games that push the envelope. Bring it on, Kojima!
EA has temporarily removed the loot boxes from Star Wars: Battlefront 2, right before the official launch of the game:
We hear you loud and clear, so we’re turning off all in-game purchases. We will now spend more time listening, adjusting, balancing and tuning. This means that the option to purchase crystals in the game is now offline, and all progression will be earned through gameplay. The ability to purchase crystals in-game will become available at a later date, only after we’ve made changes to the game. We’ll share more details as we work through this.
I am honestly quite surprised. The negative press surrounding GTA Online’s Shark Cards or Shadows of War’s single-player loot boxes affected zero change, but here we have EA, of all people, turning off the cash spigot right before the water main gets connected. Then again, EA did get mentioned in half a dozen news article for having the most-downvoted comment in Reddit history (-676,000 at the time of this writing). Not exactly the narrative you want to be having right before the game’s release.
It’s tempting to pat ourselves on the back, at least those of us who actually care about game design and our fellow human beings. But the victory feels… well, like EA says, “temporary.” They did the right thing… under withering criticism. It’s like a politician apologizing for a decades-old scandal – an apology is more than we can expect these days, but it would have been nice if they had apologized before it was news. Or, you know, never did the action in the first place.
Alas, here we are.
It will be interesting indeed to see under what conditions the microtransactions return in SWBF2, and what possible new permutations they might take in other EA games. Will Battlefield Whatever’s design be impacted by this learning experience? Is this a learning experience at all, or simply an unfortunately-timed (for EA stockholders) zeitgeist?
We already know that the suits from TakeTwo don’t give a shit:
It appears that the GTA Online/MyCareer model is going to be the standard for big Take-Two Games going forward. People have expected a GTA Online type environment for Red Dead Redemption 2, which launches next year, though Rockstar has not announced what its online features will be.
“One of the things we’ve learned is if we create a robust opportunity, and a robust world, in which people can play delightfully in a bigger and bigger way, that they will keep coming back,” Zelnick told investors. “They will engage. And there is an opportunity to monetize that engagement.”
And that sort of underscores the vice gamers are put in to begin with. SynCaine pointed out that anyone buying SWBF2 is complicit with its monetization scheme, even if they don’t spend cash on loot boxes. That is technically accurate. But by that same token so is anyone who bought GTA V, given the Shark Card shenanigans. Do we really need to commit to never touching Red Dead Redemption 2 or the inevitable GTA VI?
I dunno. On the one hand, I am obviously an idealist when it comes to the purity of elegant game design. When the pieces fit together, when the various game systems synergize so perfectly… it’s orgasmic. Microtransactions have literally no place in any such gaming schema, any more than the concession stand does for the symphony performance. The symphony or game might rely on outside money in order to exist originally (artists have to eat), but once created, the art does (and should) exist independently.
Also, Consumer Surplus. It’s a thing.
On the other hand, we live in an absurd universe in which any sort of meaning or value is surprising. Thus, EA’s capitulation here, however temporary, is something to be celebrated. I certainly don’t think any of us expected it, especially given the likelihood that whales would have justified the PR hit by buying thousands of dollars of loot boxes on Day 1. And even if EA hadn’t backed down, if it’s possible for you to enjoy playing the game, what particular sense does it make to deny oneself? They’re microtransactions, not blood diamonds. Go have fun – nothing matters anyway.
All things considered though, I do think I’m giving SWBF2 a pass for now. Who is buying a game at full MSRP a literal week before Black Friday? Wait a month or two, save some cash, play your thirty other Steam games, and see how it all plays out. At least, that’s my plan. You do you.
According to Steam, I have not played Planetside 2 in over a month. There are a number of reasons for this, but the bottom line is that it has gotten increasingly bad for “drop in, shoot faces” kind of gameplay, which is what I have spent the prior 433 hours doing. Maybe it would be more entertaining in a Platoon (i.e. guild), but if I wanted social obligation, I would be playing WoW. Besides, I’m not entirely convinced that Platoon-play is all that fun given that the “metagame” in PS2 mainly revolves around either zerging occupied bases or babysitting empty ones. If you want to shoot faces, you are literally better off finding the WoW equivalent of “Blacksmith Bridge” in Arathi Basin by yourself.
What completely astounds me however is how tone-deaf the developers are.
Implants were introduced into PS2 a while ago, and they represent an extra loadout choice slash gear progression avenue. You get them randomly whenever you earn XP, they require energy to power (something like 0.5/second for the low-level ones), you earn Energy Chargers the same way, and finally you can combine 5 of the same Tier N Implant to get a random Tier N+1 Implant. Or you could buy random Implants or Chargers with in-game Certs or Station Cash. Cue ominous foreshadowing.
Up until a little while ago, Tier 3 Implants were as high as things went. Then Tier 4 Implants were introduced. Then everything below Tier 4 was nerfed to make Tier 4 viable. Then the drop-rate for those random Implants (and Chargers) you get free via XP were slashed. Given how the Implants actually give you some legitimately quantifiable gameplay advantages, players started questioning SOE about P2W concerns. The response?
But perhaps you want to give Smedley the benefit of the doubt. Then mosey on over to this Reddit thread:
No I don’t believe I said that [Implants are big money makers]. They do make money but we’re continuing to make adjustments to improve that. (Radar_X)
So we should expect a bigger P2W experience?
Should probably just uninstall PS2 now. (Twinki)
Depends on how you define P2W. If implants are P2W, then yes you may not like everything in the future. (Radar_X)
On the one hand, I understand that they have to keep the lights on and all that. On the other hand… yeah, no thanks. I very nearly bought another $15 Station Cash card at Walmart because it seemed as though SOE was actually going to have a Triple Station Cash sale this past Christmas. Since the Walmart card has an extra 500 SC on it, it ends up being $60 worth of currency for $15. Then I realized that the only SOE title I actually care about beyond PS2 was H1Z1, which… well, yeah. Given how far PS2 is going to “keep the lights on,” I am beginning to doubt the promises that H1Z1 won’t be selling guns and/or survival tools in the store.
I suppose we’ll have to wait and see sometime after SOE stops selling Early Access for $20.
If you are not familiar with Reddit, it’s… well, let’s just say it’s a thing. A thing that occasionally has “Ask Me Anything” threads from famous people, like Michael Ironside. You might be familiar with him from his work on Command & Conquer 3: Tiberium Wars. Or, you know, any of the hundreds of classic movies he’s been in, including Total Recall, Starship Troopers, and Free Willy.
Q: Hello, Mr. Ironside! I have to say that I liked your voice work as Sam Fisher in the Splinter Cell series. How do you feel about Ubisoft’s decision to not use you in the newest game? Also, any stories about your work on the games?
I think it’s a great idea for Ubisoft. They’ve gone to motion capture, and this spring I will be 65 years old. I don’t think anyone wants to pay money seeing a 65 year old Sam Fisher bounce around on set, killing and stumbling while he kills people. I wish them all the luck. I hope that franchise has a long and storied future.
I have to confess I’m not a gamer. And when they sent me the contract for the very first game, it was quite lucrative, and I said “absolutely, I will do this.” I thought it was going to be like PONG, and I would just have to introduce it.
My wife, actually, went out and bought a brand new SUV with some of the money.
When I got the script, it was very stiff, very inflexible, and very blood and violent.
And I didn’t want to do it. And told them I was going to give them back their money. They asked me what would it take to keep me on the project, and i said we would have to change the character, and give him some type of humanity. To their credit, they sat me down with the game creators, and we came up with the present Sam Fisher, who had an empathy and was not just a 2 dimensional killing machine. And we got as much humanity, I think that that format will allow.
And my wife didn’t have to give back her SUV.
ALso, what happened is, when you’re doing games, usually it’s one person in a booth doing their work, creating their character, and then the next person goes in, you usually never get to work or meet anybody. On the first 2 games, we brought the cast in, and we all did it together, so we had a sense of humanity. That was one of my stipulations.
I said “Working is like making love, if i do it by myself, it’s just masturbation. I’d rather have the other cast around.” And I think the proof is in the pudding, the game has had a pretty good set of legs on it.
I confess that I have never actually played any of the Splinter Cell games, which I realize makes highlighting this anecdote a little weird. Still, it is a bit encouraging to hear that by virtue of a single person, a group of developers were able to come together and change what would have (undoubtedly) been a more one-dimensional experience into one with a lot more texture. Somewhat less encouraging was the fact that Ubisoft felt like the killing machine script was good enough at the beginning, but I’ll give them a pass here.
Keen brought up an interesting perspective last week in regards to Wildstar:
I keep hearing/reading that WildStar is going to be such a hardcore game not for the casual, console, [insert something with a core not hard enough] audience. Yes, there are inaccessible 40-man raids. You’re delusional if you think that WildStar is now or will ever be hardcore. Even compared to Vanilla WoW (like WildStar often is) it’s ridiculously accessible and easy to level. People were hitting 40+ in 3-4 days or less.
All it will take is a few exit surveys for NCSoft to step in and force accessibility. “We’re losing subscribers because they can’t experience the content they want to play.” It will never, ever, be more inaccessible than WoW.
It’s an interesting perspective to me because I was (and still am) prepared to take Carbine and the Wildstar devs on face value. There was another Reddit AMA last week that sort of doubled-down on the hardcoreness. You can read a much cleaner, more condensed version here. This rather epic deconstruction sums up a lot of miscellaneous things:
Q: When it becomes apparent in the next year that hardcore 40 man’s aren’t going to work because it’s not what people like to do anymore, what other ideas are you going to try?
CRB_Gaffer: This is a “gotcha” question, but I’ll answer it anyways since some variant of it comes up reasonably often.
Little aside here: Why is this “gotcha”? Well, let’s examine possible answers:
1) Say “yes, 40 mans won’t work in a year, we’ll roll to another system” – well obviously we don’t believe that, or we wouldn’t have done them. And if early testing were pointing that way, we would have already converted them.
2) Say “no, they’ll never change, even if no one plays them!” – well, obviously, we’d be idiots to not respond to player feedback; it’s what we do. They’re fun enough that they’ll get played, we’re confident.
3) Say “it’s entirely up to player feedback!” – that’s hardly giving a strong direction, and we know this one will be contentious – there’s not likely to be a consensus. Every interesting game design decision is a mix of having a vision and being willing to intelligently and rationally assess when to swerve from it if reality and vision collide.
4) If we say that contingently we’ll push other fallback ideas, then of course the player base will potentially rapidly become divided to say “DO THAT NOW!!!” or assume that our plan all along is to go that route, when in practice, anything we do in terms of long-term planning is to an extent contingency based. We’ll be MUCH more knowledgeable about the health of the systems in the long terms six months post-launch.
So, that’s kinda the definition of a gotcha question – there’s no simple answer that actually addresses the question.
There’s another issue; the phrasing “when it becomes apparent” that implies that you’re asking the question to people you think aren’t that smart to begin with.
One assumes that’s intentional; it creates the added issue that responding to the question potentially Pavlovian conditions folks asking us questions to be snarky, when generally we try to focus answers on intelligent, well-phrased questions (even contentious ones) to make sure we’re doing our best to improve the quality of dialogue. No offense intended if that phrasing was just unintentional and through poor communication skills! Anyways, a good policy in TL;DR form: “Don’t feed the trolls”
But what the heck! To answer concisely after the extended parenthetical:
If it turns out that gamers are no longer capable of enjoying large-scale raiding, at that time our cross-discipline group of folks will have a series of debates on what works, what doesn’t work, base it on the data we’ve pulled from the systems and talking with our fans, and either double down on the parts of the systems that work well, or innovate some new directions to move forward in.
But early feedback is that that’s a pretty hypothetical situation. Cause, hell, they’re pretty fun, and we think the added fun of the deeper gameplay we get out of those fights outweighs the social overhead of maintaining large groups. But folks will prove us wrong or not.
There are enough Ins and Outs in that response to construct a burger franchise, but there you go. Vague PR bullshit or nuanced game design? While I find myself more inclined to wait and see, I must confess that the following responses seems a bit contradictory:
Q: Are you committed to keeping a natural progression of content? […] Do you plan on adding shortcuts to previous tiers of raids when new ones come out? Removal of attunements, nerfing fights, adding equivalent gear from casual and easy to obtain sources (see WoW patch 2.4)?
CRB_TimeTravel: This is a great question for four months from now. Our post-launch balancing plans will depend heavily upon the speed with which players consume the content and the # of players doing the consuming.
However, we definitely don’t want to simply invalidate our previous content when we release new stuff.
Q: I know this is far into the future, but I’m hoping you guys keep old content relevant. I think it would be a great way to get the more casual players to raid in older/easier raid instances and have the new raids maintain the benchmark for hardcore players.
CRB_TimeTravel: We definitely don’t want to make our older content irrelevant, so will be looking for ways to have an intelligent progression forward with gear and ability as the game matures post-launch.
Q: What are your plans for longterm raid progression in terms of gear? Will you be taking the WoW model of trivializing the oldest raid instances when new ones are released? or the EverQuest model of a strict progression system, or somewhere in between?
CRB_TimeTravel: Somewhere in between.
We do not want to trivialize our content, nor force players to do all of it before seeing anything new.
What “middle way” is there between “not invalidate older content” and “not force players to do all of it”? You can either skip tiers or you can’t. The fact that the last boss of any given raid tier is always harder than the first (few) boss(es) of the next tier is one of the reasons I have always considered things like attunements and the justifications for them to be asinine. “Linear progression” is never linear progression, at least not for the first half of the next instance. If the hardcore raiders get a handful of gimmie bosses, why not everyone else? What good is preserved by putting a hard, game-ending limit to a given guild’s progression when you’ve specifically crafted new bosses that that guild could defeat if you but got out of the way?
Ugh. I think “attunements” and “linear progression” are trigger words for me.
That being said, I am not entirely sure whether I share Keen’s “optimism” regarding raiding in Wildstar becoming more accessible. As mentioned, there is enough wiggle-room in the posts by Carbine devs to allow them to nerf the content based on low participation. More problematic is how exactly they plan on nerfing it. Many of the gameplay videos I have seen paint most of the bosses as “bullet hell” dances, even in the 5m dungeons. In a world in which something as simple as the Heigan Dance threatened to break guilds apart, I’m skeptical these devs will be able to thread that needle. Maybe the attacks will 3-shot you instead of 1-shot? Maybe there will be less “bullets?” As any PUG raid leader can tell you though, moving out of the fire and dodging the fire are two entirely different things.
In any case, I suppose we’ll see how things shake out a few weeks from now.
There was an AMA by Jeremy Gaffney (Executive Producer) regarding Wildstar on Friday. Here were some of the interesting notes:
As someone who has left the MMO scene for quite some time now, do you think WildStar could pull me back in? (ex WoW player)
Our #1 market is probably ex-MMO players, truth be told. That’s many of us as well :) (source)
Subtle and straight-forward. I like it.
Your stand on “catch-up gear” content? Like if I want to get into raiding say about year after release and I of course need to get proper gear to get into raiding. So are you planning to do 5man dungeons with some godly gear or other catch-up mechanics?
We’ll want some catch-up mechanics that are also fair to the long-term raiders; I know the econ guys have thought but thank heavens that’s a ways out yet. (source)
Given the Wildstar team’s commitment to to anachronisms like attunements, I have to wonder about how exactly “catch-up gear mechanics” would even work. Blizzard is heading towards making all of Warlord’s LFR gear be non-tier, so I could see “ghetto-tier” gear as a means to help newer players catch up… but what about those attunements? Is it “fair to long-term raiders” for attunements to be relaxed after the content is no longer current? How is that any different than the traditional cry that content is being obsoleted?
Will it be possible to purchase high end gear or tier equivalent gear via the Auction House? In other words, given the existence of the CREDD system, will it be possible to buy power in this game with cash?
In general, nope. In practice, there may be a few BOE pieces of appropriate rarity/difficulty to acquire that spice up the mix, but buying power is a dangerous thing to systemize. (source)
The questing experience levels 1-6 is terrible (especially on Dominion side), why do your tutorials areas have so many quests that are not interactive for the player?
Mostly through focus testing with players of a variety of experience levels; you’ve probably played too many MMOs to want your hand held for long and don’t value the world and character introductions we do there (and why should you? You don’t know if those will pay off later and just want to check out the gameplay, which is rational).
We will likely add an option down the road for you to opt out. (source)
This is a subject that could almost be an entire series of blog posts by itself. Namely, the tension between clearly going after competitor’s subscribers (e.g. “Not in Azeroth anymore!”) and needing to be accessible for first-time MMO players. Because let’s be honest, the only real way you’re going to build word-of-mouth is by exciting the already-existing base, unless your base is already established via IP. Quite frankly, I’m a bit surprised that we haven’t seen more MMO companies come out with mid-range or even end-game gameplay in their beta right from the start. I mean, I guess even veterans will need a little bit of time to acclimate to the new environment, but you need them to be excited about the long-term future, not forcing them to spam-run tutorials every beta weekend.
Many people have had a really bad first impression of the game (usually first few hours of play), what would you say to these people to sway them into trying the game again?
Getting people back into the game is tricky (you form an impression and stick with it) – we change so much month to month that I don’t expect to re-earn the eyeballs of many folks who played in the past and left (even if we fixed some of what bothered them).
My plan personally is that you play what your friends are playing; the one thing more than any other email/ad/PR campaign we can do is get people liking the game itself and convincing their friends to come back in – thus Friend Passes, etc. (source)
That… is astonishingly honest and straight-forward. I have a few friends that pre-ordered Wildstar already, and they will pretty much be the only reason I purchase the game given my previous beta impressions.
Class balance is on going but their seems to be a mostly agreed tier list, with Spellslingers and Medics at the bottom in terms of DPS, and by a fair margin. What approach are you taking to get classes more in line with each other? Nerfing the top classes, or buffing the lower ones?
We err on the side of buffing rather than nerfing, but not to the point of insane mudflation. We’ll pretty regularly rebalance classes so that none is too gimped or OP (some drops are slated around this directly, while some will happen in each drop for higher priority stuff). (source)
I would say that erring on the side of buffing is the opposite of the WoW approach, but I don’t think classes ever got OP when someone else got nerfed, so… yeah.
Currently WildStars PVE Group Content ins linear, like in vanilla wow or tbc (the good times). With Wotlk and multilayer-content, problems like content skipping occured. Are you aware of that and are your gonna stick with the linear system? How will you ensure, that the linear system will work successfull on longterm for all different kind of raidguilds (casual, average, hardcore).
Adventures are intended to be heavily NON-linear, and raids are intended to have a fair amount of weekly variation (room ordering, sub-bosses, etc.) for just such reasons – if what we have is well received at launch, we’ll add more. (source)
I’m pretty sure they were talking about two different things here. I’m not sure about anyone else’s guild, but I absolutely hated the random variables in boss ordering (e.g. which drakes were in the cage, which bosses activated first, etc) as it required explaining the entire fight and every variation every time to everyone.
Q: In most MMO’s the crafted gear/items don’t have any real impact on endgame… What’s WildStar’s stance on this?
Our goal is that crafted items are competitive with the best items, but usually need to be earned through those same activities (either by the wearer or by the crafter) to keep things balanced. (source)
I have a difficult time trying to determine if this sort of thing would work for me. If I can’t craft the epic sword before being able to kill the guy who drops an epic sword, there doesn’t seem to be much of a point to crafting (beyond playing the AH). On the other hand, I could sorta see this working if the raid boss had a much higher chance to drop the crafting component necessary to craft the epic sword, such that my profession had value in reducing the randomness of drops. This would require the crafting component to be personal loot though, I think.
I currently play GW2. what’s one good reason I should stop and start playing your game?
Don’t! Guild Wars 2 is an excellent game as well; respect to MO and the other arena.net devs. (source)
If I was less of a cynical bastard, I would be pretty impressed with this response. Alas, both MMOs are from NCSoft, so…