ME: Paragon & Renegade

I finished ME1 the other day. Replaying that in 2021 really shows how much the game was an incubator of ideas. Playing ME2 highlights that to a crazy degree. The MAKO is gone. Inventory is not longer a headache. The hacking mini-game is somewhat improved. Dialogue is more nuanced. The game is no longer 5 main quests and then 80% MAKO/empty-planet/same-building side quests. In nearly every respect, ME2 improves upon ME1.

Included, Paragon/Renegade are better balanced, which itself has evolved from KOTOR.

ME1 Choices

The challenge in ME1 is mostly around Renegade – in that nearly all the choices are objectively bad. Aside from perhaps the double crossing side quests on Noveria, the Renegade choices all focus on killing the person with whom you’re having a conversation. Ok, ok… hanging up on the Council felt good. Paragon choices, by comparison, were about you saving starving puppies. It’s not that people want to only play Paragon, it’s that the choices provided are “keep the story going” and “stop the conversation”. Most people are going to take the former, so it’s not really a choice. By the end of my playthrough, even after trying to take as may Renegade choices as possible, I was a clear goody-two-shoes.

The devs clearly spent cycles building this system, and the rates were abysmal for Renegade run throughs. Clearly an improved system was required.

ME2 Choices

There are two notable changes here. Fist are the interruption actions that can be taken while an NPC is talking. The paragon ones are simple enough. The Renegade ones are usually about punching people, or interrupting their speech. They are well placed, and with few exceptions you should be using them.

The second is the scope of the actions. The choice itself is less about the end result but more about the path to which you achieve it. The stolen chit side quest is a good example, where you physically intervene at the end when injustice is the outcome. (Weird side note – for the vendors you get Paragon/Renegade options to get discounts… makes no real sense…) The majority of the points aren’t directly related to outcomes, simply conversation paths. Each squad member has quite a few options to help move them along, and a certain preference to dialog options. Zaeed clearly is pure Renegade, while Jacob is almost entirely Paragon. There are also more dialogue options present, and through some game mindset calibration, you get taught that it’s good to explore all options as the consequences are story related, rather than outright rewards (as in ME1).

By the half-way mark in ME2, my Paragon and Renegade are relatively balanced. The Renegade choices are less about being bad, but more about the ends justifying the means. Punching that reporter running garbage stories on me feels good.

D&D Viewset

The concept of morality and choice stems, as nearly all RPG things, from D&D.

Video games prior to 2000 were pretty much all in the Lawful Good area… you were the plucky hero. As more RPGs came about, more choice was presented. Ultima famously brought in Virtues to reflect this in a different light, as people were “optimizing” the game by being as evil as possible. You can see these influences in all Black Isle and Bioware games.

ME1’s Paragon seemed to best fit with the Lawful Good mindset. Follow the rules, be good. Renegade was closer to Neutral Evil… there was some logic to the choices made after all. But you were still evil.

ME2 tweaked this, bringing them all closer to neutral. Paragon is closer to Neutral Good, while Renegade is somewhat closer to Chaotic Neutral – not bad, just a different set of rules. Moving away from the purity of choice allows more nuance into conversation, even in the middle of a game. It then focuses on the outcome of the decision as the reputation (e.g. you saved X) and less about how polite you were in doing so.

Other Games

Other Bioware-like games have come since, and each has tried to tweak the model somewhat. Pillars of Eternity is the more traditional D&D model. Tyranny only worries about Evil alignment (and does an excellent job!) Divinity is the outlier here, as it’s arguably larger than Baldur’s Gate 2 and has a rather complex morality system that is more outcome based (and reputation) than pure alignment. As BG3 continues, it will be interesting to see if it’s more in line with the older model or the new one.

Clearly it’s more complex to keep track of the outcomes of every decision rather than a point scale of good/bad. It’s a better experience though, and one that you really notice when it’s missing in an RPG that presents choice.

ME: Legendary

With FFX complete, time for another flash from the past. (FFX-2 maybe some other time…) Mass Effect: Legendary came out and with a whopping 100+ gigs of download done, off I go, JJ Abrams lens flare and all.

I mentioned this in the FFX playthrough, where knowledge is a double edged sword. I’ve played that game so many times now that there’s very little new or surprising, and yet I still find it a super enjoyable experience. Mass Effect I’ve played through maybe twice (?) in all the years since launch. My recollection of the story is somewhat hazy and frankly more emotional than firm. I recall the feeling of awe the first time I stepped into the Citadel, the frustration of the MAKO, wanting to punch certain companions. The actual story beats are a sort of deja vu effect, which makes me pause at times and think about how I handled it last time. The end result is that it feels much more like a game here than an experience. There are checkboxes to fill, skill points to assign, and inventory to manage rather than a story to uncover.

The game lens really highlights how successful Mass Effect was upon launch at hiding its foundations. You see a bunch of interesting people with interesting stories and just follow along, making what at the time was rather nuanced choices to impact the story. At the time we didn’t have true multi-branch stories… KOTOR had the start of it, Dragon Age had some key decisions, and I guess Fallout was the best example . No wonder people caught on to this model, and were rightfully peeved when ME3 dismissed most of it. Upon this replay,, the quest structure is much more obvious with multi-stage fetch quests, but for 14 years ago… wow.

Gameplay wise, I can see a lot of the improvements put in so far. Elevator wait times are gone!! There is an over abundance of lens flare – I really need to point it out. It’s one thing to have it in a cut scene but I find it painful when its in active gameplay. The visuals are super improved otherwise, with awesome framerates on a clearly antiquated game engine. Very impressive. The MAKO is better than I recall, but as Bel mentioned, it’s still the worst part of the game. Inventory management is better but I can’t say that it’s good. Character development and the biotic/tech powers are very meh. The combat itself is still as broken as ever unfortunately. The UI is cleaner, no question, but it has not aged well at all. Getting 1 shot from someone 100% behind cover is still there, and the AI has some really rough edges. I guess this is to be expected from a game that tried to merge action and RPG that many years ago…

Nitpicky, but I find this very distracting.

I’m not far along in the game… exploring space and whatnot. Again the game part, where its super focused in the Citadel then just goes huge open world once you get the ship. I do recall the first time I played I explored everything, where as this time I’m only landing on planets where there’s a clear reason. Those landing missions are smaller than I recall… or perhaps the zones themselves seem much smaller. I do recall the side quests having some interesting story beats – the Batarians in particular are fun to see again, if under-used.

The Paragon/Renegade bit in ME:1 is very heavy handed, there’s few opportunities for grey. It’s either admonish them or shoot them dead. The Batarian/asteroid quest in particular prompts you 6 times for the renegade choice, which are all variations of shooting the alien. I know this is better in ME:2. BioWare mentioned that ME had 92% of players go Paragon… which is painful as a dev to spend so many cycles on a mode no one really played. (Side note: this is why LFR exists in WoW… only 1% of players were completing raids prior to Firelands.)

Odd bit… the Origins/Steam achievements are displayed as % of user base. Landing on a planet is currently at 10% of all players… so either the metrics are wrong, or people have decided to buy the game and not play it. The achievements are really rinky dink too… sort of like getting points for putting your name down on a test. That the % are low is weird.

Still, the experience thusfar is enjoyable. BioWare clearly needed a win to keep the doors open, and what’s here is impressive in capturing the original experience with a minor coat of paint. In the negative light, this highlights to me how far BioWare has fallen from 2007. Games aren’t made by companies, the are made by people. The people who made Mass Effect did a hell of a job.

FFX Replay

Every now and then I give FFX a return. I don’t necessarily think it’s the pinnacle of gaming, nor the one with the strongest individual systems. I do think that on the whole, it delivers the most consistent and enjoyable experience of all the FF games.

I’ve had the FFX/X2 remake in Steam since it came out (and also on PS), so starting a new game is pretty easy. And with cloud saves, it’s even easier to remember what works and what doesn’t. A fun bit in FFX is the Al Bhed language, where a substitution cypher is required to read what people are saying. Using a previous save, you can load that cypher and start off clearly understanding everything. FFX-2 has a new game+ mode, but that’s because there are multiple endings. It’s a different take, a much simpler implementation that something like Chrono Cross’ (which does not get enough credit). So, all prepped and ready to go.

Knowledge

There’s an upside and downside to replaying a game. You can anticipate really cool moments (Luca’s cinematic), but also are never really surprised (the whole Jecht is sin bit). I prefer the more optimistic side, where it’s like reading a good book once again. And having 20 years of additional gaming experience certainly adds some flavour to the experience.

FFX is a rather linear game, all the way to Yunalesca. There are 3 battles in that linear path that are brutal if you are not prepared, and honestly, even if you are they are quite hard to manage. The idea of grinding out levels has some merit, but the structure is built so that it generally isn’t required – the random battles should get you where you need to be for any given fight. Post-Yunalesca you get access to a pile of side content that is practically required if you want to take on BFA and have a chance of success. Knowing how to tackle these side quests is super important, and I don’t think a “regular” player could find success here without some sort of guide.

And, as is with all FF games, the final stretch is completely disassociated with the rest of the game. The last zone can be left and returned at almost any time, and the point of no return is about 3 minutes of content from the final boss. It means ALL the content prior to that is relevant post-boss. FF12 has this. FF13 certainly does not. FF15… well that’s another story.

Oh, I should really mention that FFX is the only game without a crystal as a large piece of the story. No secret final boss, no giant crystals to block the path, no materia.

Side Quests

There are 3 major ones to track, and most of the smaller ones intersect with these. Some have aged well, others not so much.

Collecting Aeons – There are 3 hidden aeons to collect – Anima (who you know exists), Yojimbo (who is very interesting), and the Magus Sisters (required for another activity). In the normal game they aren’t too bad to acquire. In the re-release… they are crazy hard.

Collecting Celestial Weapons – Every character has an ultimate weapon which increases their damage and unlocks the damage limit on summons. There are 3 pieces per character, the weapon, the crest, and the sigil. Some are in simple chests, others require mini games to acquire. The Cactuar quest for Rikku is fun. The butterfly game for Kimahri, meh. Lulu’s lightning dodge requires some crazy concentration. And the notorious Chocobo dodger game for Tidus is rage inducing.

Monster Arena – This requires “capturing” 10 of each enemy in each zone, from the start to the end. You need a specific weapon to do so, and the last 2 zones are full of enemies that have tons of HP (multiple hits) and nasty counters (petrify, confuse, high damage). Once you have them, you can fight them in the arena. Collecting various groups of them opens up more difficult monsters, which provide more unique rewards in order to increase your power. If you want to hit for 99,999 damage per hit, then you’ll need to do the arena.

I am purposefully not including Blitzball. It’s more of a side game, whose purpose is best aligned with celestial weapons.

You are going to see a LOT of One-Eye in the monster arena.

Iteration

FF games have often had some sort of mini-game, often relating to summons, special weapons, and a long-term collection activity. Rarely are the activities intertwined, nor supported by even more mini-games. What’s really interesting to me is that FFX makes all the activities related to each other and does so at a level that no other is able to achieve. There’s nothing here that stands on its own, which takes a tremendous amount of design effort. It’s also interesting to see how the sub-activities don’t build entirely new systems that conflict with the rest of the game.

If I look at the FF12 hunting system, it’s an iteration to the Monster Arena concept, combined with the ultimate weapon hunts. FF13 in contrast, has both a hunting system AND an arena, the latter of which isn’t integrated into other activities. FF15 is more of a checklist of things, rather than a proper sub-game… plus the last quarter of that game makes no sense whatsoever.

It will be interesting to see how the trilogy remake of FF7 delivers on this model. Parts of it are there now, but the entire casino part is forthcoming and a huge part of the end game stuff (chocobo breeding). Those mini-games were heavily RNG influenced, which has gone out of style today. How they apply today’s gaming standards to that model is sure going to be fun to see.

Love, Death & Robots – Season 2

I’d been looking forward to this for some time, as I rather enjoyed the first season. I’ve been a fan of Heavy Metal since my younger years, if only because it often provided a raw view of Sci-Fi in visual medium. I do have a heck of a passion for long-form sci-fi, but truth be told, the short story format is often much more enjoyable. LD&R is all about short form stories, with 10min average duration for each short.

Season 2 is only 8 episodes, whereas season 1 was 18. It’s also much less excessive. You’re not going to find Aquila Rift’s 2 minute sex scene here. One short in particular is impressively violent, and another is a very difficult watch given the context.

Automated Customer Service

A humorous short and a killer automated vacuum cleaner. The pacing is good, and the context somewhat surreal. It lacks the larger questions of most sci-fi. I found it the weakest of all.

Ice

This one has very unique art style – in line with Zima Blue from prior season. It has a decent concept, about teenager social acceptance, this time through the lens of ‘modifications’. The final action bit feels like you’re there, and look brilliant. I think the art choice here is better for it, as it focuses on contrasts.

Pop Squad

This is a very hard watch the first time through, as you’re lacking the context for the first few minutes. It’s the longest of all the stories, and I’m going to avoid spoilers beyond. I enjoyed this story the most as it asks some fundamental questions and leaves plenty of room for discussion.

Snow in the Desert

A merc is hunted for his biological abilities. The themes here are more complex than the other stories, or at least appear so to me. The art here is photo-realistic, and makes it all pack a lot more punch. I find it has good pacing, but certainly has a sterotypical romance sub-plot that feels tacked on. Those should be earned, which is all but impossible in a short story.

The Tall Grass

This is the horror episode and I don’t quite follow why it’s here. I do enjoy the art style, and the panic within the story. But it’s based on multiple bad decisions, and then luck at the end. I don’t enjoy stories that depend entirely on crutches.

All Through the House

What if Christmas had a horror tinge? The shortest and most surreal stories in the anthology, it asks the simple question ‘what if you were naughty’ for Christmas…It’s frankly surreal and I ended up confused as to who the target audience is for this one.

Life Hutch

So if you want to see a Michael B Jordan likeness in a sort of prison room, this is up your alley. With shades of a larger storyline, this one suffers greatly with editing. Take the crazy robot from Red Planet and you have all you need to know about this story. Too bad, cause the backstory here seems infinitely more interesting.

The Drowned Giant

Now here’s an interesting one on the concept of major events, impacts, and longstanding memory. You’re never quite sure if this is a fever dream or real. How the larger un-answered questions remain – like are there other giants? It begs to ask what really is meaningful and how unique events eventually become integrated into local legend. This is a real black sheep episode as it had no external conflict, it’s just a journal of an interesting event. I found it captivating in its simple portrayal.

Overall

With only 8 episodes and less hard sci-fi theme, it was quite a bit different than season 1. As with that, there are some stories that will hit harder than others, some where you want to learn more, others where you need to watch again, and then some that you can do without. Same with any short-story book really.

I will say that it reinforces the concept that great sci-fi is about the people in sci-fi settings, not a plot for plot’s sake.

I am hopeful for a season 3!

Lord of the Rings – 20 Years Later

There’s something about the 1999-2001 timeframe where an explosion of ideas simply came to fruition. I’ll lay that cause, of all places, with Toy Story. That movie affirmed that CGI was here to stay and could be used as a tremendous storytelling tool (and also the end of Harryhausen). Frankly ushered in a new age of storytelling.

One of those films is Lord of the Rings (or series I guess). Fellowship of the Rings released in 2001, way back when I was still college. I had read the books multiple times while growing up, I think it was a sort of rite of passage for any geek. And the think about the books is that while they are highly descriptive, they also have a lot of room for interpretation. So to the cinema I headed with a bunch of geek school friends (a programmer class). I was not prepared for what was to happen.

There was always going to be some debate as to the construct of the films. While the first is linear, the last 2 are multiple storylines that swap between. And there are quite a few sub-storylines that take place. Removal of Tom Bombadil was somewhat expected, as he was always a sore thumb. Arwen taking more space was a welcome change. To take such complex and dense material, and yet remain faithful was practically unheard of at the time. The last attempt at faithful book adaptation was Dune, and that really did not work.

And, in my mind, the most important aspect of this film is that is was intended to be a series from the start and filmed all 3 back to back. The concept of a trilogy wasn’t new… I mean we did have Star Wars 20 years earlier. And yet, it wasn’t a trilogy in the concept where there are clear beginnings and endings to the films. You could, and if you have the bladder power should, watch all 3 films back to back to back. The success of this film series (and Harry Potter for youth) opened the door for a default trilogy story-telling mechanism.

The story opts not to start calmly, but in the middle of a massive battle. It’s hard to explain the impact this scene had… having that many extras hadn’t been done since the Ben-Hur days, and this threw even more on the plat. To have it all happen in lock step, then have Sauron come around swinging that mace… I still get raised hairs thinking about it. It sets the stage as to how epic the journey will be, and the quality of the effects throughout.

The film them slows down a tad, what with the Hobbits being generally slow folk, and then introduces the Nazgul who are rightfully dreadful. The whole effects while the ring is worn is jarring, doing a much better job than the book to explain the evilness of the effect. The battle with the Watcher and then the troll battle in Moria continually amped up the anxiety and adrenaline, with periods of quiet offsetting the chaos. It isn’t a film of non-stop action, it’s a film of ups and downs, reflecting the reality of a long journey. And then…

The Balrog and the pass. The slow reveal. The sound. In a movie theatre you could imagine the heat coming off the massive flaming demon. ‘You shall not pass!’ was meme worthy before memes existed. The fall of Gandalf and the mourning that followed are where most other films would have ended. The group barely got through and had to sacrifice the strongest member to do so.

The voyage to Galadriel is powerful yet seemingly too quick. The epic score and setting for the fall of Boromir (which technically was in the 2nd book) did an amazing job with marking how powerful the evil forces actually could be. Instead of whispers in the dark, they were out and about in the day.

It’s a rare event for a film to have two effective gut punches. 2 leads die, the party is split, and there’s less hope of success than at the start, all generally seen as ‘bad endings’. And then we get Enya.

I recall leaving the cinema and being in a sort of daze as to what I had just seen. I’d seen the Matrix a few years before and remember being sort of euphoric for the insanity of that film, but LotR was like having taken a rollercoaster, while listening to a heavy metal album, and being in a pie eating contest. I left the larger doors with my group, then just sat down on the curb nearby, trying to collect my thoughts. We had all read the book, so we knew what to expect… and yet we still came out surprised with how they put those ideas to image. You can read about the Balrog, you can look at the earlier images (Sargeras in WoW looks like early Balrogs), but they don’t do justice to what was on screen. I’m still amazed as to what WETA was able to accomplish 20 years ago.

I picked up the normal version, and then the extended version for home. I watch it every year. I read the books every other. There are subtleties to the films that really stand out when you get the context of the books – in particular the relationship between Gimli and Legolas. I’m still amazed by the scenery – and at some point will need to take a trip to NZ to fully appreciate it all.

Back to the original point. You can draw a line pre- and post- Matrix/LotR/Harry Potter. It started a new age of film making, of storytelling, of video game tie-ins (2 MMOs!) It was an impressive time, and remains an enjoyable experience to this day.

Jupiter’s Legacy

Perhaps this is riding the comic book adaptation wave, or the wave of comic book social critiques on hero worship. Jupiter’s Legacy is an odd series that attempts to transcribe complex comic concepts to visual media.

Setting the stage here… the bar for a successful comic book adaptation is quite high. The actors have to be solid, the effects believable, the script clean. We’re not comparing to Fantastic Four here, but the Marvel Universe and The Boys. Jupiter’s Legacy has none of these things. But it has an interesting thought, and you have more than enough time, so…

Based on a series by Mark Millar, who’s largest successes are based on deconstructing super heroes (Marvel Civil War, Old Man Logan), the underlying story is how does a golden age super-hero fit into today’s complex geo-political world. The world isn’t beset by bank robbers or purse snatches, but supervillains who will commit crazy atrocities, along with corporate controlled governments that care only for profit than people. The concept here is really interesting. The series has multiple challenges though, and while I can easily forgive the special effects, the writing and acting is much harder. Josh Duhamel is not someone with range or nuance. To pin an entire series around his character’s ‘do good’ mantra requires a crazy level of balance of crotchety and good intentions. Instead, he comes off as out of touch, overbearing, and unfocused. It’s not all his fault though, as the adaptation itself is really, really heavy handed.

The first episode is borderline Power Rangers. A monster of the week setting in a rubber suit, lots of weird ninja moves, lots of speeches, and slow motion. It’s like 10 heroes vs 1 villain, none of whom are actually strong enough to take him solo. Which, you know, is borderline Thanos. He successfully kills 3 heroes, with little effort and is about to kill more when one hero decides it’s enough and with 1 punch kills the bad guy. There are multiple red flags in this battle that just don’t make any sense as there’s no stakes at hand, and no character build-up. The first scene in the series contradicts this battle too!

It doesn’t help that none of the main characters aren’t endearing in any form. The lead is called Mr Utopia and is an idealist that continually causes conflict in every situation. Lady Liberty flips flops between truth above all and mother instincts. Paragon is a try-hard that cannot please his father. Chloe is a drug addicted rebel with absolutely zero redeeming qualities. Brainwave is a pragmatist who can read minds… so it’s pretty damn clear where that arc goes. The mystery is Skyfox, who you’re told broke the code long ago and was exiled. Never why though.

And yet, the series does have some interesting mysteries to it. How they got their superpowers in the first place… how there are other superheroes (who appear technically to all be genetically related to the original 6), how the powers manifest. There’s a bit of LOST flavor here with visions and epic journeys. Since this portion of the story is the progress towards power, it’s actually quite interesting.

The concept at the start, how do golden age values work in a complex world… that’s never truly answered. There are no simple answers here, hence the complexity, but at the same time no real effort is put into that question. Kingdom Come told this story nearly 30 years ago, and did a much better job. I’ve yet to read Millar’s comics on this, but I’d have to assume they do better as well.

I’ve been somewhat negative on this so far, but it’s really because the potential here is so high and the delivery underwhelms. It’s not bad (there’s a lot of bad on Netflix) and is a decent watch if it’s raining outside. Season 2 is set up for some solid potential, and maybe this is just season 1 jitters (look at Parks and Rec!).

WoW: Reactions to Reactions

The ‘gold standard’ I guess is Asmongold, who fits in a very specific niche of streamers of WoW. There’s no real scripting here, or much of a plan. More like the ramblings of a madman. He’d be at one end of the spectrum, Preach in the middle, and Bellular at the other. They all say the same thing, but take much different approaches to it. Evitel & Taliesin are a different group.

Point of clarity here – all of these people get paid to generate reactions from their viewers. They need to make a big deal of something in order to get eyeballs. There’s a (very) large difference between a concept and execution. They are not developers, simply focused lenses on the zeitgeist.

Anyhow, back to Asmongold for a bit. He posted an interesting rant today on Twitlonger that I think deserves some comment. At least in the broad strokes and then in relation to gaming dev as a whole. The larger thought is summed into two buckets.

Change Driver

Here’s why. It’s because instead of innovating the game, Blizzard has mired themselves down into micromanaging expansion-specific systems. Imagine how hard it is to balance all of that, I don’t envy the life of a WoW dev at all! However, it was not my decision to make character balance in WoW have more unnecessary complexities than a Rube Goldberg machine.

Which, if we take a seat in the armchair, is a fairly bang-on assessment of Blizzard’s mantra over recent years. The steadfast thought process that complexity == engagement. That they will spend months building complex system that are absolutely not wanted, only to patch them 6 months later so that they are in a workable state. That they’ll focus on building micro-systems that suck out all your time in minutiae.

Monthly (or daily) average users seems to be the only metric that matters to Blizzard, and as per previous post, that thing has been on an amazing nosedive for some time. If the players aren’t happy, the bigwigs aren’t happy, then it sucks something fierce to be a dev!

Humility

The developers lack the humility to give the playerbase what they want, and when they do, they lack the insight to give them what they need.

This quote really nails it fierce in terms of the friction between the playerbase and the developers. There was a time where the players had patience and understanding that the devs have a hard job. Things take time, but they will be good in the end. That’s been eroded for some time now, in the space where it just appears that the devs (or leads) don’t actually play the game. The alpha feedback for BfA was crystal clear in terms of how Azerite Power was broken. The devs ignored it all, deleted the forum, and then did a near complete 180 after almost a year of production.

I don’t recall anyone saying ‘hey, Torghast could really use talent trees and longer play sessions that are timed’. Is that not just Horrific Visions 2.0 but entirely focused on RNG? I don’t see anything to address the anima drought, which has been consistent since the start.

The point here isn’t that the client is right. I have enough experience to know that much. The point is that the client isn’t wrong. The client isn’t irrational. They may not understand the complexity of what’s required to deliver, and they may be absolutely horrible at explaining their needs, but that’s not their problem to solve – it’s the developers. I want to be paid, and I only get paid when my client gets what they asked for. So I’ve invested a LOT into business intake and analysis, with clear scope documents with signatures from all parties.

Blizzard is either unwilling or incapable (or both) of listening to feedback and integrating that into their dev cycles.

Larger Dev Work

I’m picking on Blizz here given the source material, but this really goes into the larger discussion of managing expectations. Look at the games over recent years that are up for GOTY. How does something like Hades even come along if not for engagement with the playerbase and open communication? How many successful launches exist where the penny pinchers are the ones making the final call? We get Alien: Colonial Marines, Anthem, or Cyberpunk instead. Things that either destroy what was left of those shops, or puts them so far back that it’s a mountain to climb back to where they once were.

Yes, games are a business. The largest business on the planet. But they are entertainment first, things were people interact and find joy. There’s a balance to be had between something being profitable, and something being created solely for profit. Passionate developers can keep things going (Ultima Online is still kicking!) if they have a dedicated playerbase.

I don’t know what the final answer is here. I have a backlog of amazing games from amazing developers to work through, and don’t really need the headache of making sense from non-sensical developers. But that’s just me. If the almighty dollar is what’s driving development, then I don’t see a happy ending. I guess there’s some wisp of hope that if other groups can do it, and succeed from it, perhaps the larger studios can learn something from it. Maybe.

Star Wars 20 Years Later

I’m old enough that Star Wars means something to me, yet young enough that I only caught the prequels in the cinema. I can still remember when The Phantom Menace came out… a massive multiplex was built to coincide with that launch and we stood outside for some tickets. My sister worked there for quite a while, more for the access to the movies than the actual job. Still a cinephile!

A few years prior, Lucas had re-released Star Wars to cinema and I had gone to watch them all multiple times. Smart to raise the hype. I was used to the old VHS versions that felt like they were of their time. The remakes polished some bits but also added some weird sections – Jabba in A New Hope, a moving Sarlacc, and the very jarring cantina signing scene. Foreboding!

I remember going to watch the Phantom Menace as a group. Full Star Wars hype was abound! The movie started to cheers with beginning of the scrolling text. To this day, I can still recall the group confusion that came when the words ‘taxation of trade routes’ showed up on screen. But then Jedis and action! Great! Meeting Jar Jar was really odd, but I figured it was one of the multiple passing characters in Star Wars. That he became a tag along was grating and an extremely poor substitute for the droid duo. The pod racing was, and still is, exhilarating. The final battle sequence with Darth Maul still holds up with great framing, pace, and music. That final score is found in every pre-quel movie, including the final battle between Anakin and Obi-Wan.

The end of The Phantom Menace was a high note. We came out with smiles, then talked about our favorite parts. It really only focused on 2 pieces…and then the conversation turned to the stuff that didn’t work. There was way more than 2 pieces.

I still went to see Attack of the Clones and Revenge of the Sith in cinemas. The former was confusing and had horrible dialogue, while the latter had some amazing combat sections. The end result was mixed, but a better appreciation for Ewan McGregor. While it should have been Anakin that tied it all together, it really was Obi-Wan.

The major challenge the prequels had was that the universe had been fleshed out something fierce by that time. The sense of mystery and awe just didn’t exist in the same way. We knew how the prequels would end… there were books about it long before the movies. They didn’t talk about pod races, but the larger lines were out. The movies had a fairly high bar to reach before they ever reached our eyes.

There’s plenty written on why the original trilogy worked. Pacing, character building, physicality, R2D2 being a literal deus ex machina, and C3P0 being a stand in for the audience. Editing, photography, writing, and direction are all big ones – things that are much different in the prequels. These highlights are counterpoints to the prequels being so derided.

As bitter as it made me feel, I always knew that the core was solid. It’s Star Wars! It took a while for news to spread but someone had taken a knife to the Phantom Menace and edited it down to something watchable. The Phantom Edit was in nearly every respect, a better film with 18 minutes less content. Jar Jar was nearly removed, the Trade Federation was done with subtitles, midichlorians were removed, and then some precise edits. Just an overall better film! And the one I presented to my own kids. Attack of the Clones had the same treatment but ended up cutting nearly 40 minutes. These fan edits created an entire new sub-genre of film fanatics…there are dozens of fan edits of Star Wars films now.

And yet, the point remains that there was more good in these movies than bad. It was like a puzzle with too many pieces, and set up in the wrong order. When put together in a different way, the image is much clearer. If anything, it truly highlights the value of a great editor (not the person in the credits, but the person making the final calls).

So with Star Wars day last week, and a subscription to Disney+ my family got together and re-watched the prequels. No edits. Plenty of Jar Jar. Horrendous love dialogue. A brooding Anakin. A stellar Obi-Wan. The realization that the Emperor was in 7 of the 9 Star Wars movies (quick cameos in Episode 5 + 8). That Star Wars, for all it’s place of conflict in my mind, is best experienced through the eyes of a child’s wonder with no expectations. There is no extended universe for them. Just some crazy space ninjas with laser swords. And who wouldn’t want to watch that?

Acti-Blizz : When Bylines Matter

The quarterly earning reports are out, and so are the pitchforks!

The Activision arm (they should just rebrand to Call of Duty, since every shop works on this) made mint. Not anywhere close to Fortnite’s billion $$$ pumping machine, but certainly some good numbers. A 43% operating margin is impressive, given their size. Not to mention some big year-over-year (YoY) growth. All of this makes sense given that we’re in a pandemic… more people are playing games and devs are really milking that micro-transaction cow for all its worth. Battle Passes + extra bits = major cash and extremely low dev effort. Course it helps when you lay off 10% of your staff when pulling in the money. Capitalism at it’s finest, after all. Stock value is the ultimate measure.

The Blizzard portion is where stuff gets really weird. If you recall, Shadowlands was touted as ‘making it the fastest-selling PC game of all time industry-wide’, which was obviously derided as hyperbole, but still sold a ton of copies. You would think that with that extra push, overall player numbers (I know there’s more than WoW) would have increased, as they had with other Activision properties. Not so much.

That is not a good trend to have, and explains a fair chunk of the restructure within Blizzard over recent years. This is all of Blizzard, yet the only big items that would be considered ‘delivered’ in this time frame are the 3 items above.

  • Heroes of the Storm is on life support, most of the team cut
  • Overwatch hasn’t had anything, resources are allocated to Overwatch 2
  • Starcraft 2 is done
  • Diablo 3 has had nothing (Necromancer was in 2017). Immortal still isn’t out.
  • Warcraft 3 reforged was Jan 2020, which may explain the horizontal line rather than down trend
  • Hearthstone has gone all over the map, and now has a battle pass.

That Blizzard somehow lost 5m people during the pandemic has got to be worrying for them. And yet…their revenue increased 7%. That money could theoretically come from the various microtransactions, but more than likely it comes from their 3.7m copies of Shadowland sales offsetting the other lost revenue.

Spurious Conjecture Time!

Think of the glut of quality games available to take our time today, games that allow multiplayer options. The need for an ‘all the time’ game is all but gone because there’s always something else. And Blizzard’s penchant for taking ages to launch anything (pre-pandemic as well) is not aligned to today’s industry. That they deliver late, and with massive balance issues (Hearthstone is 10x worse than WoW on this) is not helping. They make attract an audience with a drop, but they are clearly unable to sustain that paying audience.

I’ve written more than enough on WoW’s woes, plenty of bloggers have. It has a massive bot problem, you need to filter through levels of garbage gold boosted runs to find most social groups, and the last refuge is guilds. Sure, multiboxing is now banable, but is that not like 10 years too late? Mechanically the game is too focused on directing people to a single way of playing, to the detriment of other parts. While that’s not my cup of tea, and clearly not that of others, it still brings in some dough.

The other franchises… Immortal won’t work in the West and there are dozens of similar games in the East. Seriously, look at any app store and search for “action rpg” and you’ll find dozens. Diablo 4 is at least 2 years out. Overwatch 2 lost Jeff and was already 2+ years out. Diablo2 will be an interesting bit…seems higher prospects that the Warfraft3 re-release. There’s nothing else in the pipe, at least nothing announced. Any WoW expansion is at least 18 months out, likely more due to COVID.

Should we mention that Overwatch reported an increase in user base by 10m in 2020, and that they were averaging 10m monthly players in Nov 2020. Overwatch has had numerous ‘free weekends’ and then in September actually gave the game away for free for a short while. I don’t know too many stores that celebrate having a high number of window watchers, but here we are.

That leaves very few places of potential income, aside from selling access rights in China for streaming Overwatch.

Do the Math

Bobby Kotick is an amazing CEO, on the measures by which industry measures CEOs. He consistently delivers increased revenue, decrease operational costs, and thereby increase overall profits. He’s not the worst person on the planet either. He’s not subject to any sexual harassment claims, keeps on message all the time, and agreed for a 50% pay cut. He does his job and is really good at it.

That society has issues with his approach to cost cutting while also recording record profits… well hey, maybe stop buying his products.

The boycott was super effective!

And that gets us to the math problem on the table, the one that EA has certainly taken a stab at. (EA is a separate topic, yet you have to admit that they do at least invest in new IP, to varying degrees of success). EA buys out other studios, sees if it can make them profitable, and if not, absorbs the assets and shuts down the studio. The math and trends – which reminder, is all that matters to stakeholders – show that the Blizzard arm has some serious issues at hand.

They’ve dropped piles of players during the pandemic, while nearly everyone else has had an uptick. They launched a full price game and still only had 7% increase in revenue (not profits) compared to launching nothing the year prior. They have an anemic pipeline for income for the foreseeable future.

Blizzard may be profitable, but that trend is certainly not increasing. It’s a bad time to be a Blizzard employee right now.

MH: Floors and Ceilings

Way back when we still used paper and rolled dice, people enjoyed mathing out character power. It was never realistic to roll 18s for a character in D&D, nor frankly was it much fun, but everyone picked skills/talents that they thought best suited their needs. Not too many rogues with 2hnd proficiency, right? Even then, the stats were a small part of the game, the actual choices you made in any situation bore more weight. Negotiate with the brigands, target the kobold spell caster, search a room for traps. Character choices mattered so much as to the odd of success in future choices (ogre rogues aren’t going to do much dodging).

Computer games are similar, and games from the 90s really started adding complexity to player skill. Early games were nearly pass/fail, you were either good enough to avoid every source of damage or you died. More recent games allowed you to take more hits, or actively dodge. Some allow regenerating HP. This particular concept is the floor, the lowest point of skill were progress is still possible. The lower the floor, the more people can succeed. And as gaming has gone forward, it’s arguable that the floor has continually gotten lower, to make it more accessible. (See the whole EQ vs. WoW argument).

In the aughts, there was a desire to return to the difficulty of the past games, sort of relive those days. You get games like Ninja Gaiden, where while it takes a lot to die, there’s also enough complexity present to absolutely excel at the game and unlock more things. There’s a point where the improved player skill doesn’t provide more benefit (either in the game proper, or in PvP) and that concept is the ceiling. The higher the ceiling, again, the more accessible it is as people fell challenged by the content.

Monster Hunter

Monster Hunter is an eastern game, and whether we admit it or not, eastern games have much higher floors and often higher ceilings. “But what about this example of a hard western game?” Yes there are some, but % of whole, western games aren’t built for challenge in that sense.

The early Monster Hunter games had an abnormally high floor, and a moderately high ceiling, compared to other games. They were relatively niche in that sense, not so much because of the content, but because of the mechanics. Great games, no doubt, but not something anyone could consider relaxing.

MH4/Generations is where you can sort of pinpoint the drive for a wider audience. Some systems were streamlined, some focus on multiplayer, easier content to start, and quite a high level of complexity near the end.

World dropped the floor into the sub-sub basement. Ridiculously accessible, with a ton of streamlined components to allow people to get into the game rather smoothly. The whole Low Rank portion acts as a sort of tutorial, with many quality of life options (food, temporary boosts, better drop rates, etc..) Yet they also continually increased the skill ceiling. Nergigante was a massive wall of death, until you learned his patterns and how to dive. When you did, you could clear him in 3 minutes. Imagine taking more than 50 minutes to kill 1 monster, then being able to kill 3 in less than 10.

Rise further streamlines the systems, dramatically reducing the complexity of food for starters. Riding monsters adds more damage to the equation, and the whole vertical aspect with wirebugs is a super defensive option to get outta dodge. There’s barely a use for a Farcaster in Rise, where it was practically mandatory in World. Heck, the optional quests give you more than enough armor orbs to max out every single piece of gear’s defensive value with piles to spare.

Power Progression

This is the part where MH really excels. The difficulty curve of monsters is very well balanced against the type of monsters you have access. Low rank monsters, the skills on gear matter much less than just plain armor values. Kill a monster, look at the numbers, if they are higher, then you’re good!

High Rank things start to change. Skills start to matter, and you are going to want to stack certain ones to suit your weapon. Bow skills with a Switch Axe are not useful. Quick Sheath 3 turns on god mode for Long Swords but is useless for everyone else. Sure, armor is still important for the odd hit, but the skills matter more. By the time you get to the last 2 monsters, you’ve got access to the best armor values and some really good skills. But wait, there’s more!

If I was to build the highest defense value for Long Sword, each piece would have 76 but the skills would only benefit a Charge Blade. That would likely be enough to get through the content, but it would include a ton of deaths and a long battle clock. The game would be “complete”, but not the actual experience.

Instead, if you focus on the skills on armor and how they interact, you can get a much better experience. A decent Long Sword build would get me:

  • Attack Boost 7 = +10 attack and 10% attack bonus
  • Quick sheath 3 = super fast Iai attacks
  • Speed Sharpening 3 = 1 stroke sharpening to stay in highest damage mode
  • Weakness Exploit 3 = +50% crit chance for weak points
  • Critical Boost 3 = +40% critical damage

On a weapon with good base critical chance (Nargacuga is 40%) I’m a walking blender. Attack goes from 50 to 150 per hit. With a few more tweaks, I can boost it further, but that’s the game’s long tail.

Player Skill

MH is built on the concept of monster attack patterns. It may seem somewhat random, but each monster has multiple signals to let you know what’s coming. Rajang can be walking death if you’re not sure what’s going on, but take him on a few times and he’ll go down real quick. Magnamalo, an enemy with some crazy AE attacks that seem to come from everywhere, has some very large tells in his attacks.

And the player themselves has some factor here, as each monster has a stun value, that increases as the fight goes on. Once you know those values, you can commit attacks that would normally put you in danger knowing full well the monster will be stunned instead. Attacking Teostra’s head is normally a bad idea, but if you know that 2 more hits will give you a stun, then do it. Those numbers naturally change as your gear increases (as you do more damage), so it’s really about keeping all these numbers in your head.

Combine both together and it looks like a veritable dance, with nary a movement to waste.

This is a near perfect run, with only 1 missed move.

Monster Hunter has somehow find the balance to not only continually lower the floor of a game, and therefore make it more accessible to the general population, but also managed to keep a very ceiling to keep even the super number crunchers busy for a long time to come. I’m not at all saying it’s perfect, but when these games come around, they are often recognized for their achievements. I was a bit on the fence when I bought a Switch just for this game, but wow, I am absolutely not regretting that one bit.