J.J. Abrams Working for BioWare

While I do have some tongue in cheek here, the whole point of Mass Effect was not to provide a vacation getaway setting, it was to reflect on the hardships and dirty corners of sci-fi.

Kinda hoping these are just select images and not reflective of the actual gameplay.

WoW Tinfoil Hat

Who doesn’t like storyline speculation? Rather long post and naturally some spoilers.

For this I’m going to time travel a bit. Mists of Pandaria started as a faction war that spilled over into new lands. What we saw was relatively new content in relation to the previous lore setting, though it was framed within the Alliane/Horde war. It wasn’t until the tail end of the expansion that the story went full circle and had Garrosh become the big bad guy (which is on-par with wrestling heel turns).

WoW typically follows a 3 act storyline per expansion. The first arc introduces the new world and the players are meant to address an existing problem in that world. This act elevates the players to champions of the land, which starts the 2nd act. This typically focuses on an external problem that the players have brought to the world, and by the end the world questions if the players are the good guys or bad guys. The final act is then the expression of that question where the internal and external factors meet, and then set up the next expansion as a boil-over to that conflict. I say typically because there are often small nuances to this arc, and WoD simply skipped the middle part.

Blizz has been upfront about their storyline development process. They are always 2 expansions ahead, so they are already building the expansion after Shadowlands, and have a general idea of what comes after that.

Further, Blizz has long struggled with character developed storylines rather than plot-driven storylines. This is why we see characters do things that are out of character based on their previous actions (again, Garrosh, but Sylvanas was the real blowup). When Blizz adds new characters, that provides them the flexibility to push the plot as those new characters have very little lore conflicts. These new characters have to be tied into existing storylines, and that itself is a hard thing to sort out. This is how you get everyone figuring out the Old Gods were the bad guys on day 1 of BfA launch.

Tangent in this space for a bit. Wheel of Time applied this model of arcs, and avoided character conflicts by adding new characters. Yet those characters all shared the stage, and became a miracle and a mess to keep straight. Game of Thrones does the exact same thing, but kills off characters to avoid this problem.

Shadowlands Reboot

SL has a neat approach here. Every single WoW character, alive or dead, is available to pick from – every covenant focuses on one. Every being that has died, on any world, is available too (see Aliothe). Rather than only having good and bad people, there are instead 5 factions to manage. Those factions themselves each have a duality to them, and they have all existed since before Azeroth existed.

In that sense, everything in WoW so far, scope-wise, can be considered Chapter 1 of a larger world building. Or, if you want, the universe within a universe model. This is cool a it gives tons of flexibility into way forward. If the door from Azeroth to Shadowlands is now open, it bears that the door from Shadowlands to elsewhere is also open. The challenge then is that the established lore can become meaningless as there are no stakes. Ysera, Draka, Vajsh, Kael’thas, Kel’thuzad… you name it, they are most likely in SL now. Every dungeon and raid boss is likely ‘alive’.

This turns all sorts of sideways when you start looking at the covenants. So the Arbiter picks where you go, according to some set of criteria. For Maldraxxus, Revendreth, and Bastion you just ‘plop’, show up and then get initiated by the local faction, and then maybe get ‘corrupted’ by the 2nd faction that is aligned with the Jailer. Anima is used less to live, and more so to give characters magical powers. Ardenweald, not so much. You show up as a spirit and need anima to be reborn. From that point, it seems that anima is only used by the Queen. I’ve completed the Night Fae campaign… the Drust are the bad guys and they have no link at all to the Jailer. It’s the only covenant like this. Side note – Night Fae explain that to cure Tyrande, they need to ‘share’ the night warrior spirit across multiple people.

Venthr have you build a rebellion core, but there’s no true final act as there are missing at least 2 key components (you can see this in the faction hub). Necrolord has you wrest control from Kel’thuzad, put some gear on a statue (no lie) and then that’s it. Maybe it can be seen as building forces to eventually attack the Jailer. Kyrian is a ‘repair the thing’ quest that ends up with Uther moving out of the Forsworm but not back into the Kyrian. They are not in a position to attack the Jailer, they are simply back to where they were when the expansion started.

So Venthyr and Necrolord are amassing forces. Kyrian are rebuilding, and Uther is effectively a 3rd faction (cause Kyrian are borderline bad guys), and the Night Fae are just plain surviving.

The Ben Howell Problem

Kyrian Chapter 3 identifies a very odd space. You re-live Ben Howell’s life and death. For some reason you send his soul to Oribos, where there’s no Arbiter, and he gets sent to the Maw. When you ask why this is, the leader of the faction effectively says ‘we know, do it anyways’. To be clear, they KNOW that the Jailer is building an army and they are actively building that army for him.

The Maw Problem

How does the Maw normally work? How do people go from any of the 4 covenants into the Maw in the first place? Is the portal out of the Maw something only the Primals can use, and if so, how do the players end up with that power? As the Night Fae story goes, how did the Loa end up in the Maw? If this is the spot for the ultra damned, would that not be a landing spot for the old gods too?

And since the Lich King’s helm is a Jailer artefact, that means Arthas was supposed to lead this a while ago (Nerzul before him). So where are all these guys?

And when someone has a true death in Shadowlands, what happens? They are out of the larger thread of life?

Guessing Game

If Act 2 is the meeting of external factors to internal success, then it bears to reason that Anduin and Tyrande will be either a raid boss, or the key goal of the raid. The Jailer wants to ‘use’ Anduin, so that’s a heck of an indicator. Tyrande can only be healed with multiple people. It’s pretty clear at some point, either act 2 or 3, that we’re going to attack the Maw. And we know that there will have to be a battle between Tyrande and Sylvanas.

But let’s take a step back on other parts too. The Arbiter is offline (who looks suspiciously like the Jailer what with a hole in her chest) and there’s no real indication of how. Why is clear, the Maw needs the souls to build an army (which is its own tin foil hat story). The other big mystery is the Primus in Maldraxxus. He’s just gone, and beyond all the other faction leaders, is the only one who ever refers to Shadowlands as a whole instead of their own covenant.

Then there’s the actual Jailer. There’s no clear goal here. If he wins, then everything becomes the Maw. That’s not really a goal. He’s in control of his domain, he can make it whatever he wants. And there’s no criteria as to what actually goes to the Maw if things were working normally.

Maybe, just maybe, the Jailer is looking to open the door of Shadowlands outwards. The Maw is more numerous than the Burning Legion, and we still haven’t found the void. Could be we have a corrupted Primus who is being used as a power source for a portal out. And then we get a true battle against the Void.

/tinfoilhat down

Mass Effect Legendary Edition

We’ll get to see this on May 11th.

I really enjoyed Mass Effect. It was a somewhat natural evolution from KOTOR in terms of sci-fi RPG, and the first one really opened the door to possibilities. With the exception of the vehicle portion, the other systems were just extensions to the KOTOR ones, for better or worse. This was the game that had the most bearing on stats and character selection… some characters couldn’t really use weapons in any meaningful way. In a sense, this was sort of like a dev school project, with a ton of risks taken. What came out at the end is absolutely more than the sum of its parts.

Mass Effect 2 took a really cool approach, one in refinement of less ideal systems and then major expansion on the story elements. The expanded universe, the loyalty missions, and that final mission with actual consequences was a massive breath of fresh air. It only suffers from the ‘Two Towers’ syndrome of being the middle chapter in a trilogy, yet still manages to outshine the bookends. That is most evident in the rather incredible character development arcs seen with Garrus, Liona or

Mass Effect 3 is a curious case of EA’s overall vision coming into gameplay decisions. Recall day 1 DLC of a Prothean character, a race that was hinted at from the first 20 minutes of the first game. The story and mechanics were iterations on the 2nd game all the way until the final act. I’ve never found an acceptable answer as to what happened in the dev cycle to think this release was a good idea. The pushback was so fierce that BioWare built an expanding final act to provide some measure of closure, one of the first times I had ever seen that occur. In a personal opinion, this is the point where I think BioWare lost its way in overall design.

In the technical space, they are sticking with Unreal 3 in order to avoid having to remake the game in a new engine. Considering the last 5 years of BioWare development, this seems like a VERY wise move. I would much rather see an upscaled and tweaked version than something like Warcraft III Reforged. It’s painful porting recent code, let alone deciphering stuff from 15 years ago that’s held together with hope. (Oh how I do miss my code monkey days.)

The game will come with all DLC, and come in two flavours – Standard and Cache (collector’s). So no digital bonus bits, or pre-order garbage. The Caches comes with physical assets including a helmet to scale (1:1!!) Buying the base games today would set you back $70, so this works out a better deal. Or, get EA’s monthly sub for $15 and get it there. Dunno if I’d be able to get through all 3 games in a month though.

The executive in me is thinking that this package is an effort to judge market appeal for Mass Effect 4, and to give BioWare some decent cred given recent years’ stumbles. A relatively low risk effort that can have a very high payoff. They could use it.

Reminder for all of us to not pre-order. If it’s good and working, you can buy it on day 1. If it needs a kitchen sink patch to work, you save yourself the headache.

TSM Examples

So you wanna learn to flip. Let’s take a look at the data set available in TSM to make better decisions.

What I’m looking for here is the 10% in blue in the top right. That’s the posted cost vs. the relative cost of a given item, and where flipping can work. Now in this case there are many items for sale, and at quite a few different price points. What makes this a good idea to flip is that there is only 1 item at 25g, the next one is 190g. So buy this one, post it for 189g and you make the difference. This is the simplest example, and there are quite a few.

Let’s look at the fundamental data next.

This is a more typical view of any AH posting. Lots of an item, and someone is trying to dump stock. 21g is all from the same player, and then prices jump up to 191g. Theoretically you could buy the 10 items and flip them all for 190g. But…

Look at the data highlight. The TSMAuctionDB data is the important one.

  • Min Buyout is the cheapest item on the AH
  • Market Value is the value across AH, on YOUR server. On high volume items, this is the number to look at.
  • Region Market Value Avg is specific to your region, and the average posted value. Region meaning, US, EU and so on.
  • Region Sale Avg is the recorded sale average in your region. The is what people are buying for and not terribly useful unless you’re talking about things with low volume. For BoE this can have some use as they are often low volume.
  • Region Sale Rate and Avg Daily Sold are metrics to see how much volume is in the market. Low numbers means that it can take a while to sell.

So in this case, while people are asking for 191g, the reality is that on my server the avg sale price is 115g and very few are sold on any given day. It would not be a good idea to flip here. To simplify, you want something that is low relative buyout compared to it’s true value, and where either you are the ONLY poster, or the difference between your buy and your post is meaningful (e.g. 150g or more).

Bots a Lots

So let’s see what the AH looks like now that a few bot bans have come across. This is just a dip until the next bot software comes about…

The reason the % are all above 100% is because there was a massive glut of herbs a few days ago. Bots were just flooding the market, and Death Blossom in particular was really hit. 2 weeks ago it was 20g, now it’s 7g. As the market normalizes, it will be interesting to see where this all goes.

I’ve personally set this metric to only buy at 80% of market value (which is higher than the overall market value). If herbs cost too much, then there’s no profit on alchemy. With some herbs still going for 30g, I can blow through 10k in gold without really trying.

Crafter View

This one can be a right pain, as the items that post the largest profits are often the ones requiring the most grind. I don’t mean effort to get mats, or expensive to make. I mean GRIND, as in behind a faction or some sort of super random drop.

The basic crafting window is like this. If it’s green, you make money assuming you buy stuff at market rates. You can see that the flask would cost me 722 to make, and would give me 61g in profit. That’s about 8%. I can make more per craft on other items.

Here’s a high value Transmute.

I could make this, and maybe turn a profit. As much as I’d like to make 10k, the odds are better than I’d make 5, and it would cost me 2 per day to make. There are quite a few transmutes out, and very few of them actually turn a profit. Even more so if you can’t get the mats at a good deal. In this example, Primal Fire is supposed to be 500g, but on my AH it’s 1800g.

The larger point I’m trying to make is that the base UI is not one that’s made to make money. Even TSM is only a tool, and unless you know how to use it, you’re odds better at losing money than making it. I’ve got a fair chunk of optimizing I can make to speed up the scanning and posting. I enjoy the optimizing much more than the actual profit making.

Paying for a Sub

I’ve written a lot on in-game finances, mostly in WoW. I played that game for a while too, enough that I haven’t paid for a sub since MoP launched. The rebuilding of the WoW Auction House had a rather dramatic impact on the overall economy, especially in the context of stack management and undercutting. What’s interesting about WoW in particular, is that gold is relatively immaterial for most gameplay. Only when you focus on a specific slice of the population, does gold really mean something.

In traditional demographics you have a bell curve, with smaller populations at the low and high ends, with a big bunch in the middle. Of course, that depends on the scales you’re using, but in the larger sense it’s a desirable outcome – if only in that controls applied to the demographic can hit the most people at once. If your population is equally distributed, it’s actually harder to make change. If you have multiple peaks, then it’s nearly impossible to implement change without massive disruption.

The concepts of faucets and sinks in an economy are somewhat easy to understand. Money shows up, money then leaves. In games, the faucets are entirely controlled by the developers and then exploited by the players. WoTLK’s daily quests decimated the market with the massive faucets, to a point where Blizz has never really recovered. WoD’s garrisons were WoTLK 2.0 in that regard, as it was even more money coming in and players having no real obligation to interact with the world (also see the start of mission tables).

Shadowlands’ faucets are similar. WQ regularly award 250-300g. Mission tables are the same (though longer investment). Each calling/emissary quest puts ~2,000g in your pocket. Then there’s the actual drops you get as you go through these motions. Let’s just low ball it at 2k per day. Depending on your server and player engagement the amount entering fluctuates. Let’s say 1,000 people do the daily – that’s 2m gold per day entering the system.

Sinks have not scaled in the same sense. You are still limited to flight paths, repairs and the AH % cut. I made a Kul Tiran Druid for level up fun (heirloom armour). In the leveling process I was able to buy access to every flight skill and 30 slot bags with thousands left over when I was done. The net result is that the “floor” of gold available to people is miles higher now than ever before.

And yet, the cost of a WoW token has been relatively stable for years. If more money is entering, and less leaving, should this token not increase? That begs the questions as to whom is buying and who is selling. Which I can get into in another post.

I won’t bother talking much about the Druid bot infestation. Seeing any Druid with ilvl68 gear picking an herb is an automatic report for me. They are a sink to the economy, as the sales through the AH have a % cut. While they may annoy players, at the system level they do more to normalize than anything Blizz has ever done.

Shadowlands Tools

I mentioned the basic daily faucet of emissaries. Even doing it every day you’re only going to see 50k or so by the end, still well short of 120k. Selling harvest mats can be a major increase of income. Necrolords who have completed their campaign have a distinct advantage of accessing an area that is KOS for anyone else for herbs. With such poor travel options in WoW today, it’s easy to pick up herbs between destinations – and selling them for 2-5k a day isn’t all that hard to do.

I prefer to wait until I have 3 callings at the same time, as often they will overlap. Gives 5-6k in easy gold, then a few piles of herbs to sell. This process was enough to make about 200k in the first month.

Using the AH normally is ok, you can see what stuff is selling and make your choices to sell. If you want to really simplify your life, just installing TSM and leaving it at its default setting is going to be easy money. It should scan everything in your bag, look at what’s on the AH, and then post for a bit less than the cheapest one there. You want simple, and this is super simple.

Optimizing

TSM is a tool. It can be used for many things, but in order for that to work best, you need to customize the tool. High volume items (like herbs) are much different than low volume items (like transmog). 50g profit is a LOT when compared to a 100 crafting cost, but is peanuts when it costs 1,000 to make it. Same as with % gains… you need higher margins for lower values to make sense of things.

Let’s say I find an item that’s selling for 10% of value. I can buy it and repost hoping to get 100%. Doing this for an item posted at 20g means 180g profit. Doing this for an item posted at 2,000g means an 18,000g profit. TSM has the ability to be configured to take this into account.

You can also narrow down searches to categories or even items, so that you speed up the scanning process. I have a transmog category with 3,000 items. That takes 20 minutes to scan through and I certainly need to drop that down. But… I’ve also made 50k in the first day with that larger scan.

Maybe I want to craft items instead. TSM has a per-craft profit calculator, so that I’m buying herbs are lower than average value in bulk, then selling only when the profit it at its highest. I want to make 100g per flask, not 50g, so the system will only post when I am at that threshold.

And similar to the GME debacle, it take analysis to make smart decisions. If the average value of an item is 1000g, and the scan shows that the current post is 10%, I need to make sure this is a reasonable item to flip. Are there other items that area less than the average value? If so, can I buy them all and then flip? Is the projected profit worth the time (I draw the limit at 500g per flip). How much and I willing to extend myself on a single purchase? Maybe I could flip that BoE epic and make 20k. But it would cost me 100k to take that chance. Could I use that 100k on say 50 smaller transactions to make the same amount?

And importantly, how much time do I really want to put into this? All I want is to pay for a month’s sub. There’s no AH dinosaur to go for. There’s nothing that I need. Do I aim for 500k to cover 4 months, and then just play? Do I only bother with 1 month at a time? I could spend an hour or two a day just flipping, or I could spend 10 minutes, or even none.

Future post will go into some of the thought process behind picking a flip, with examples.

Supply, Demand, and Perspective

It’s really fascinating how financial models apply to online social interactions – in particular anonymous ones. If you don’t have a known person, then it’s no different treating a box or AI. The empathy gap is serious, and there’s a VERY large thread related to the pros/cons to internet anonymity. That is not this post.

This post is about the concepts of supply and demand in relation to WoW’s Mythic + content – M+. In order to access M+, you need to complete basic Mythic difficulty dungeons. Your performance gives you a key to access higher levels of M+. Those events are then timed. There are three end conditions

  • Beat the timer and get +1key to a different dungeon, and 2 pieces of gear.
  • Beat the dungeon but not the timer and you lose a key level to a different dungeon, and get 1 pieces of gear.
  • Leave the dungeon without completing and the key goes down a level, but stays the same dungeon (allowing people to manually downgrade the key level)

This makes it so that the risk of success / failure is entirely borne by the owner of the key. The penalty for not making time is not horrendous. It’s not that you need to redo the dungeon, its just that you get a slight downgrade on the key. In this context, the supply of keys is limited, as it gates access to content, and by proxy, the supply of key owners is also limited. Further, due to the difficulty / reward structure of M+, there’s an even further limit to the number of high level keys. I think it’s something like 3% of all runs are currently M15.

Since it takes 5 people to run a dungeon, there’s 5x more people without keys than with keys. This means that the supply of all possible players is larger than the amount of keys. Not that they don’t have keys (they likely do) just that only the key used to start the dungeon gets upgraded, and you’ll have plenty of people with +2 keys trying to run +10 dungeons.

Financial math says that systems with low supply and high demand put the power of decisions with the owners of supply (read keys). If there are only 3% of M+ runs that are at 15, that means that of the 100% of players in M+, 97% of them will not get in. It’s not to say they won’t try, it’s to say that they won’t get in.

Falling back to the reward item above, the owner of the key loses a LOT if they don’t make the time on the clock. They are incredibly incentivized to select the best options to improve their odds of winning. If they have the choice between someone who is overpowered for the content and pretty much everyone else… they are going to pick the former. If they have two equal power candidates, then they are going to look at the meta specs (e.g. tanks are going to be DH, not Warrior).

Which, a small tangent, I agree that the meta is not representative of the masses. However, the meta of M+ has a psychological downstream impact.

Let’s compare that to you having a barrel of blueberries in front of you, and the task of baking a single pie. You’re going to select the best looking berries and ignore the ones with twigs, or bumps, or too tiny. The anonymity of WoW makes it so that people are effectively the same – they are just numbers. The odds that you group with someone twice from a LFG / LFR structure are astronomically small.

Now, if you’re the blueberry this stinks! It certainly feels like those job postings that are entry level and asking for 10 years of experience. How is that reasonable? Well, it’s reasonable because there are people with 10 years experience willing to take entry level positions. Your perception is one that the system is unfair, and there’s no way for you to get that experience if you’re not given the shot.

Options?

Run your own key groups. You may ethically think that you won’t be so prescriptive, and it’s certainly possible that’s the case to start. But power corrupts, and you’ll find out why the system works the way it does pretty quickly. This would increase supply of keys, and reduce demand of other players.

Only run with a guild. This is a great option for those with guilds who are large enough to support the structure and various combinations/levels. You can also run this with friends too. This exponentially changes the supply/demand metric, to the point where it may not even apply.

Blizz makes systematic changes that reduce the penalty for not making time. We are in expansion 3 of M+ with zero changes to the way this works. The meta of weekly rewards has been tweaked (the Vault now), but nothing on the individual mechanics, structure, or incentives. So… not likely to actually change.

Blizz makes it so that more people have high level keys. While this sounds cool in theory, it would also mean that more people need to step up to leadership positions. The supply of keys would skyrocket, but the supply of people wanting to lead groups… that’s a big ?

Blizz somehow implements a scoring system. This would effectively be an automated screening tool for making M+ groups, using in-game measurements. You couldn’t apply for things you’re not qualified for, and people would have less applicants to stream. Raider.IO is just another version of GearScore from yore. Modders will fill the void.

It’s absolutely fascinating to see this situation unfold, and the various perspectives applied. With Blizz all but mandating that M+ is the core activity in WoW (there are M+ invitationals after all), it’s no surprise to see so many people enter and push the system forward. Victim of their own success really, with a highly complex and competitive environment somehow trying to be accessible to the masses. Imagine if LoL didn’t have ladder ranks? Or rocket league didn’t have a casual mode? Quite curious where Blizz goes from here… if M+ is the content of choice and piles of people are not able to access it… do we get another LFR?

Core, Satellites, and Sprinkles

Let’s pingback to Kaylriene on his post on SL thoughts after 2 months. This really is a larger game design challenge, and one that as consumers we can feel but often have trouble articulating. Why is it that some games just work despite clear flaws, while others fail even if they are relatively even?

I posit this is more related to psychology and analogous to Maslow’s tower of needs.

In game terms we can instead view this as the core systems, which are then supported or perhaps dependent on satellite systems. Take the first Mass Effect, the core systems were RPG focused on story and character development. The inventory was horrible, and everyone is best to forget the vehicle portions – yet they were not a requirement to enjoy the game. Invert that to something like Anthem, where the core systems were inventory (it’s a loot game after all) and combat. The latter was seen in a positive light, but the former was disastrous.

Or you know, look at Marvel Avengers. The core activities are meaningless and people have just noped their way out.

Look at every GOTY candidate. They all have near perfect core experiences, with some having some challenges on the satellite systems. God of War is near perfect from start to end, every aspect. Horizon’s combat, development, and storylines are great… yet it’s pulled down by the ubisoft-world-map-icon-palooza system. Some even start throwing sprinkles on top of it all, because their foundations are so solid. Hades is a spectacular achievement in system design, and yet they threw in extra cosmetics, an integrated soundtrack, relationship development, and a super complex dependency chart that dictates what dialogue is presented. We get to a point where we’re comparing an indie company as being objectively better than multi-billion dollar developers (such as Last of Us pt 2).

WoW View

But to WoW for a minute here. I do think that SL’s core systems (dungeons, covenants, raids, borrowed power) are all relatively well balanced. Maybe not perfect, but balanced within relatively acceptable levels. The things you need to do generally work. Where SL stumbles is in the things you can optionally do. I could post a bunch of things, you could read Kaylriene’s post, you could visit Reddit or the official forums… suffice to say the list is quite long. The major balance issues are in satellite systems. In the general sense, the rewards for activities in SL is much lower than in recent memory… which is sort of anathema to the concept of carrot and stick.

If we time travel a tad, it’s been a long time since the core systems ‘worked’.

  • BfA – few of the core systems worked. Whether the Azerite Gear or the Corrupted items, or AP grind. The satellite stuff was ok, but had some serious challenges.
  • Legion – the core was generally good, but the AP grind was painful, as well as the heavy RNG on legendaries
  • WoD – the garrison is well, maybe let’s not talk about it. This is where flight was disabled too I may add.
  • MoP – The core systems here worked, by and large. The initial rep grind was tough, and the “forging” system came into play.
  • Cataclysm – the only core was a new talents system, the rest was all satellite. That is a major genesis of the LFR system as no one was engaged in the content.
  • WoLK – the core here was solid, and implemented a pile of new systems. The challenge was on the reforging mechanic and talents, which were removed/revamped in Cata.
  • TBC – The core was amazing here, yet hindered by the attunement system that made it very hard to “catch up” to relevant content
  • Vanilla – I just refer to this as the true sequel to EQ. The core was just a refinement of that game, and changed the MMO landscape as a result.

Each person has a different driver to play a game. Some people need the core to be solid and ignore the satellites, others can ignore the core and just focus on the outside stuff (I’m sure some people enjoy pet battles more than dungeons). It’s not a common thing where a game can do both well. In the MMO space, designers tend to focus on core as the driver for the multiplayer aspect, which in turn drives retention. It is FAR from easy, it requires vision and passion. It certainly requires consuming your product.

Here’s hoping that somewhere in this mess, we as consumers can find a better way to recognize and reward quality. And where it doesn’t exist, find a way to help the developers (who are by and large extra passionate) to find their way forward.

Kyrian Trial of Ascension

With the rather ho-hum review so far, I did want to hit on something I think is working rather well. While each covenant has their own unique activity, I’ve only invested real time into the Kyrian one. The Trial of Ascension is a sort of brawlers guild variant, where you play as one of three characters against boss events. It’s entirely solo content.

I’m a bad news / good news person. So the bad stuff first.

  • You need to farm materials (5 types) to unlock new enemies (10 of them), create items (5 of them) and then various single use items. They drop in all 4 zones, with a 20% rate on specific mobs. Alternatively, you can buy a box with 20 of each in them from 5 Medallions of Service (MoS)
  • It costs 1 MoS per boss attempt. MoS are not a guaranteed drop or reward. You can craft 1 MoS for 8x of each farmable material, which is super painful.
  • If you go into a boss blind, you will not succeed on the first attempt (reasonable!) Some bosses have 1 hit kills. But it costs you a MoS.
  • It costs 45,000 anima to unlock all the bosses and difficulties. It costs a further 45,000 anima to unlock all the rewards (I hear some prince in Nigeria is interested in this model). Imagine you got a drop from a raid boss and it cost you 1000 anima to use it?

Long story short, it’s a grind to access this activity, a grind to participate, and another grind to claim your rewards.

Now for the good stuff!

  • Each of the 10 bosses has unique mechanics that change depending on difficulty. The quests to unlock them can be interesting in their own right. There’s very limited RNG, nearly everything is pattern based.
  • You have 3 characters to choose from, each with their strengths and weaknesses.
  • You have the option to equip gear (permanent) or charms (1 time use) to add benefits to a run. Things like improved speed, a shield, healing, more damage and whatnot.
  • The increased difficulty requires smart playing to get through. Face tanking isn’t an option. Depending on your normal class, this will require some interesting mechanical changes.
  • All stats are normalized, meaning your regular character’s gear has no impact.
  • Most fights take less than 5 minutes.
  • The challenge is learning the appropriate tactics and then executing them as close to perfect as possible.

Blizzard has built a very interesting activity that’s a merger of the Withering and Mage Tower events from Legion. It’s an active battle simulator that treats all players the same, and has a cost of entry. That is a reasonable design goal (maybe less in an MMO, since it’s solo only) that as a distinct activity, it really quite fun.

Yet, Blizz being Blizz, they’ve put in a ridiculous grind to participate in the fun. The mats require a massive grind. The MoS require you to do Callings for the best drop chance. The anima costs are completely insane given the current drop rates from content. It also requires renown unlocks to access 2 of the 3 characters since you need to have bindings to them. These are simple fixes… increase the drop rates on the grind to 100%, drop multiple MoS per calling (5 per day), cut the anima investment costs by 50% and remove all anima costs for the rewards. It will still take a month to get through all the content. Focus on the actual content as the time investment, rather than granting access to the activity.

As it is now, this feels like some of the best content in SL is something everyone is going to avoid. I’d be curious as to how the activities feel in other Covenants.

Mandatory Buffet

The only benefit to consumers for a buffet is the sheer variety of options for a fixed cost. The quality is rarely that of a focused restaurant. The benefit to the restaurant is that they have a much larger client base and a rather consistent income stream because of it. The expense management aspect is similar to other restaurants (people make different choices), yet there can be massive spikes with no corresponding income spike. You should be able to identify trends and accommodate, but the launch is going to be rough – or if you get a sports team show up. Consumers generally sour on buffets if there is not enough food, or if the quality dips beyond a certain level (e.g. it’s cold).

Why is this relevant? Most games offer a buffet type approach. Assassin’s Creed is a perfect example of this, you have dozens of possible activities. MMOs also have this, in that you can craft, hunt, dungeon, raid, or other. The difference is in the structure of the buffet in that things are an option or not.

MMO players have differing goals. Some like the social part, some the achievements, some discovery, some the competition. Most games have a gate that prevents access to a given function, either player level or player power. Some are soft gates (you can try something while underpowered but it will be very hard) or they are hard gates (you simply cannot access the feature).

In WoW, there are both. The hard gates are usually related to levels (90% of the game is locked at max level), or to a quest. The quests are notable in WoW, as most items are time gated. Even if you have all the pre-requisites done, you still have to wait for that gate to be accessible (covenant storylines, twisting corridors). The soft gates are power related, or ilevel. You need a certain level to do dungeons, another for raiding, and so on. If you want to access the full buffet, then you need to increase your power level or renown level.

To increase renown, you need to do your covenant quests. These require you to do a set of activities (you don’t get to choose which):

  • collect souls from the maw (weekly)
  • collect 1000 anima (weekly) – anima comes from WQ + dungeons
  • complete some combination world quests (daily)
  • complete a specific dungeon (uncommon daily)
  • complete a PvP event

If you want to increase your power level, you need to:

  • complete the odd WQ that has a reward
  • complete the covenant story (through renown + dungeons) and boost your item level
  • complete relevant dungeons and get a drop
  • complete raids and get a drop
  • complete PvP and raise your rank
  • open the weekly vault, which stems from completing mythic+ dungeons, raids, and/or PvP
  • complete the weekly open world boss and get a drop
  • complete 2+ Torghast runs to get ash for legendary upgrades

Assuming you’re a fresh 60, that’s a big buffet! Nearly all of it is right at your door when you start too. You’re going to try as many pieces as you can, then develop a taste for one or two. Then you realize you’ll need…

  • to do WQ for the weekly anima quest
  • to run the Maw once a week for the souls quest
  • to do WQ for renown increases
  • to run Torghast multiple times (at least twice) to get soul ash for your legendary
  • to PvP for renown and vault rewards
  • to raid for vault rewards
  • to run M+ dungeons for vault rewards

“Need” may be a harsh word, you don’t need to do any of it. You can ignore all the systems if you want, and just do the content you enjoy. The game will hamper that enjoyment if you don’t engage in more systems, but that’s entirely up to you. That loot is so incredibly sparse, if ever you do see something drop, you’re going to jump on it and forcibly try any avenue to get that artificial number to increase.

The cynic in me see this design approach as on par with mobile games and their focus on engagement. Or, as we’ve all seen reported, Monthly Average Users (MAU). The game is purposefully designed to tunnel you into ALL activities, whether you enjoy it or not. If you don’t enjoy content and (feel the) need to do it, then that is not a positive feedback loop. If that content is not working properly (e.g. Beastwarrens bugs, placeholders in Torghast, anima rewards that don’t scale, broken mission tables, broken WQ gimmicks, etc…) and you need to do it, then ugh.

In the individual mechanism space, on the whole, Shadowlands improves on BfA. You never have a reversion of power. The borrowed power mechanic doesn’t scale to absolutely stupid levels. You’re never looking at triple RNG (-forging). But as I’ve mentioned before, I can’t see how the game could have gotten worse than BfA. It reminds me of an Eddie Murphy joke.

Shadowlands feels like this.

Covenants

Or, as I like to call them, Class Halls 2.0.

There’s been a lot of talk about Covenants, as they are the main feature of Shadowlands – driving the majority of the story, providing a reward structure, and a “borrowed power” mechanic. Picking one is easy. Changing one means you’re losing ~2 weeks of time gated content.

I’ve got Kyrian and Venthyr storylines running. They are interesting and varied, taking place across multiple zones. I won’t go into a pile of details, due to spoilers. I would be surprised if anyone picked a Covenant due to the story (maybe for aesthetics though, which is another topic). They are time gated, and catch up mechanics are present. They do not, as of yet, appear to intersect.

The reward structure is very similar in both. You get a travel hub to speed up zone travel, which is great, cause zone travel is horrendous. Side note – crappy travel means I harvest a ton of herbs/ore without really trying. Somewhere around 200k in profit in 3 weeks. You get access to a very odd mission table structure that is completely unbalanced. Venthyr/Kyrian are running at half the power of the other two factions, and the UI is so bad that it’s frankly not worth trying unless you use something like Venture Plan. Another item is a sort of temporary event generator that you’ll likely do once and never again – primarily due to the horrendous travel time and lack of rewards. Finally, each faction gets their own unique side activity. Venthyr throw parties, Kyrian have a very interesting battle arena, gated through grinding components. It’s a cool concept, meant to emphasize world exploration. Maybe at some point I’ll do more of it.

A small pit stop on identifying people in a covenant. It seems a lost opportunity that people within a covenant would not want to work together, or identify other people in their covenant. Tabards at the minimum. Player power, not so much, cause that would sway guild/player choice. Yet there are certainly some opportunities here… like more Stygia if you group in the Maw. Even the Horde / Alliance differentiator is completely absent here.

The borrowed power though, that’s where things go a bit sideways. There are lateral choices for some classes, and outright bad choices for others. DH can swap between Kyrian and Venthyr, but Necrolords are an insanely bad choice. Icy-Veins has a pretty good summary of how people have selected their covenants. The “pretty” factions lead, which further pushes the Elf/Blood Elf value. Necrolords are 16% of the total, which given both their ability and unique activity… yeah.

What’s interesting to me is the breakdown on a class basis. For multi-spec classes, this can get a bit muddy as people have a preference. That Druids pick Night Fae first, in all specs, and like 9:1… that’s a problem. Same with Paladins and Monks for Kyrian. The “pure DPS” classes you’d expect somewhat flat choices, though it’s more like no one wants to be a Necrolord Mage.

Is it hard to balance skills across all the class/spec variations? Heck ya. Is it OK to have preferences, sure. Less OK is when one option is superior to all others. This falls back into the argument of paragon/renegade, where is everyone makes the same choice, there really isn’t a choice to be made. It’s also a challenge from a design perspective, as you can’t really change the powers too much, as people will then math it out and show that a new bad choice is present and want compensation to change. It’s a very interesting spot they’ve painted themselves into.

In a general sense, I think Convenants work. They provide thematic tools to expand on the player experience. Covenant abilities could have used more time in the oven, but the issue at hand is related to reducing the penalty from swapping between choices (which will get worse as more renown ranks are unlocked). Combat Tables should just be removed from the game at this point, right up there with Archeology.

Overall it sort of works. This is a bit like falling upwards from BfA though. They are better than garrisons in that they are not instanced, and don’t pump out insane raid level rewards. But they are worse in story telling as compared to class halls. When “it’s ok” is seen an improvement, expectations are out of whack.