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Category: MMO Musings

Casual Is Not A Dirty Word

Posted on January 4, 2011 by Gazimoff

Back when I was a kid, being called a geek was a crude insult thrown around by those unwilling to accept that people didn’t share their interests and hobbies. Nowadays it’s worn as a badge of honour. I’m not saying that you’ll see me standing on the top of a mountain with my shirt torn off, shouting “I AM GEEK” into the wind, but you get the idea.

I can see the same thing happening within gaming culture. The terms “casual” and “social” are thrown around with a sneer in the voice. After all, social gamers aren’t real gamers, are they? Casual gamers just don’t play games properly? Unless you’re playing the game in the style of a seasoned professional, you must be doing it wrong, right?

Continue reading “Casual Is Not A Dirty Word”

The Future of MMO Control

Posted on December 31, 2010 by Gazimoff

A modified action bar set from World of Warcraft

As MMO players we have a fond familiarity with the traditional keyboard and mouse interface. We use the mouse to click on something then use the keyboard to perform an action to it. Sure, we might look at getting a fancy mouse to perform more actions or a snazzy keyboard to automate some sequences, but the principle remains the same.

The question is: do we still need them? Would it be possible to streamline the interface and bin the old keyboard-mouse combination or are MMOs just too complex to simplify? Is voice chat viable or do we still need text based chat these days? Would we get any benefits for making this change?

Continue reading “The Future of MMO Control”

My 3 Warcraft Christmas Wishes

Posted on December 21, 2010 by Gazimoff

Curio standing in front of a large portal, surrounded by Christmas decorations

Every year we ask each other what we would wish for Christmas. For some of us it’s something sensible like a new computer chair, while for others it’s something crazy like a Nerf Havok. Either way, we all have something we’d love to get our hands on.

But what would you do if Blizzard asked you for your Christmas wishes? What would you say to Greg Street, Chris Metzen and Tom Chilton if they showed up at your door asking what you wanted for Winter Veil? That’s the idea behind this post: my top three things I’d ask Blizzard to give me for Christmas.

Continue reading “My 3 Warcraft Christmas Wishes”

The Machine Behind The Curtain

Posted on November 19, 2010 by Gazimoff

I’m going to start this off with a question.

Does the amount of fun you have with Warcraft decrease as the amount you know about the game increases?

I’ve been thinking about this question ever since I read an article by Larísa of Pink Pigtail Inn about someone who’d burned out on Warcraft, developing the belief that ultimately the game boils down to pressing a button on a random number generator and getting rewarded no matter the result.

This makes me nervous because of my own quest to improve my knowledge of the game. I want to improve my own ability and I like being able to share what I find with others. But should I be fearful of poisoning my enjoyment of it by finding out too much? Am I destined to become a bitter, grumpy old mage who snaps his staff in disgust?

Continue reading “The Machine Behind The Curtain”

The Optional Extras

Posted on November 3, 2010 by Gazimoff

We often think of choice as being a good thing. Go to any chocolate shop and you’re greeted with a range of options to choose from, all of them tempting. Then again, being free from choice is also a wonderful thing –buying chocolates by the box is much more popular than just choosing a couple of favourites. But what happens when you take this concept out of the chocolate shop and into the world of MMOs?

Concern recently emerged that anyone buying the digital download version of Cataclysm would miss out on any of the in-game cinematics. The issue was quickly resolved, with a note that the downloader would be updated to include all previous and future cinematics and cutscenes. While interesting on its own, the incident also served to highlight a recent interview in Game Informer. Activision CEO Bobby Kotick mentioned that there is the possibility of selling cutscenes as a separate product, like a DVD or similar in the same way that soundtrack CDs are produced.

Unfortunately the two stories managed to get jumbled together. Speculation was rife that those who bought the digital download would somehow miss out, or that they’d have to pay extra to download the cutscenes as well. Both of these turned out not to be the case, but they do raise some interesting questions.

Continue reading “The Optional Extras”

A Socially Aware Warcraft?

Posted on October 6, 2010 by Gazimoff

When I think of MMOs, I generally think of games that are rick in social interaction. Alongside the gigantic world and the rich environments are dedicated tools specifically designed to help players interact with each other.

But although Warcraft has developed socially with the inclusion of Real ID and Facebook integration, it’s mainly designed to connect networks together. And while the new Guild Management interfaces provide even greater control, they only enhance the existing social experiences. The in-game Calendar has helped, but only as far as co-ordinating events.

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Of Polygons and Principles

Posted on August 24, 2010 by Gazimoff

I’m taking a break from my regular Warcraft posts to ask a basic question – is there a game that you have chosen not to play purely for moral reasons? That’s not to say that the style of game isn’t one you enjoy, but instead that you object to the content or creative direction a game takes.

Let me give you an example. I don’t play anything with FIFA in the title because I don’t like sports games as a genre. I’m not morally opposed to them though, even though my hatred of football (soccer, not American football) is fairly well known. On the other hand I know people who won’t play World War II shooters out of respect of those close to them who lost their lives. It’s this latter kind of objection I wanted to look at.

So why bring it up? Well, it turns out that I may have found the first game that I’d object to buying or playing on moral grounds. It’s surprising because it was one I’d been interested in playing for a while. Since then it seems that the focus of development has shifted somewhat.

Continue reading “Of Polygons and Principles”

The Growing Yet Shrinking World

Posted on July 15, 2010 by Gazimoff

One of the signs a game is on the decline is when servers are switched off. It doesn’t matter if they’re called realms, shards or any one of a number of different descriptions – mergers and closures are a sure-fire sign that a MMO’s playerbase is shrinking.

No game is immune to the effects of a variable playerbase. Subscriber numbers can fluctuate dramatically from when a game is launched to when it’s finally mothballed. The reasons for mergers can vary: a server with only a handful of players on it can feel empty and desolate, while an under-utilised server may be closed to reduce costs. They’re a staple part of every MMO game’s lifecycle once the post-launch rush has died down and the number of people logging in starts to dwindle.

So how has Warcraft managed to survive without a single server merger since launch while every other game since has been forced to go through it? What makes this game so unique? Arguably it’s the most successful, but that doesn’t make it immune to the changing habits of fickle consumers.

The mysterious thing is servers have merged. Just not in the way you’d normally expect.

Out With The Old

If we timewarp back to early 2005, Warcraft was a very different landscape. We had no dungeon finder, no cross-realm dungeons or battlegrounds. Each realm was its own isolated world, unconnected to any others in its battlegroup. This doesn’t mean that our little realm was a single computer running all by itself – by contrast, there were a whole collection of servers powering our experience.

While there was a Realm Server and database to house all our characters, hold all the Auctionhouse data and manage all the chat channels, there’s also a whole bunch of other boxes as well. The ones we’ve all experienced are the continent servers – these track our movements as well as the monsters and NPCs, govern the loot that we gain and a host of other things. There were times when a continent and everyone on it would vanish into the ocean – that’s when this little box fell over. If you remember early Burning Crusade you’ll remember how many times Outland used to disappear completely.

Of course, the diagram above is heavily simplified, but you get the idea. There’s much more going on behind the scenes. Unless you’re a networking fanatic though, that level of detail would probably bore you to tears.

In With the New

This is all well and good, but how have things changed? And how has it allowed Blizzard to reduce their number of servers? The trick lies in new features that have proven to be incredibly popular.

When cross-realm battlegrounds were introduced they were a godsend. Players were quickly and easily able to find others to fight against, meaning that it didn’t matter if your server had low population as long as your battlegroup had enough players. Arenas were an extension of this, matching groups of players across servers in order to do battle.

The new Looking-For-Dungeon tool moves even further in this direction. Instead of waiting around in a city to try and form a group, players are collected together from across the battlegroup and formed into automatically balanced groups. There are a few hiccups but by and large the system works.

What does this mean? Well, firstly there’s the practical aspects – for almost everything that relies on other people there’s the option of cross-server play.This provides the illusion of a server being busier than it actually is – if you’re able to carry out basic PvP and PvE experiences, you’ll be relatively content with the game.

It also benefits from a technical point of view. By moving the instance and battleground servers into their own discrete clusters, Blizzard can get away with having fewer servers and just balancing the load between them. It’s a clever design – not only do you deliver in-game benefits, but you reduce your server footprint as well.

Virtual Shrink-Rays

Once Cataclysm launches and dies down it’s likely that Blizzard will look for further experience improvements rather than merge servers. There are a couple of obvious things that they could do almost immediately, and I’m almost certain they’re considering them:

  • Cross-realm Raids – tired of getting groups for the weekly raid or the loot piñata? Chances are that some time in the future we’ll be able to queue for a 10-man in the same way we do 5-mans now.
  • Battlegroup Auction houses – I often hear about how this realm or that one has a terrible economy because of it’s low population. By opening the markets up, prices should normalise and people shouldn’t feel the need to transfer just to get reasonable prices.
  • Virtual Northrend and Outland – instead of running continents on two separate servers, place them on the same physical box but as virtual entities. It’s commonly done and would be a way to make low-population continents more efficient to support.

It means that the only thing left untouched is the questing and levelling experience. While refer-a-friend will help pull people together, it’s not necessary in order to quest. There’s the odd group quest thrown in here and there, but they’re mostly inside instances these days. The elite creature wandering outside is now more of an oddity than a regular occurrence.

I think that Blizzard understands how much we attach to our server identity, and how hard we work to find a good home for our characters. As a result of their efforts to improve the ways in which we can play together, they’ve managed to hold off carrying out server mergers for much longer than most.

One day it’s inevitable. Realms will merge, servers will get powered down. For now though, their work seems to be holding that threat at bay.

Casting Your Net Wide

Posted on July 10, 2010 by Gazimoff

It’s a strange thing when your perspective of the world changes. For me, the RealID Saga of the last few days has shown me just how much the simple game of Warcraft means to people. It’s also shown me just how much people are prepared to give up to take a stand or prove a point. Finally it’s shown me firsthand that the power of fans is still there, and that when the community speaks clearly that companies tend to respond.

I’d desperately been searching myself for a way to turn this from a negative into a positive. I’d criticised it in a post of my own and torn it to shreds with Stu on an expletive-laden podcast. I’d exhausted my feelings of anger and rage and betrayal and remorse. I wanted to have something to smile about again, so I started casting my net wide. I started having a look around at what other games would catch my eye or draw me in.

I wanted to find out where else I could be the plucky spellweaver or arcanasmith.

Continue reading “Casting Your Net Wide”

RealID – What The Forums?

Posted on July 7, 2010 by Gazimoff

You’ve probably already heard the big announcement about how RealID is going to be introduced to the forums. As we approach Cataclysm, the official Blizzard-run Warcraft, Starcraft and Diablo forums will be upgraded to use a player’s real name whenever they post. There’s already a huge amount of discussion on the merits of the idea which are well worth reading.

But why implement the change in the first place? What benefits is it trying to bring and what problems is it trying to solve? To quote some design terminology, what are the requirements and use cases here?

The stated goal behind the switch is to reduce the amount of trolling, flaming and general nuisance that occurs on the official forums. There’s a popular idea based on Gabriel’s Theorem that once you remove the veil of anonymity you remove their desire to behave abusively on forums.

Continue reading “RealID – What The Forums?”

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