Dead or Alive Service Games

There is a very wide continuum between trend setting and trend chasing. In both cases, people will look at you weird.

Trend setters are on the edge of greatness, a particular idea that has great potential, but struggling with the clear execution. They are first out of the gate, and may get credit, but it’s those just behind them that have the opportunity to learn, correct, and improve. Meridian59, Ultima Online, Everquest, and World of Warcraft fit into that model, each larger than the last.

Trend chasers are those that are late to the party and don’t quite understand why everyone is dressed in red. They then show up in red at the next party when everyone is now in blue. This is the group that only see the what and doesn’t understand the why. They may personally experience joy in the consumption of the thing, but don’t quite digest exactly why that is. I could list a dozen themepark MMOs here, but without question Wildstar is one of the best examples.

As with most trends, time is short and fickle. MOBAs are done. Auto-battlers had like 5 minutes of fame. Puzzlers are extremely rare. A small group of developers who are agile can get something decent out the door, with low overhead and some potential decent returns. A large corporation may take 4 years to get something out, by which time it’s simply too late.

I’ll pick on Anthem here for a minute, because damn, astoundingly poor leadership killed that game. The why of the co-op shooter genre should not be hard to digest. Surmounting increasingly difficult challenges as a group of people, and receiving incremental rewards hits just the right spot in the back of the brain. I get better because we get better because I get better. The why isn’t what killed Anthem. The how killed Anthem. Bugs aside (and were there ever bugs), the mechanics of group play were generally broken as the “door to entry” wasn’t tested. Individual progressing was in line with Diablo 3 at launch, meaning dozens of hours of absolute garbage for a miniscule % increment. At launch, more time was spent promoting cosmetics that addressing shortcomings. Had they paused for a year, and addressed the absolute obvious issues, I’d wager we’d still be playing Anthem today!

Today’s corporate drug of choice is live services. The need to have multiplayer content that is subsidized through micro-transactions that are time-gated. Battle passes are one thing (which makes money off FOMO), but the sheer concepts behind them that if you build it, they will pay money, is just mind blowing. I mean, I get it. Live Service games were a huge lifeline during the pandemic to keep social bonds. We are not in a pandemic, we are in a near global recession, where money spent in one place cannot be spent elsewhere. The conversation of “value vs. money vs. time” is now top of mind, and as more options are on the market, the choice of said value is multiple.

So, if I have the choice of spending $70 on say, “Skull and Bones” or “Suicide Squad”, I am in fact comparing those games to every other coop looter/shooter live service game. This is no different than Warhammer Online launching after World of Warcraft, with worse quests, more bugs, worse graphics, and poorer social tools. Or, as above, Wildstar launching with no social tools and only hardcore content. Do you understand the market segment? You’re late to the party, so you need to show up with near-perfection.

Will these games kill live service offerings? Not a chance, they are the model for today’s microtransactions and the lifeline when games cost more than $100m to develop. And honestly, live service can work! Do they remind developers that they actually need a GOOD GAME for folks to want to spend their money and stick around? That is also unlikely, at least at a large scale when you have accountants at the game development table. If it’s a good idea, and it’s well executed, people will want to play it and want to pay you for it. You can make more money with decent marketing and thoughts about monetization, but that’s after you have a good game, not before. You shouldn’t have a game mechanic that is designed to extract maximum $$$ from players (*cough* lootboxes *cough*).

Now, do I think this is the start of the end of major studios dominating the gaming space? I would wager a yes on that. Game development is democratized and has a very low barrier to entry now (Valheim had like 3 developers). The lack of quality for AAA games, combined with real world financial pressures is making people pay more attention to where to spend $70 a go. Embracer Group may be the best example of why consolidation for assets is not such a great idea if you are the asset.

In that vein, I remain optimistic about the gaming industry. Great developers are out there with amazing ideas. Navigating the chaos of the boardrooms has become unattractive, so let’s see what the new model looks like.

Enshrouded – Quick Tips

Of note, the first large patch was released recently, which was more in the “this is obviously broken” than anything truly balance related.There are still some fairly large outliers.

Where Enshrouded starts as most survival games (punch a tree, kick a rock, build a hut), it quickly takes a turn out of the natural punishment of the genre, and instead focus on exploration. Probably best viewed as an action-RPG with survival elements. What I mean by that is that the risk / reward mechanisms skew much more to the latter. There’s no perma-death, no item loss, things never get destroyed, your death leaves you with all your armor/weapons, and teleportation has very minor limitations. Compared to Valheim where death causes skill loss, all items are dropped, and you can’t teleport metals… well this is easy as cake.

Some general tips however can save some time and help guide the more confusing parts of the game:

  • There is an absolutely massive balance issue between ranged attacks and melee. Wands are what combat should be, the rest feels under-balanced.
  • Magic attacks are strong but initially require “charges”, which you need to craft. Eternal Ice (no charges, more mana use, less damage) is unlocked through a quest, other Eternal spells come through exploration of new material. Eternal Acid Bite = insanely strong, but you won’t see it til very late.
  • NPCs can craft armor and very weak weapons. Open chests to find new weapons. Chests respawn when you reload the world.
  • Flame altars are cheap to build (5 stone), provide free teleportation, and a respawn point. Use them, especially near higher points where you can glide.
  • Armor stats are broken, except +dmg, +hp, +mana. Rings generally don’t work.
  • Levels (25 max) matter due to skill points, and progress is extremely slow until the teens. 
  • For skills, Double Jump is mandatory. Water Aura (and INT) are currently the meta, and negate most healing requirements. Resetting skills costs 10 runes, which is pretty much free.
  • Bow users need to craft arrows. The material costs are high and long to acquire. Feathers in particular cannot be found without killing birds… very frustrating, and less damage than a wand.
  • A roof, walls, fire and place to sit provided a Rested buff, which increases stamina. You lose it when you die. Try to always have it active.
  • Comfort level extends the duration of Rested. No real need to invest here that much as the material requirements are kind of high.
  • Berries are a great healing option til the mid point of the game. Bandages are ok.
  • Collect the 5 NPCs as a priority. They provide quests (they are the breadcrumbs for progress) and unlocks that make a massive difference in options.
  • Clearing “Wells” outside of the starter quest is mostly optional. It does provide a skill point, but can be quite challenging until you’re about level 15. Shroud Roots (hit with an axe) provide the same skill point and no real challenge.
  • You will need a lot of water. A lot. Collect it when you can, and build a well when you have the option.
  • You will never have too much Flax. Quite ridiculous in point of fact.
  • The rake is OP. Use it to create level surfaces anywhere (better than a pickaxe). Use it to “extend” farm soil for free – then use a pickaxe to collect the free soil!
  • Food buffs are “meh” for most of the game. The top tier ones give +5 to a stat but require complex materials and go away when you die.
  • Upgrade the Flame Power (the middle option) as that allows you to enter more dangerous shroud (red), and create more portals (up to 8), plus gives attribute points. The final piece for each upgrade is tied to an NPC quest to kill a boss. If you’ve got the final piece, then upgrading is now the #1 priority.
  • Keep your first base, it has trees, berries, nearby water, shroud material, flintstone, and clay. There’s no good reason to move it aside from aesthetics. Which of course, matter later! (I moved to Fort Kelvin, looks cool)
  • There are 5 large beacon towers (you can see them clearly). Unlock them quickly, as they open the larger map and allow teleports. Gliding from a tower = very fast travel.
  • The basic gilder + hook should be built ASAP. The next glider upgrade is very useful. The 3rd is not, because the 4th glider is in a chest in the south end of the map and comes around at pretty much the same time. (Updraft skill is moderately useful, but can only be used once per glide. If you could use it multiple times, it would skyrocket in value.)
  • Carry at least 5 lockpicks at all times.
  • You’re going to need a lot of storage. Magic Chests allow NPCs to craft from chests (not stations), but the costs are quite high to make them until later in the game. 
  • There are a LOT of materials in this game. Every time you see something new, chop or chip it to see what it may give, especially in Shroud areas. 
  • Most crafting options only unlock if you harvest the material, not if you find it in a pot/chest/ground. 
  • There are 6 bosses:
    • Thunderbrute: avoid standing directly in front of them. Can find them in pairs.
    • Matron: Dodge to avoid the poison throw, which may 1-shot you. Usually fought in tight quarters and the primary example why melee is broken in this game.
    • Brawler: If you are too far out of range, they will jump, stomp the ground, and 1 shot you.
    • Wispwyvern: Strafe until it takes a deep breath, shoot an arrow to stun it, then attack. Insects will attack you at the same time. Thankfully only 1 of these.
    • Monstrosity: Always found in the Shroud, shoots projectiles in front for low-ish damage. Didn’t even realize this was a boss.
    • Sicklescythe: Floating death. Dodge forward to avoid the sickle projectiles, and run like hell when they do their AE charge attack. Even at max level, with the best gear, you will die to these.

I would personally consider the game “complete” when you acquire the final glider, as pretty much everything past that point is cosmetic.

I get that many people will be comparing Enshrouded to Valheim. Sure, they have survival mechanics and base building, but that’s about as fair as comparing Valheim to Minecraft. Enshrouded has way more in common with Return to Moria. I’m just happy the genre is exploring non-PvP options and we are able to see some really amazing results from some small/mid-sized developers. It’s much more than punching trees.

Enshrouded – Quick Thoughts

I have yet to be completely burnt out in punching trees.

More seriously, I think Valheim was a near perfect swing at the concepts of pure exploration meeting PvE challenges. The procedural world meant that it could only be self-directed – it is incredibly hard to implement a quest/complex narrative if the world is random. This is one of the reasons I enjoy Minecraft – you are given some simple tools and an infinite world to explore. You make of it what you want. Valheim’s large issues stemmed from the rather massive difficulty spikes and limited base building tools. Once it hits release, I’m sure to give it another go.

Enshrouded is in the same vein of game – build a base, collect things, build things, collect more things and die a lot along the way. The key difference is that the world is fixed and built with purpose. The tower in your world is in the same place as mine. This reduced randomness is a double-edged sword.

High level quick thoughts:

  • Base building is simple and effective. Very impressive. Tip: build as high as you can.
  • The game looks great, renders well, and performs impressively. The map is large. The map tool itself auto-marks multiple spots of interest, but the ability for you to make markers is very limited. Let me add a label.
  • Monster variety is nice.
  • There are multiple types of dungeons, they are really well done.
  • Grappling is so-so, more to cheese out enemies. You’ll trigger it by accident more often than not.
  • Gliding is really cool and with a very vertical map, essential for travel.
    • There are 5 very large towers that cover the map. Gliding from the top of one clears a ton of the map.
  • When you die (a lot), you leave a marker with items from your bag. Items in your hotbar stay with you. Inconvenience rather than penalty. I’ve died more here than in Valheim. Way more.
  • There’s a level structure to the world, from 1 to 30. I’m at the midpoint of that now, and quite simply, levels matter a LOT. 
  • Your levels give skill points (or through special dungeons). By level 15 you’ll have ample points for the core things you want (double jump is life, water aura gives life).
  • Get the 5 NPCs ASAP, they open new crafting options and quests to move forward. Bags, gliders, grappling hooks are all based on NPC quests.
  • Quests provide direction, and the NPC quests are mandatory for progress. There are numerous bugs if you skip ahead. Quests are based on the world, not the player. Major implications for multiplayer.
  • Crafting is dependent on multiple components and steps. Finding some of the components could use more clarity – Amber and Shroud Sacks are the first “roadblock”.
  • Combat is unbalanced, especially for melee. 
    • Armor doesn’t work. Enemy AI is insanely aggressive, attacks with multiples (insects particularly attack 6+ at a time), and can stun you. Bosses deal absolutely massive damage, especially in melee range, and counter if you are at range… so you need to be mid-range. 
    • Shields/parry are mandatory. 
    • Weapon damage is very low, even if you put a lot of effort into skills. Wands are currently the only viable option as a result.
    • Magic has casting time and ammo, which could work if it did way more damage. There are infinite ammo options that do less damage and cost more mana, that are absolutely better options.
    • Weapon durability is very low. By the mid-point you’ll need to repair more often than empty your bags.
    • Weapons are 98% acquired through random numbers in chests found in the world. They respawn on logon. You will want to “farm” at level weapons every 5 levels.
  • Base building is limited to flame size (which is specific to a single base) and flame power (which is shared). Size impacts how much space you can build with, which is rather meaningless until the mid-point. Power has massive implications and is a critical priority
    • It impacts how long you can stay in the shroud
    • It impacts the difficulty of the shroud you can enter (red shroud kills you until this is upgraded, preventing map progress)
    • It lets you create more bases, which allow world teleportation. Bases act as respawn points too. It goes 2, 4, 6, 7, 8, 8. 
    • It gives character attributes, which are very secondary.

In most respects, Enshrouded has taken an iterative approach to the survival PvE genre. There are many great ideas here, and the world feels alive. Balancing combat is a numbers thing, which is “easily” fixed as compared to building entirely new systems. There is a lot of potential here, and with some tweaks can really provide more of the “do what you want” feeling that these games thrive upon. Worth a peek for sure.

Ubisoft & Niche

Ubisoft has some rather serious internal issues to resolve. Similar to many large AAA studios, they have been chasing trends rather than focusing on quality. No one, and I mean no one, outside of a board position would think that NFTs are a worthwhile investment at scale. If the focus is chasing trends, then what are you really doing?

The recent Prince of Persia game is an unfortunate example of this. Metroidvanias are “in”, so much so that the concepts themselves are simple enough to understand, should have a relatively “low” development cost, and are generally easy to digest by the solo gaming masses. But if you don’t understand why the genre is popular and you’re simply mimicking others, then you need to hit that thing out of the damn park! Charging AAA prices for something that is less than other smaller shops have done is insanity. Now, for a smaller shop selling 300k and making $15m would be amazing. For Ubisoft…I saw the credits roll at the end, there were a lot of people involved and this wasn’t a weekend’s effort. Would it have sold more copies at a different price point? That’s a marketing question, but a $70 entry fee when there’s a literal glut of great games out there seems an odd choice – and I won’t open up the subscription convo here.

Anyone recall the Avatar game that launched before the holidays? It was supposed to launch next to the movie, but was delayed. Next film isn’t out til 2025, so that’s a heck of a no-man’s land. No real marketing push, the game is decent (from what I hear, but I’m not paying $70 for it) and most certainly won’t make it’s money back.

For a long time, it was a developers market. It was certainly shareware city in the 90s (and virus city I guess), but the 00’s to 10’s centralized development into mega studios. For every Horizon Zero Dawn, Steam will see 20,000 games come out – admittedly of middling quality. Big studios have some existential questions facing them. It simply is not sustainable to ask 200 people to spend 5 years building something and think that’s a realistic investment. Nor would it seem like industry wants to continue that path. Quite an interesting pivot ahead.