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Category: MMO Musings

Blizzard Engineering – The Nuggets from Blizzcon 2018

Posted on November 6, 2018April 3, 2023 by Gazimoff

If I had to pick a favourite panel from Blizzcon, Blizzard Engineering would be near the top. Hearing how the various programming teams overcome technical challenges to produce games with incredible polish is always interesting, particularly as their passion always comes through in their enthusiasm on-stage.

While there was only the one session this year, the Blizzard Engineering panel at Blizzcon 2018 still had a few interesting tidbits. Compared to last year’s deep tech examination, this year saw more of a focus on engineering culture, quality approach, and delivery methodology. There was a clear demonstration that it’s not just about problem-solving, but collaborating as part of a team that’s becoming increasingly important.

However, if I had to ask for one thing for 2019, it would be to repeat a request for more discussion around architecture. System componentisation came up a few times during the panel, but yet there was never an explanation of why it’s important or what value it provides. Likewise, many of the questions were from hopefuls looking for advice on getting a job at Blizzard, indicating a strong need for a separate careers fair at the event.

Before I get into a summary of the panel, I’d like to give a little attribution to those on-stage:

  • Somer Esat (Panel Chair) – Senior Engineering Manager, Overwatch
  • Rachelle Davis – Senior Software Engineer, New project. Previously an original member of the Hearthstone team, and has been with Blizzard for 7.5 years
  • Bruce Wilkie – Principal Software Engineer, Overwatch. Specialist in game engine and graphics rendering.
  • Diane Cochran – Lead Engineer, New project. Previously lead on Blizzard’s approach to Continuous Integration, lead on battle.net desktop app. Worked on authentication, public API, and has been with Blizzard for 8 years.
  • Collin Murray – Lead Software Engineer on WoW. Has written code for Diablo, Starcraft, Warcraft III, and every version of WoW. Been with Blizzard for 23 years.
  • Sarah Doebler – Technical Lead Battle.net. Started as a GM, has worked on Blizzard.com, the Armoury, and Content platform. Now leads tools team on battle.net, and has been with Blizzard for 14 years.

Continue reading “Blizzard Engineering – The Nuggets from Blizzcon 2018”

Final Fantasy XIV: A Realm Reborn – The Latecomer Review

Posted on February 4, 2018 by Gazimoff

As part of my New Year’s commitment to MMORPG gaming, I promised to finally give Final Fantasy XIV a proper go. And, over the last few weeks, that’s exactly what I’ve done. I’ve raced around Eorzea on a heroic adventure, uncovered sinister plots, and saved the world countless times. Even as an FFXIV latecomer, I’ve had a blast.

But that’s not everything. I’ve also started working on secondary classes, dug into the crafting system, pledged my allegiance to a Grand Company, and even bought an apartment. There’s a heck of a lot to do in FFXIV, and I’ve been desperately trying to sample as much of it as possible.

However, all this got me thinking: just how many people are in a similar boat? There’s a lack of good-quality and story-driven MMOs right now, and FFXIV promises to fill that niche in a major way. But is A Realm Reborn still worth trying some four years and two expansions later? To answer that question, I’ve put together this FFXIV Latecomer Review based on everything pre-Heavensward. I’ve also included some tips on the best ways to get started, should you be tempted to join in.

Continue reading “Final Fantasy XIV: A Realm Reborn – The Latecomer Review”

The MMO Subscription Cull: 2018 Edition

Posted on January 19, 2018April 3, 2023 by Gazimoff

Over the last few years, I’ve developed a bit of a January ritual. I look at the games coming out and think about what I want to play, and there’s plenty to look forward to in 2018. But I only have so much time to play games, which means something else has to give.

Sometimes it means that a free-to-play game gets shelved for a while, but it also makes sense to cut back on subscriptions. After all, why spend £10 a month for a game that I don’t even have time to log into? That way I get both more time and more money.

So, without further ado, here’s what’s on the chopping block this year. And although some of the titles may be obvious, the reasons why might surprise you.

Continue reading “The MMO Subscription Cull: 2018 Edition”

FFXIV: Making Good on a Promise

Posted on January 15, 2018 by Gazimoff

New year, new game. Back in December, I mentioned that I’d be giving Final Fantasy XIV a try, with the Japanese MMO getting three months to win me over. Surprisingly, it’s managed to hold my attention in a magitek grip ever since I created a new character earlier this month. If my Twitter feed is anything to go by, I’m having a whale of a time.

However, if I’m honest, this isn’t my first time in FFXIV. Back in the original beta, rolled a new character and ventured forth, quickly stumbling on a quest to kill ten rats. Only the rats only had three spawn points, and the spawn timer was so low that a growing crowd of players swamped them. I logged out and never looked back, passing on the game until now.

That was almost ten years ago. Time passes and games change, but few have gone through as much upheaval as FFXIV. I interviewed producer/director Yoshida-san back when he was preparing to relaunch the game with the subtitle A Realm Reborn, and I couldn’t help but appreciate the energy and faithful commitment he brought to the job. A few years later, the reboot was a success and his team was already working away on an expansion pack.

I’d always promised that I’d give FFXIV a proper go, and even bought a boxed copy for PlayStation 4. But something else always got in the way, or trashed my plans, or caused a complication. Until this year, it always seemed not to be.

Today, I feel like an idiot for putting it off for so long. After playing for a few weeks, I’ve discovered that Final Fantasy XIV: A Realm Reborn is huge fun.

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My MMO Picks for 2018

Posted on December 28, 2017 by Gazimoff

When I look back at 2017, the MMO landscape is tinged with disappointment. Destiny 2, my big hope for online extravagance, failed to live up to expectations. World of Warcraft has hit another lull in the gulf between expansions. Over the last 12 months, nothing new has truly landed and stuck.

Yes, there’s a few surprises. Final Fantasy XIV launched its Stormblood expansion, while Guild Wars 2 brought us Path of Fire (more on both later). But, putting these to one side, the biggest breakouts in online gaming haven’t brought us grand new MMOs. Instead, tight new ideas like PlayerUnknown’s Battlegrounds and Fortnite have dominated the online scene.

Anyhow, enough dwelling on the past. Looking onwards to next year, and there are some significant gems on my release radar. Not all of them are MMOs in the purest sense, but I’m confident this selection will still scratch that itch. So, without further ado, here are my MMO picks for 2018.

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The Next Diablo: a Hybrid and Mobile MMO?

Posted on December 23, 2017 by Gazimoff

Earlier this week, MMORPG.com’s Suzie Ford made the bold claim that Blizzard wanted to show something new at Blizzcon 2017. Instead of majoring on Battle for Azeroth, the next expansion for World of Warcraft, her theory suggests that CEO Mike Morhaime wanted to introduce something new. That unannounced title? A new Diablo MMO.

It certainly sounds plausible. After a rough launch, Diablo 3 managed to redeem itself with the Reaper of Souls update, going on to sell some 30 million copies worldwide, so there’s definitely appetite for more. Beyond that, Blizzard has been hitting the job market hard, advertising for a Production Director with MMO experience to bring ‘the Diablo franchise into the future.’

However, it’s not all clear-cut. Blizzard’s also been hiring for a mobile RTS MMO project. Again, this is an unannounced title, but the studio also wants Unity expertise (the same engine used to power Hearthstone). Question is, are these job ads for the same game, or does Big Blue have two games in the pipe? The answer, frustratingly, might be yes and no. The next Diablo might be Blizzard’s biggest bet yet – going in-home and on mobile within the same grand experience.

This is Blizzard’s chance to release a title that dominates on all platforms – PC, console, and smartphone – with a unified world that enables players to hop from one to the other. In a single swipe, hybrids like Destiny 2 and Anthem look antiquated by comparison. The studio might not have been ready to share its vision on the Blizzcon stage, but there’s already plenty of hints about the direction being taken.

Continue reading “The Next Diablo: a Hybrid and Mobile MMO?”

Blizzard Engineering: The Nuggets from Blizzcon

Posted on November 12, 2017 by Gazimoff

It’s not often when you hear engineers talk about the games they’ve been working on. It’s like a peek inside the machine, or under the hood. So it’s no surprise that I was pretty geeked out when I heard that two CodeCraft panels would be running at this year’s Blizzcon. As it turns out, the sessions were a trove of information on how Blizzard develops and operates its games.

I was surprised by just how much Overwatch has led the way in new techniques for the studio, being a testing ground for everything from having no downtime on patch days, to using a hybrid cloud infrastructure. Then there’s World of Warcraft, and what it’s like to manage a 10+ year-old codebase on a living game. Under that, it was surprising to discover just how much falls into Battle.net, and that’s without considering the areas covered by Service Support or Web & Mobile teams.

If I was going to ask for more from the presentations, it’d mainly be about the architecture. As a former software engineer turned enterprise architect, I’d love to discover if they have an enterprise domain model in place, or if Blizzard uses a methodology like TOGAF. Putting my personal asks aside, here’s some of the juicy nuggets from the two Q&A sessions held at Blizzcon 2017.

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WoW Communities: Create Your Own Realm?

Posted on November 8, 2017 by Gazimoff

The meaning of a Realm in World of Warcraft has become incredibly blurred. It’s no longer a distinct cluster of servers, or even a static circle of characters.Over time, patches and expansions have added cross realm LFG tools, shared cities and a sharded open world. Battle for Azeroth will even change how PvP servers work, giving players the freedom to toggle which version of Azeroth they’d like to adventure in.

If anything, the choice of where you create your character is having less meaning with every update. But is there a way for players to take advantage of this ‘tearing-down’ of old realm restrictions? Depending on how it’s implemented and how it evolves, World of Warcraft’s upcoming Communities feature might be just the thing.

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Battle for Azeroth – First Thoughts

Posted on November 7, 2017 by Gazimoff

Another Blizzcon has happened, and another World of Warcraft expansion has been announced. Recent expansions have focused on defeating external threats, but  Battle for Azeroth aims to reignite the classic conflict between the Alliance and Horde. Only this time, it feels a little more… balanced. I’ll admit, I did cheer slightly when I realised Lordaeron was finally being taken back from the Forsaken.

I’ll cheer even more when the Gnomes take back Gnomeregan, but I digress…

Anyhow, the Anaheim convention also saw plenty of announcements about the expansion. Although, the focus was less on the story, and more about the technical details and content implementation. I could see the impact it had on other players, left deflated without having a big bad menace to rally the flag against. Instead, this feels more as if it’s the start of an intricate tale of personal conflict and malicious intrigue, in a way that’s best left shrouded for now.

Even so, I was satisfied with the WoW expansion information available, and with the Blizzcon Virtual Ticket (which I’ll come back to in a separate post). Some of it gets a thumbs up, while others I’m undecided on or will wait-and-see once beta rolls around. For now, however, here’s my initial take on the main topics we heard about.

Continue reading “Battle for Azeroth – First Thoughts”

World of Warcraft Classic logo

WoW Classic – How It Might Work

Posted on November 4, 2017 by Gazimoff

World of Warcraft Classic logo

Vanilla – it’s a flavour of Warcraft that veterans remember fondly. Class raids to Stratholme, 40-player raids through Molten Core, and camping general chat to find dungeon groups. It was a time before transmogs, flying mounts, or pet battles. And now, in the form of Warcraft Classic, it’s making a return.

The WoW community was very different back then. Players chose a server and stuck to it, earning a reputation amongst their peers that would last for years. I even have my own memories – both good and bad – of what WoW was like back then. For some, overcoming the struggles of Vanilla WoW made a different type of player, and built a different type of community – one which some have clamoured to bring back.

But why has the concept been hard for Blizzard to implement? And what might have changed in order to persuade the studio to rethink? In essence, it’s likely taken a gradual overhaul of how WoW actually works, from a simple server setup, to a flexible landscape where the modern server engine and game content are completely seperate. How would it work? Read on…

Continue reading “WoW Classic – How It Might Work”

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