The Long Game

A few recent posts from both Isey and Kaylriene got me thinking. in relation to long term development.

In the micro level, development focuses on the immediate.  You get the assets you need for the game you are building, and think about how they could potentially be reused within the same game.  Sure, you maintain a code library for potential use elsewhere, but its not the primary goal.  You spend money and you want to recoup that cost soon.

At the macro level, planning is on the annual basis and across multiple streams.  For someone like Ubisoft, they are thinking how Assassin’s Creed, Rainbow Six, Watch Dogs, For Honor, and Far Cry can help each other out.  The more overlap they have, the less it costs to develop each instance, and therefore the larger the profits.  I would think that most people can understand why this is important.

Where things get complicated is when a developer is willing to absorb and significant loss when they are looking at the potential of a future investment.  We’ve all seen news articles where a company will purposefully take a loss in order to offset some higher profits elsewhere.  While hard to understand why someone would NOT want that money, complex tax laws make it more efficient, and likely to cross multiple years.

In my work experience, I have dealt with a few vendors who were willing to take a loss on one contract in order to ensure higher profits on the next.  The scale of that loss is where things get interesting.  Sometimes it’s on purpose, other times it’s about minimizing loss.  Maybe there’s some really interesting IP/coding that comes from it that can be used in a future project, or resold.  If you look at Epic Games, they certainly appear to hold that model.

Which brings me to Anthem.  From the outside, and the various reports, it seems like the management team had a vision that came too late, and it’s been a scramble to get it working since.  It would be folly not to see this launch as a failure – in the micro sense.  Anthem did not reach its goals, and its roadmap is massively delayed.

However – it did help launch the Origin subscription service, there’s some online matchmaking code development that will certainly be reused, the lore IP is ripe for exploration, development of group-based dungeon instances is being refined, and they are on the hire for “loot based engineering”, which is clearly a long term investment.  None on their own will help Anthem recover, but as a whole they may.  Each on their own does have value for other development projects.

EA has a habit of shutting down games with short order if they don’t meet their objectives.  That this has not occurred yet would indicate that both EA and BW have some long term investment here at play.  That’s the good news – Anthem isn’t likely to go anywhere.  The bad (?) news is that the development moving forward has Anthem as a secondary goal, and is instead looking at how the pieces can be used elsewhere.  In really simple terms – Anthem is a beta test for BW’s asset development.

There’s some discussion to be had about how Blizzard is not doing this – aside from reusing art/lore assets in HotS/HS.  There’s certainly some network engineering shared between the various games, but systems don’t appear to have much overlap.  If Blizzard’s goal is to decrease development time (as per recent quarterly report), then it’s going to need to apply a much different approach to development than used in the past.  How that impacts the actual games… time will tell.

Classic Features

With the WoW Classic server coming up, I’ve been thinking more about Blizz’s method of iteration.  Credit where due, when Blizz decides a system isn’t good enough, they go to great lengths to remove it from the game (WoD housing is a prime example).  Most other games have an incremental approach, where systems are added over time.  This tends to cause a serious amount of bloat, as compared to Blizz’s more focused development.

That makes me think a fair bit about Classic.  I made a Rogue on day 1 (my main ’til MoP, and still at max level), and I did up to BWL before the cray-cray of organizing 40 people drove me to take a break.  Aside from the storyline (with minor retcons) and the general high level map, there’s not a whole lot from Classic that as survived.  Let’s take a look at some of the larger bits that simply don’t exist anymore.

  • Questing:  The largest change was in WotlK where phasing came by, but even in BC the idea that leveling through quests had taken hold.  Classic has very few quests to level with, and past level 30 it’s mostly grinding out in the wild or dungeon runs.
  • Leveling speed: I still have an old guide I wrote to optimize leveling in Classic. 5 days /played.  Today, you can level from 1-120 on 2 characters in the same time.
  • Weapon skill: To hit with a sword, you needed to swing a sword – a lot.  There were plenty of people who got great drops at 60 and simply couldn’t use them until they raised their skill in the wild.
  • Hit rating: Enemies dodged from everywhere, and riposted from the front (hit you back).  Dual wield penalties too.
  • Ranked skills: Hit every other level, go to a trainer, get a rank increase to do more damage/heal.  Down-ranking was the process of using a lower ranked skill as it was more mana efficient.
  • MP5: Mana users only regenerated mana after not casting spells for 5 seconds.  Chain pulls in dungeons were not possible, and in raids… well you had healing rotations where people just sat down until their mana came back.
  • Gold:  Getting 1 gold was a great event.  There were no daily quests, so 99% of the gold you received was from farming.  Repair costs ate most of what you had.  It felt very rewarding to have 100g.
  • Mounts: Mounts were not only slow, but they came at level 40 and cost nearly all of your gold to acquire.  There’s zero flying, and you automatically dismount in water.  (Side note: MoP’s Water Strider is/was popular for a darn good reason.)
  • Flight Points: You could only do 1 at a time, so AFK while travelling wasn’t an option.
  • Talents: Every level you got points to put into a talent tree.  Getting lower in the tree required unlocking earlier skills.  A very traditional model.  Thing is, there are many choices that are not just weak, but detrimental.  Making changes had an ever increasing cost in gold – making spec swaps very difficult.
  • Hunter pets: They were only good for DPS, and attack speed was king.  Nearly everyone had a cat for that reason.
  • Spec variety:  Nearly every class had only 1 viable spec until late into Vanilla (some waited til BC).
  • Guilds:  Tabards and guild chat.  Oh the days of DKP.
  • Soloing: Classes took forever to solo, and could only really handle one enemy at a time.  Healing outside of combat required food, and death was extremely common.
  • Grouping:   Meeting stones made groups, but didn’t summon anyone.  You need to travel there and find the entrance.
  • Dungeons:  BC had great dungeons.  Vanilla…less so.  Gnomeregan, Sunken Temple, Razorfen Downs/Kraul, Blackfathom, Mauradon were either very hard to get to, or a near maze to complete.  The good bit here is that there were 19 different dungeons, which account for ~20% of the entire game!
  • Raids: You needed to attune for a dungeon before getting access.  That was a crazy adventure!  Multiple steps, and often steps that could only be completed by 1 person at a time (imagine running a dungeon 40 times to attune an entire raid).
  • Crowd Control: You needed to sap/sheep/hex targets in order to progress with dungeons.  AE attacks were few and far between because of it. When’s the last time anyone has seen a sheep?
  • Whelps:  Leroy Jenkins was a thing because whelps were a thing.  In fact, being feared was usually a wipe in any dungeon.
  • Resistances: You couldn’t really complete MC without fire resist, or BWL without shadow.  AQ needed a ton of nature resist.  Resists don’t even exist anymore.
  • Item drops: Leveling item drops were not targeted but random across any 2 stats.  STR/SPI on a dagger?  Sure.  Made from some horribly useless bits but also one of the only ways to gear up while leveling.
  • Mods:  The big ones of the day were threat meters, titan panel, and map markers. DBM didn’t matter, since most fights were tank/spanks and all you had were raid checks.  It’s practically unheard of to play WoW today without mods, and even the base game has incorporated some into the basic UI.  (Classic will support a LOT more mods than original Vanilla.)

 

Not a single one of these systems is even remotely recognizable today.  Every one has been iterated and streamlined.  While a lot was changed in BC and WotlK, Cataclysm (9 years ago) really was the break point between the older model and the newer one.  In one way, you could say that we’re playing WoW 2+ today.  I’m sure there are plenty of people who want to see this older version, where the people connections were essential to enjoyment.  I’m just curious as to how large that audience is as compared to every other gaming option available today.

Gaming Accessibility

Hockey is expensive.  How’s that for a byline?

No, seriously.  I put both my kids in last week, and that’s $800 a head.  Then there’s the actual equipment which for little squirts is about $200 each.  Then there’s the year’s additional team expenses (tourneys, activities, etc…) that runs close to $2000 each – every year.  All for a season that lasts from October until Feb.  I won’t get into how much it costs for me to play hockey (or the beer following).

The return is worth it.  Hockey is a team-based sport, and everyone needs to work together for success.  My eldest was quite shy prior to her lacing up.  That went out the door pretty quick in the rink.  But yeah, expensive.

Gaming is another expensive endeavor, but significantly less so today.

First, you need a piece of tech to play (phone, tablet, PC/laptop, console/tv).  Prices here have gone down over time.

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Console prices are relatively stable.

I can buy a large flat screen TV for $100 today.  That sure as hell wasn’t an option when I was a kid.  And nearly everyone over 16 has a cell phone that can double as a gaming appliance.  Even PC prices today are rock-bottom compared to the 80s/90s.

Game prices themselves are crazy cheap.  The $60 price point is still the most common one… and one that’s been around for nearly 30 years.  That’s around $190 today.  And that’s for games with actual upfront fees and no Steam Summer Sales.  The F2P genre has made gaming even more accessible, since you can get ~75% of a game for $0.  Some are so generous with their models (Warframe, Path of Exile) that they float almost entirely on good will.

Connectivity to other people is built-in for a large swath of the population too.  Internet access is still growing – in Canada it’s 92% of the population that has access.  Cell reception is increasing (I could talk about 5G for a week), meaning people are gaming on the go with other people.  Cripes… I still remember LAN parties and paying for dial-up.

Now, this isn’t without some risk.  Gaming addiction is a real thing, and there’s always a risk of everyone becoming like those in Wall-E.  But as more people game, you get more types of people.  The ol’ neckbeard stereotype for gaming is becoming the exception.

And that’s not even taking into account the ability to watch people game, rather than game yourself, which has a near $0 cost itself.  I could watch amateur hockey for free, but I’d need to go to the rink to do it.

When the gateway has been smoothed out, it’s easy to see why gaming is so prolific. Curious to see where this path leads.

WoW Speculation

We’re 1 year into BfA (feels longer) and a few months from Blizzcon.  So speculation about what’s next is due!

Few bits on Age of Darkness and Shadowlands.  There are certainly many others, all with varying degrees of wish fulfillment.  Which all this speculation actually is.

See, a leak is really only a leak if there’s some sort of bad news.  Even the Blizzcon announcements are not all rosy, there is always some trepidation around the various bits.  When you read something that is all good news, then you take a hefty spoonful of gullible along with it.

That said, wish fulfillment is thematic.  It’s focused on what people think is a problem today that needs to be addressed, combined with the perennial “more things”.  In that vein, these speculative posts seem to share similar points:

  • Old God themed expansion.  This one seems fairly obvious given the current state of the game.  That said, the current storyline is pointing strongly to a merger of the two factions after deposing of Sylvanas.
  • New classes.  Seems there’s a new class every other expansion.  The actual class…
  • Level squish.  Blizz have been upfront on this already.
  • Horizontal progress systems.  Fair to say that Blizz has not been able to make the AP system from Legion/BfA feel rewarding without a grind.  Which in itself speaks volumes about the challenges of system designers that 3 years of iteration still doesn’t work.
  • Full world revamp a-la Cataclysm.  This one seems far fetched as the resources are absolutely better used elsewhere.  People spent what, 4 hours leveling in vanilla content nowdays?  That the point is here at all I think focuses more on the fact that more recent expansions are much better designed than previous (duh).
  • Reversion of classes.  BfA removed many of the class-focused aspects found in Legion (through artifacts), and the general trend has been more and more homogeneous classes.  Really, there isn’t much difference between any of the classes in a given role (melee, range, heal, tank).  Class flavor is always a hot topic.

Most expansion speculation has had these points, with some minor variations, over the years.  Expected.  Some are more likely than others (level squish vs. world rebuild).

I have  low expectations when it comes to the next WoW expansion.  The primary reason for this is as follows:

Blizzard’s success is predicated on perfecting existing successful systems in place within other games.

It has been a long time since Blizzard has actually improved on an existing one.  Weapon artifacts came with a similar grind as found in LOTRO/DAoC.  Followers in WoD/Legion were +loot tools rather than an actual gameplay change.  Role-agnostic content (island expeditions) had no incentives.  Point being that Blizz can certainly spot successful systems, but their ability to perfect those systems is seriously lacking.  Which is fine… since it really means that the development talent across the entire market is no longer entirely found within Blizz.

(Side note.  Starcraft 2 has no competition, so is a weird side case.  Overwatch has done some really solid work.  HotS & Hearthstone…they appear to have leadership issues.)

Blizzcon is certainly going to be an interesting event, and I do fully expect a ton more “leaks” to come out between now and then.  Maybe some Diablo4 while we’re at it…

Darksiders 3

Or rather, Dark Souls-lite.  I like the series, and the lore.  The entire concept of Revelations & the Four Horseman is ripe for plucking.  Feels more like a comic book in video game format.

The first game played like an homage to Ocarina of Time.  The second was pretty much a 3D ARPG.  This one feels more like QTE + Dark Souls.  I can’t really think of any other series where the game mechanics are practically re-written with each game.  For better or worse.

Saying QTE isn’t really fair.  Rather it’s reactive combat, where you must actively dodge (button press) in order to survive.  Point of fact, there are some bosses that can be beaten with just two buttons.  Regular enemies are similar, and the challenge therefore comes from the fact that a) their timing of attacks changes b) their attacks deal 50% of your hit points and c) there are multiple enemies on screen.  There are at least a dozen areas across the entire game that are exercises in frustration due to this.  I didn’t feel good about finally clearing them, but relief that it was done.

You get a refillable healing potion, and a set of weapons and skills that allow for some minor puzzle solving – maybe a half dozen or so.  It’s nice to have the variety, and some fights do become easier when you use one weapon type vs another.  I was partial to fire attacks with their DoT effect.  Water was nice too, with a damage shield and slow effect.  There’s a minor upgrade process included, where you need to head back to camp (or remember to).  Frankly, until really late in the game, it had no practical effect.  When I had more material to upgrade with, I was able to apply a significant life leech effect as well as a heal over time effect.  Massive improvement to the enjoyment of the game.

The zones themselves are interesting.  Cityscape, subway tunnels, floral, underwater, hell, and Mad Max-zone. They criss cross over themselves, so that you eventually unlock shortcuts throughout.  The Wrath zone in particular… the boss is a few feet away from the entrance but it takes 2 hours to unlock all the things to open his door.  I would have appreciated more puzzle solving rather than a labyrinth.  There’s no map, and everything is accessible.  I’m sure there are completionists that would find this fun, but it’s stupid easy to get lost.

For the wide majority of the game I was having fun – think it was around 15 hours to complete.  The last area (Wrath redux) was extremely tedious, primarily because it overlapped over itself so much, and enemies were stupidly overpowered as compared to previous zones.  I just started skipping as much of the combat as possible.  All the bosses were a decent challenge – Gluttony excepted, more deaths on this than the rest of the game combined.  The story was decent, with strong showing from a single demon (Abraxas) for all of 90 seconds.

Overall, a decent game and found at a good price pretty much everywhere.  There’s 1 horseman to go…  fingers crossed that game gets made.

Gamer Expectations

As I watch from my armchair, it bodes to say that gaming is undergoing yet another transformation.  Ubisoft’s recent news that PC overtook PS4 in terms of profits is a pretty solid indicator.  So let’s posit a few things first.

  • Building games takes resources.  The more complicated the game, the more resources.  AAA games = LOTS of resources
  • Always-online games cost resources to maintain (mostly people costs, but there’s some tech to it as well)
  • There’s still an abundance of “cut and paste” / budget games.  Feel free to browse Steam or either mobile app store.  Recycled content makes money (see Tasty on YouTube for an example).
  • The purchase price of games has been relatively stable for 30+ years, which makes them cheaper today than prior.  (e.g. FF3 was $60 in 1990, and plenty of games today are $60.  It should cost ~$105.)
  • Per item resource costs are much higher today.  Salary, benefits, tech.
  • Sum: It costs a TON of money to make games and traditional revenue models are not growing.

Many game developers are publicly traded companies, or they are owned by investment firms.  They are not bound by the concept of making good games, they need to make money.  So where’s the money?  Micro-transactions (MTX) of course.

The most profitable games on the planet are practically all $0 up front and entirely supported by MTX.  Mechanically, this is a superior method of draining wallets since there’s no ceiling to the amount of money someone will pay.  FF3 in 1990 cost $60 and only $60.  FF15 had 5 story DLC, 16 items, 4 item packs, and some extra bells and whistles.  Even Nintendo’s foray into mobile games has moved from the rather innocuous 1-time purchase of Super Mario Run to the gacha-model of Fire Emblem, or pay-per-turn of Dr Mario.

I am not a fan of MTX.  I understand why it exists – development of AAA games would simply not be possible without them.  They (or something similar) are here to stay.  The transformation in the game industry is not so much on game design (which the last 10 years has shown) but in the methods that allow for maximum monetization without being considered unethical.

Unethical monetization has a single outcome – regulation.  Oh, it doesn’t all of a sudden become ethical…it simply becomes both restricted and taxed.  The taxes bit… that’s where it gets fun.

Large cruise ships primarily serve the US.  None of them are actually based in the US, instead they are based in countries with low taxation.  Google and Apple may have massive offices in the US, but their financial headquarters are in Europe (which may change now that tax laws are taking effect).  The EU is changing the game, where the location of the transaction is where the tax gets applied and where restriction are applied.  Loot boxes are all but gone in Brussels for that reason.

Moving back to EA/Activision… they are sweating bullets that regulation doesn’t start hitting them on the transaction basis.  It is unlikely to take place in the US, as the lobbying and political system is much too intertwined.  But it will happen in other countries.  Considering how much money FIFA makes EA… and FIFA is 90% in the EU… doesn’t take a psychic to see where that is going.

This makes it an interesting time to watch the development scene.  The massive cash cow of loot boxes has an expiry date.  The monthly pass model seems more popular (ironic how subscriptions are back), and it’s a package with an expiry date.  I’m quite curious what other monetization tools will come to pass in the next few years.

Outer Wilds

I am on an indie kick recently, and woo boy are there some good ones.

Outer Wilds is about a month old and I’d be lying if I said I had paid much attention to it.  Really, the case for a ton of indie games as there are not enough sticks to shake.  This game is a real gem.

Combine exploration, puzzle solving, time travel, aliens, and a sweet set of art/music (Syp would love this) and you got yourself a game!  It’s like a combination of Witness, Return of Obra Dinn, Heaven’s Gate, Majora’s Mask and a few more bits and bobs.   Every nook and cranny here is placed with some purpose, and the brains behind the science/story really went into overdrive.

The premise is somewhat simple.  You’re part of a explorer race, trying to find some lost folks and determine the source of some odd signals.  That takes you (and your ship) across 5 planets to uncover the mysteries of a lost race.  Except against trope, this lost race isn’t really lost, and they act like you would act.  Each location you pick up some interesting clues that lead to other locations.  The locations themselves change with the passing of time – one may decay into a black hole, another may fill with sand.  This time gating mechanism either opens or closes puzzles to you, so there’s a lot of back and forth trips.

The core mechanic here is that each session lasts 22 minutes before the world ends and you restart anew.  All the puzzles reset, but you keep notes in your computer about what you discovered.  The final “steps” to complete the game are therefore done within 22 minutes (I think it took me 12, after a miserable failure) and theoretically you could complete the game on the first pass.  I could also theoretically win the lottery.

The sci-fi hook is quantum mechanics.  And the actual science version of it, not some fantasy kick.  Things both exist and don’t exist at the same time.  Things travel through time – or rather against time.  You even come equipped with a little camera robot that can travel through the various quantum nodes.  Yes, it sounds complicated but it’s a testament to the game how simple it become.

The downside to an open ended puzzle is that it’s quite probable you end up at a place where you are missing the hints to move through, or that you do get through and things make no sense past that point.  That does make the 2nd hour or so a bit of a head scratcher if you find yourself at a wall and nothing is working.  Take off, explore another world and a bunch of new clues will show up.  Things that didn’t make sense before will become second nature (like flying).  I was amazed at how effective I became at piloting through difficult terrain with 3D thruster; of course it took a dozen deaths by giant spacefish to learn.

Took me about 12 hours to get through the whole thing.  I won’t spoil the ending, but it goes into 2001: Space Odyssey territory.  It seemed a bit strange compared to the more aloof humor, but it does make you pause to consider.  Not too many game endings do that now days.

Outer Wilds is a solid recommendation.

Bloodstained: Ritual of the Night

This is a thing.  A good thing.  An actual game that originated from Kickstarter no less.

There’s a phase in the Castlevania series where a wide left turn was taken and the game turned from linear adventure into exploration-mode.  Symphony of the Night triggered a few “sequels”, but truthfully it just generated an entirely new genre.  That eventually morphed into the open world / icon-palooza games we have today.

Bloodstained goes way back to the roots, and plays like a prettied up version of Symphony.  The controls are slow, the movements deliberate, the difficulty all over the place, the secrets fairly well hidden, the dialogue extra-expository, and the bosses entertaining.  Oh – and there’s crafting, quests, exploration, and collection building galore.

bloodstained-ritual-of-the-night-reflector-ray-1

No sharks, but there are lasers

What I find most interesting about this genre is the development planning required to provide a smooth experience.  Sure, you get through and get bigger numbers but the game mechanics change too.  You start off with basic weapons, then unlock some interesting spells.  More enemies, different spells get unlocked.  Craft some new gear.  You need to choose your loadout for fights.  Make some food that provides permanent stat buffs.  Farm a few enemies to upgrade spells.  Upgrade some spells in the shop, and they become passive effects.  You eventually have this massive list of permanent effects (+xp,+gold, +drops, +damage, +resist, +movement,….) and the game turns into this blur effect of speed runs.  And you don’t even realize it.

I cleared up to O.D., got all the shards, a fair chunk of food, and a good set of gear (Rheva Valar is just insane OP).  I’ve played with a ton of skills and found a loadout that makes me feel like a tornado of ginsu knives.  I still have a lot of stuff I want to test out – and there’s some extra content I should give a shot.

There’s a solid 10 hours to get to the good ending.  Another 5 or so to clear all the rest of the content.  Another 5-10 to complete all the collections.  Super recommended.

E3

I guess I should put something up relating to E3.  The general lack of posts (and I will state that my blog roll is down by a  large margin) seems to be more symptomatic of the medium than just me.  Always found late spring to be a tough time to write…weather is finally nice and I want to be on the lake.

Anyways, back to E3.

In 2019, we’re in a space where there are very few surprises left.  Aside from Keanu telling everyone they are breathtaking of course.  Dev cycles are admittedly longer.  There is minimal progress to be had on the graphical front (I still recall the PS3 tech demos).  Nearly everything is a sequel to something.  The last time we saw a risky AAA game that was actually good was Horizon: Zero Dawn in 2017.  There’s a fine line between sequel and a new coat of paint (*cough*Battlefield*cough*).

From all the hoopla, there are a few games that seem interesting.

  • Baldur’s Gate 3.  BG2 is the best RPG of all time… of ALL TIME!  Larian has done a smash job on Divinity, so this seems like a reasonable fit.  Finding the balance between mechanics and exploration/story is going to be key here.
  • Outer Worlds.  I have a soft-spot for sci-fi RPGs.  Been a long time since there was a good one (sorry Isey).  And I’ve rather enjoyed the long list of games from Obsidian.
  • Evil Genius 2.  One of my all-time favorite games.  Playing bad guys for comedic effect is always entertaining.  Will be interesting to see how this applies modern game practices.
  • Cyberpunk 2077.   Both the setting and the developer hit the right notes.  As long as the story structure is similar to the Witcher, I’ll be happy.  I have a serious dislike for Witcher combat mechanics.
  • Ghostwire Tokyo.  This seems more like a serious take on Ghostbusters.  The art style & setting seem interesting.  Hard to say no to a new IP from these devs too.
  • Gods & Monsters.  Zelda but in a greek setting.  Which in that case would be Kid Icarus without wings.  I rather like exploration games.
  • Marvel’s Avengers.  Honestly, I am more confused than much else. A co-op live service?  Did we not just do this dance with Gazillion Marvel Heroes?  Pretty please, let’s not have another Anthem.  The timing here seems even more off, given that Avengers just bookended.

Random Thoughts

  • There is a lot more talk about cross play, and generally this is doable if the game is also on PC
  • 120FPS on a console is a big deal.  Which frankly, means people are going to need better TVs.
  • More streaming service.
  • Ubisoft’s play for $16/month similar to EA’s service is a heck of a stretch.  That said, curious how many people still pay EA after the Anthem fun.
  • Since all this was pre-E3 it was entirely console focused.  PC only games and mobile games come later.
  • There is a general lack of indie games making the threads, but I would say this is more due to the fact that indie is almost entirely focused on PC launches first, then console later.
  • Bethesda.  What the heck is going on over there.  Thumbs up to the ESO success story after a horrible launch, but everything else feels like throwing spaghetti on the wall hoping something sticks.
  • There’s still Nintendo to show some stuff.  Guess it will relate to Metroid and new spec on the Swtich.  Indie games already have a good foothold here… maybe we see more.
  • E3 has to compete with the 24/7 news hype cycle.  When devs are paying Twitch streamers to promote their beta games… where does E3 fit?

Classic “Bugs”

The neat thing about nostalgia is that it’s tempered by emotions.  People rarely remember the mundane, but they will remember the things that caused an emotional reaction.  And over time, people tend to ignore the bad emotions and only recall the good ones.

In Classic, you may remember taking down Ragnaros the first time, but you likely don’t remember having to herd 40 people on-line, manage a bench, and continually farm for Tranq shot just to progress.

If you stopped playing WoW altogether, then your mindset is probably locked to the type of game when you left, mixed with some older bits.  If you’re still playing today, then there are some concepts in Classic that will seem archaic.

Seems a few times a week now, Blizzard is putting up posts about things “not being a bug” but actually reflective of Classic.  I find these hilarious.  The things that people take for granted today were 8+ years away in Classic.  Single viable specs.  Weapon skills.  Trainers.  Slow mounts.  Mounts not being able to swim.  Resistances.

The more recent one is a bit more technical.  Deals with combat stats.  I played a Rogue from day 1, and Rogues needed to attack from the back or else they would get parried to death.  Combined with the penalties for dual wielding, you needed the right stats to progress (ilvl wasn’t a thing).  Misses, lower crit changes, dodge… all that stuff needed to be factored in when taking down a boss.  That’s why most bosses were tank & spank, because people needed to be in static positions for most fights – and a player afflicted with Fear was a death sentence.

Honestly, I knew this but at the same time I had put it so far out of my mind that it was more or less forgotten.  (Side note, this is why reforging was both implemented and removed.)

I’m looking at Classic from the outside and really wondering how many people truly want to live in that game vs. are simply curious.  People may think they remember Classic, but as time goes by, they are going to discover more and more things that they purposefully put in the “do not remember” box.  Should be interesting to watch.