Dark Clouds at Acti-Blizz

If rumors are true, then today/tomorrow will see some significant cuts at Activision-Blizzard.

The consumer in me is happy that the company is taking a hit.  That is market capitalism at work, where the consumer demand determines the health of a large company.

The human in me is upset that people are going to lose their jobs through no fault of their own.  In larger companies, the cuts are rarely in the correct places (decision makers) and instead point to the lowest level possible.  Well, perhaps a bit less in this case, since both CFOs were fired.  Bobby Kotick is still going to get his $30m+ this year, rather than taking a pay cut.  There are some good people who are going to lose their job, and I hope that they land on their feet quickly.

The gamer in me is mixed.  On one hand, this doesn’t mean that Acti-Blizz is going to actually start making games with gamers in mind – in fact I would argue the opposite.  The whole Destiny 2 roadmap since launch is textbook “how not to make a sequel”.  BfA isn’t doing too hot either – but at least you can buy a literal flying pig.

We’ve lost the battle on MTX.  Outrage for horse armor has been replaced with joy on the Carleton dance.  Most people are ok with cosmetics in the store, it’s simply the price point that is debate point.  I do not believe we’ve lost the battle on lootboxes, rather that this battle is just getting started.  Specifically on the lootboxes that are pure RNG on rewards.  With both Fortnite, PUBG, and now Apex Legends hitting like a meteor in the market, it will be very interesting to see what games currently in the dev pipe end up delivering.

Maybe this will be a wake up call to the industry in general that they need to find a different path.  That the sheer glut of gaming options means people can spend their time/money on quality rather than quantity.  Counting on the horde of locusts to buy a reskin of last year’s game… pretty sure that model is going the way of the dodo.

Best of luck to those impacted by the layoffs.

 

 

Content Expectations

The more bits I get from the Anthem devs, the more I am both fascinated and curious.  I don’t think my expectations for a AAA game are high for 2019, but maybe I’m in the wrong.  For a multiplayer launch, I would expect:

  • Social tools
  • Player customization (non-power related)
  • Solid mechanics (with numerical balance over time)
  • A dual path for progress
    • Learning the game/story/mechanics (e.g. leveling)
    • Repeatable and engaging content (e.g. end game)
  • Build / role diversity
  • Game stability

I realize that this is quite generic, and that there are multiple ways to achieve this.

Social

Destiny has an alliance mechanic, which provides some weekly benefits.  Off your friend’s list, the top 5 provide give a score that gives extra coins at the end of the week.  Those with no friends, there’s a catch-all bucket for the randoms you play with.  That’s neat and actually better than most other games.

There are no guilds at launch, which seems like a really odd choice.

The social hub should be there, which is good.  The game really feels empty, in particular Freeplay mode where the world can fit 100+ javelins and you’re only ever 4 at max.

There’s matchmaking for everything, so that’s a serious plus.  Not being able to see other people’s loadouts beforehand is going to make the top-end content a pain to manage, pretty much forcing pre-made groups.  Will be interesting.

Customization

Javelin-wise, Anthem has this nailed.  The outlines of Javelins make them recognizable, but the attachments, colors, textures, vinyls – all of it really does add a sense of individuals.

There are no gun customizations that I can see.  Maybe the legendary drops will look a bit different.

Mechanics

I think flight works really well, adding a 3d portion to most combat.  I am extremely hopeful that the devs never add another swimming section to the game.

I think the gunplay is average at best.  It is very loose, and makes weak-spot based combat ineffective.  I also can’t seem to find a realistic difference between all the gun types.  Pick the rifle with the largest magazine.  (‘Cept the heavy weapons for colossus).

The abilities are really quite awesome.  Primers and triggers make for some interesting combos.  I like that there’s a requirement to work together, and that some targets must be flanked.

Bosses have interesting mechanics, though there’s a tad more focus on bullet sponge than deserves to be present.

I like that combat is built for offense, since there are very few defensive options present.  There’s no cover, shields are barely enough to get outta dodge, and you need to actively pay attention to succeed.

Leveling

Not sure how this will work.  From what was presented, the core storyline has more potential than delivery.  There’s just something off about Tarsis, and the way the people move/talk.

Missions do not appear to be repeatable, which seems a terrible waste of resources.  Warframe really did an amazing job on this front.

End Game

From what I understand, there are only 3 strongholds (dungeons) at launch.  We saw one in the demo (Tyrant), and that one takes about 30 minutes to clear.  What was there was enjoyable, but certainly not enough to keep attention for more than a week.

There are weekly/daily quests through contracts.  Haven’t seen how that works, so no comments.

Freeplay has random events.  The spawn rate in the demo was very low, and it looked like we could access 25% of the map.  I don’t understand how that will work at release.  3x the map and the same amount of players?

There are also game generated events, like shaper storms.  Demo spawned a large titan, which was neat to see but a bullet sponge.  Curious.

BioWare has stated plenty of times they have big plans for end game.  There’s a general lack of detail on this.  I haven’t seen any content release plans after launch, so maybe I’m just in the dark on this.

Build Diversity

In the demo, there was a lot of this.  Each javelin plays much differently than another.  Abilities make a huge difference in playstyles.  It’s a lot of fun to experiment.  There are QoL things here to provide more info on builds and options (to avoid having to reference a wiki), but that’s more than manageable.

Again on guns.  There’s not much here – they feel more like stat sticks.  That’s mid-game though, so perhaps end game has a reason to pick a 4-burst rifle vs a high ammo version.

Stability

I am not getting my hopes up for this.  Great that those issues came to light before launch.  Bad that those issues were so pervasive before launch, from a publisher (EA) that makes a living on on-line games with the Frostbyte engine.  Feels a bit like the ice cream machine always being broken at McDonalds.

There are some rather significant PC optimizations required for people to play this game.  I’ve generally been able to play any game at high or ultra, without much issue. For this, I’m running 95% CPU and peaking over 90s in temperature.

 

For now, it’s mostly conjecture until launch.  There’s a lot in the game now, a lot more than should be coming by launch, and ??? after launch.  I’m sure that next week we’ll get a view at the service roadmap, if not the week following.  It’ll be hard to get people who are on the fence to commit if what’s there now is all there is for the next few months.

Given EA’s recent report on a bad quarter, and pointing to Apex & Anthem as the next thing, it’s important to note that Anthem’s business model is nearly entirely built on box sales.  And EA wants to sell 6m of those.  Dollars to donuts, Anthem doesn’t hit that number.  Horizon: Zero Dawn sold 7m total.  God of War was 5m in a month.  Combined with Origin Access essentially giving you the game for $20 for a month’s access…the math here just isn’t going to work.  Don’t get me wrong, it’s a fine game, but it is far from blockbuster.  This entire paragraph was an unpleasant typing experience.

Gift for the Family

Personal on this one.  My wife and I are celebrating our 10 yr anniversary in March.  We’ve been talking about a bunch of different things to do, which are all complicated by the fact that a) it’s during March break and b) we can’t realistically leave our kids behind for a week without some serious planning / support.

We’ve been fortunate enough to take the kids on quite a few trips over the years, including two down south.  We also took a couple trips on a cruise (just the two of us) and I personally enjoyed that experience more than an all-inclusive.  Thinking was to see if we could find a cruise that was more family-friendly – and that generally means Royal Carribean.

Also motivating – we’re both on the edge of burnout through work.  The winter holidays were good to refresh, but we are clearly in need of the “no need to make big decisions” for a while.

We ended up booking a trip on Harmony of the Seas.  That’s around 5,500 passengers at double occupancy.  And has full time kid activities if the wife and I want to do something else for a bit.  Oh, and an ice rink.  Ridiculous.

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I was in the ship to the far right, and I thought that was immense.  HotS is the 2nd most right.

I am utterly fascinated by the logistics of running a floating city, with people talking different languages, and a very high standard of cleanliness and service.  Just the linen service takes an army.  If you ever have the chance to watch a documentary on how these things run, you should really take the time.

There is one port in particular – Labadee, Haiti – that is entirely self-served by the ship. Over the course of 2 hours, enough food/drinks are pulled off the ship to shore in order to support an 8 hour day at the beach.  Amazing coordination.

I won’t hide the fact that this is entirely a luxury, and one that we are lucky enough to afford.  Every time we bring our kids out on something, we make it a point to have them recognize this fact.  Entitlement is a concern for both my wife and I.  My kids experienced more by the age of 4 than I did until I was in my 20s.

It’s good to have things to look forward to.  Makes driving through feet of snow and ice a bit more bearable.  I’ll see what kind of photo collage I can put together when I get back.

Anthem – Post Weekend

A few additional thoughts since the the previous post mid-weekend.  The same general thinking applies, but perhaps a few more bits and bops.

Technically I did see the Shaper Storm on Sunday in-game.  Sadly, the game server crashed 3 times before I could do something about it.

Optimization

This is the Frostbite engine, which EA has mandated all games use.   Not quite getting why they haven’t figured how to optimize it though.

My CPU runs in the high 90%, GPU is similar, and temps are crazy.  Only thing that has any effect is enabling vsync.  Detail has no impact.

The load times on PC are just too long.  Considering that there are no environmental effects (aside from water), I’m not quite getting what is actually going on here.  I have my fingers crossed that this is better at launch – in particular when you end a mission and do not have to go back to Tarsis in order to see 2 load screens for the mission map.

The controls are meant for consoles.  The menus are a clear example.  Flight/swim are actually manageable with a controller.  When you pick up items, the screen displays a D-pad icon.  I can live with most of that.  ‘Cept the flight/swim controls.  Feels a bit like Blizz and “do you guys not have controllers?!”  I’m guessing XBOX/PS4 players are going to have the best experience for some time.

Server stability was a serious issue this weekend.  Saturday/Sunday, I was never able to complete a single mission due to server crashes. The forums seem to have a similar issue.  A game cannot find a successful launch with this type of issue (or the infinite load, which seems fixed now).

On the flipside, the game is ridiculously good looking.  I’m looking forward to more enemy types, but the ones there now are impressively detailed.  Near everything is extremely fluid, and combat is predicated on always be moving.  That part works exceptionally well – arguably better than WarFrame due to the open areas and focus on vertical.

Numbers

I do expect some tweaking to a lot of numbers before launch.  This weekend had a bit too much bullet sponge for my tastes.  I realize that is a terribly hard thing to balance.  Even with max level gear (19 power), it was only a marginal improvement in damage.  Maybe this was a bug fix from the VIP weekend, or an actual purposed tweak.

The flipside is that combos dominate the damage department.  To the point where it makes more sense to take self-combo skills (e.g. frost and fire) even if they are not terribly practical or numerically sound on their own.  It will be a challenge for BioWare to manage the meta at top levels if this combo bonus sticks as is.  Let’s put it another way, I find that group clearing goes significantly faster if I stick next to another player and solely place an ice build, as everyone and their mom seems to combo off ice.  Instead of playing like a mage, I end up playing an enchanter.

Betas (and make no mistake this is a beta, not a demo) are a really poor way to judge metas.  I mentioned that exact point in a previous build.  Quite curious as to how that ends up a few weeks after launch.

Time

I really do think there’s a lot of potential here, and I’m willing to give it the benefit of the doubt at launch.  It is miles beyond recent online dumpster fires (*cough* F076 *cough*), but clearly there are some bits that need work.  If server stability can be sorted out (and I am sure BioWare hasn’t slept since last weekend), then there’s more than enough here to keep people busy until level 30.

What happens after that…I don’t think any game has actually ever figured that out near to launch.  Destiny took multiple expansions, Warframe took a few years, Divison was nearly 2 years.  I’m not holding my breath.  Get me to max level, and then we’ll take another look.

Anthem – Quick Thoughts 2

The good news is that the infinite load screen seems gone.

The so-so news is that there are so, so many bug fixes that it sometimes feels like a different difficulty.

The bad news continues to be that all rewards being predicated on getting to the mission complete screen.  In theory, that makes people spend more time playing rather than inventory management.  In practice, I have experienced quite a few server crashes that meant 30-45 minutes were just wasted.  Not crash as in I can jump back into the mission.  Crash as in the mission server (or whatever it is) crashes and I get sent back to Tarsis.

Also, this game makes my laptop hit 99% CPU, and 95+ degrees.  It is much more demanding than I had imagined.

Bug Fixes

Seeing as how I completed all the quest content last weekend, all I have now is exploration and the stronghold/dungeon/strike.  I’ve pretty much memorized all the spawn triggers/points by now, so it’s more about optimizing the execution.  In practical terms, when to use my ultimate.

I will assume this is bug fix territory, since AI behavior has tweaked a bit.  They tend to work in groups now, more than solo.  They are also harder to stun, and take more damage before dropping.  The final spider boss is also more challenging, as it now seems to spawn more spiders than before.  End result, I find myself dying more this weekend than last.

Still some kinks to work out, as I find myself getting hit by bullet fire while behind walls, flying controls are greatly improved, swimming still feels like a drunk tank, and some chargeable skills do not work consistently (e.g. they do while hovering, but not while on the ground).

Storm

I won’t say I have a huge amount of time in the game, but let’s say that I am surprised anytime I see anything other than a Colossus or Storm in my group.  Rangers are there when low level, and I have seen a total of 2 Interceptors since last week.  Storm is my bag of fun.

I’ve been trying more loadouts to see what works for my playstyle.  There’s a large attack and a quick one, and each can come in one of 3 elements – ice, fire, and lightning.  Ice slows/freezes enemies, fire does some AE and DoT, lightning just seems to be pure damage.  I honestly expected lightning to have more effect on shields.  Even in 18 power (blue) skills, it takes every cooldown I have to take down someone with shields.

There are also variants in the attacks.  Like one is a giant fire explosion, and another is a fire element that skips through enemies.  You’re provided a numerical representation of what the skill does in terms of damage, recharge and so one.  But until you actually see it, you really don’t know if it works for you or not.

I am really liking the chargeable fireball attack as a quick attack.  The large attack, I’ve yet to find one I really do like, though it’s hard to argue with something with big numbers (lightning explosion seems the one).

Not being able to add more options to my gear (due to level restrictions) is less fun.  I’ve found quick a few upgrades to elemental damage that would certainly complement the playstyle.  Stacking 5 or so elemental boosts would make a huge difference.

Progress

I have two distinct thoughts on this matter.

First – this weekend’s build should have been there last weekend.  There are a lot of things from the previous build that appeared 90%+ of the time, and that was the build meant to appease the people who have forked a lot of money over.  It’s really great that the wholly open demo works, but there are still some optimizations/fixes that are missing (swimming is absolute garbage).

Second – The content presented here is at most ~4 hours worth.  Since you’re dropped into the middle of things, there are many systems that are simply not clearly explained.  Why would you explore?  How do you get recipes?  How does experience work?  What makes the ultimate skill get stronger/recharge faster?  What do the stats actually mean?  And when the demo content “ends”, it should present some sort of message to the fact since I spent 10 minutes trying to figure out if I could do more than kill a spider.

Clearly the weekend isn’t over, and the “cool event” of Sunday hasn’t come to pass.  I know there are more things to discover here, and I am certainly motivated to see them come.  That’s a good thing.  I will certainly wait until release to put more thoughts to this, but right now it seems fair to say that there’s a market for this game.  Maybe not as big as some hope (this will not steal Fortnite players), but a decent sized one at least.

 

Demo Weekend 2

I won’t be talking about Epic “stealing” Metro.  Or Steam saying it’s unfair.  Or the review bombs that clearly show why Steam reviews are a cesspool.  Or the entire irony of the situation.

I won’t talk about WoW’s recent patch that still doesn’t have Zandalari or Kul Tiran unlocked.  Or that the Horde/Alliance buff bonus caused Limit to faction change in order to take advantage.

I won’t even talk about the dumpster fire of Fallout 76 re-introducing old bugs with a recent patch.

Maybe I’ll talk about Facebook admitting to committing a crime when they harvested data from teenagers who “consented”?  Nah.

Glorious Friday is here.  Time to do things outside of the office, and take advantage of the small break in this polar vortex.  Keep shopping for some gaming laptops (kinda set on a GE73 or a GS73).

Oh, and maybe play some more of that Anthem demo.

Expectations

I have such a ridiculous distaste for EA’s business practices, yet a fondness for BioWare that this is causing a weird internal debate.  Ethically, I cannot pre-order any game, least of all from EA.  In terms of lockboxes and general RMT, EA’s model hit peak insanity with Battlefront 2.  And people still pre-ordered it.

Yet here I am contemplating an EA game.  It’s said that there are no lockboxes.  That there’s no paid DLC (which seems a bit odd… but ok).  It will likely have new javelins at cost (I guess like Rainbow6).  And there are customizations out the wazoo (at some pretty crazy price points).  We’re not talking $3 horse armor anymore.

I do like what I see so far.  When the game actually loads, the moment-to-moment stuff works, and works well.  There’s much more class diversity in terms of skills and weapon choices that’s more in line with Warframe than Destiny – a model I really liked.

The gaps that remain include:

  • the integration of story / player choice
  • the diversity of activities / creatures (Warframe’s model here is really hard to beat)
  • the diversity of sytem-wide events (e.g. Shaper Storms), though apparently that will happen on Sunday afternoon
  • the scalability of playing with people of different levels, and at different points in their quest line
  • the long-tail portion of the game at max level

All but the first one have significant impacts on the long term viability of the game.  The group interactions, multitude of events, and continual progress of the grind for loot drive engagement.  Quite curious to see how that plays out.

For now, it looks like a fun purchase.  And that’s the point, right?