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Tag: theorycraft

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”

The Changing Face of MMOs

Posted on March 16, 2016 by Gazimoff

gaz_mountdoom

Sometimes, MMO commentary feels cyclical. Back in 2014, we were musing how Blizzard’s cancellation of Titan signalled an end to the grand MMO genre. Now that Daybreak Games has shoved EverQuest Next out of a similar airlock, the same opinion is doing the rounds (although with a little less doom-mongering this time around). Some existing MMOs are continuing to hold steady, while others (like WildStar) are faltering. Meanwhile, the market feels dominated by semi-persistent quasi-MMOs, and  Eastern imports that have an established record.

This in itself is not surprising. A high-quality MMO with mass-market appeal is incredibly expensive to produce today, with budgets typically breaking $100 million. They’re also incredibly time-consuming to produce, often taking seven years or more. It’s no wonder these games look dated when they finally launch, considering the age of some of the technology.

On top of that, MMO genre veterans are some of the most fickle and divisive fans in existence. We simply can’t decide on what we want. Sandbox or theme park, PvP or PvE, directed or open-ended, instanced or open world. Each possible parameter has its cult of adherents that would willingly put anything that doesn’t measure up to fire and the sword. And woe betide any studio or publisher that slips up, as your transgressions – however minor – will always be brought up.

But here’s the flip-side: MMOs are like a second home to many of us. We sink years into these games, building friendships and lives in these digital realms. When the studio makes a design choice that shatters that world, or a publisher decides to pull the plug, of course you’re going to feel bitter about it. Now repeat that time and again over ten or fifteen years, and it’s no wonder that the genre’s created the personification of cynicism. It gets tiring to put down new roots again and again, and I honestly don’t blame people for wanting the perfect game to do it in.

Brutally, it’s unlikely that we’ll see another grand MMO, at least for now. Bill Murphy has an op-ed over at MMORPG.com, with some great insight into this changing landscape from the developer point-of-view. As Syp points out over at Bio Break, we’re likely in a contracting phase, where publishers avoid investing in the genre. The next wave of MMOs is likely to be from small, independent studios that focus on a particular niche aspect – titles like Crowfall (disclaimer: I backed the Kickstarter), Camelot Unchained and so on. Ardwulf makes a point on this – the advent of Unity 5 is helping studios to do the heavy lifting on the engine front, allowing them to focus on mechanics, systems and settings. The same is true of the Unreal Engine, powering small shooters and survival sandboxes alike. Where the infamous Hero Engine failed, others are picking up the slack.

So, where next? As Syl at MMO Gypsy put it, MMOs are here to stay, although the form that they take might well be different. They’ll certainly be smaller in size and scope, requiring less investment, fewer people and a shorter time to build – much like how EVE Online and Runescape started some fifteen years ago. The kind of games that start out small, but could grow to build a legacy.

I also think that battlegrounds and arenas will vanish as an aspect of MMOs. Over the next year we’ve got Gigantic, Battleborn, Paragon, and Overwatch, all fighting it out to become the next big competitive brawler. With all these offering to scratch a similar itch, is it worth trying to build that inside of an MMO, complete with all the inherent arguments about balance, seasons, and gear issues?

Radically, I think that the future may involve the player taking more control than ever before. Much as we used to run Quake servers in days gone by, and Minecraft servers more recently, I think we’ll start to see MMOs adopt some form of roll-your-own server. Don’t like the rules set in Ark: Survival Evolved? Rent one for a few dollars, and choose your own. It’s not that far-fetched to see this evolve into a hub-and-spoke model, using a central area to congregate with other players, and your own back yard to mess around with as you want.

So there you have it. The future of MMO gaming: tightly controlled and regulated PvP arenas on the one hand; quasi-MMOs that build persistent online experiences to established game types on the other; and fragmented, diverse, small-scale and experimental online experiences in the third, gripping hand. Nothing grand for a good ten years, unless it rises up from the small stuff organically. And huge community involvement, from building your own pocket dimensions, to designing new costumes, weapons, and more besides.

Cynical? Pah. I’m too old to be cynical.

 

How SWTOR Will Make A Profit

Posted on January 23, 2012 by Gazimoff

There’s been a lot of talk recently about how Star Wars: The Old Republic was going to be BioWare’s most expensive mistake, ending up consigned in the footnotes of history as a video gaming failure. It’s easy to see where this comes from – at a $200 million price tag this is one of the most expensive games yet made. Yet it will, in time, make a profit.

When looking at console games the main driver is to make back the cost of the game in boxed sales. An XBox 360 game that shifts 2 million copies globally equates to roughly $120m in sales, of which the publisher is likely to see roughly $30m. If your game comes in at less than this budget or you sell more copies than the forecast then you’re into profit territory.

MMOs break this mold by placing some of the budget for the game against forecasted subscription, micro-transaction or “in-life” revenues. The Old Republic pushed this further than most, assigning a huge chunk of the project budget against these in-life revenues. It’s a bit of a gamble, which is why building up preorders is so important. But in this case, it should also pay off.

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Pure DPS: The One True Class

Posted on January 11, 2012 by Gazimoff

Every so often I hear this argument crop up: character classes that can only deal damage shouldn’t exist in modern MMOs. Every class should instead be able to switch to tanking or healing, or possibly even both. The idea is that a shortage of any one of the three roles should be resolved by players switching over to fill that demand.

I’ll admit that it is a tempting concept. When I was designing my own MMO I was keen to allow players to pick any direction they wanted to head in. By providing them with freedom for their character, the idea was that you’d end up with an even population of tanks, healers and DPS depending on the demand for those roles. Interestingly, this is the same concept now being used in The Secret World.

I also don’t think it’ll work.

The problem’s a basic one. Very few people actually enjoy healing or tanking. You need a will as tough as iron to handle these roles without being reduced to a wreck when the blame truck rolls into town and tries to work out why we’ve failed to kill the raid boss for the fifth time that evening. For everyone else, pick a DPS class that you know will never ever be asked to tank or heal. Ever.

So what’s the solution? Remove tanking and healing. Everyone plays DPS.

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The Unknown Warcraft Subscriber

Posted on November 10, 2011 by Gazimoff

There’s been a flurry of commentary recently on the recent earnings call by Activision Blizzard, where they provide some highlights on their third quarter performance. If you’re interested in reading through the entire transcript of the call you can find it at Seeking Alpha.

There are a couple of quick facts to pull out: Warcraft has dropped by nearly 2 million subscriptions to 10.3 million worldwide. Most of the loss is thought to be in China, an area which represents over 50% of the total subscriber base. The estimated rough split is approximately 5 million subscribers in the Far East, 3 million in US/Aus and 2 million in Europe/Russia.

There’s also the news on how much money Blizzard has made in the last quarter. The developer made nearly $300 million in revenue and $140 million in income – that’s a healthy profit margin of around 40% once tax gets factored in. Whichever way you slice the cake, Blizzard’s in a strong position considering that it’s not had a major release this year.

There’s only one snag with the information that’s been given to us. Although it’s easy to judge the overall performance of the company, it becomes difficult to judge the performance of Warcraft as an MMO. People will point to subscriber numbers going down and predict that this means doom for the game. That’s just simply not possible to do with the information we have available.

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The Gates of Compelling Rewards

Posted on November 9, 2011 by Gazimoff

Do you ever get the feeling that you’re somehow missing something when you read a particular piece of news? That’s how I felt when I was reading over Ghostcrawler’s latest blogppost where he talks about item stat inflation and the problem it presents. While it’s a great article that hints at some difficult choices ahead, I’m not sure we’re seeing the whole picture.

The big clue for me was in the phrase “we want rewards to be compelling”. Think about this for a moment as I’ll be coming back to it later.

The problems around itemisation extend far beyond just deciding what numbers to put in the tooltip. There’s also ramifications across the game, from how we experience levelling through to the performance of the game client on our machine. Get it wrong and there could be a whole world of problems. It’s why the Squish versus No Squish argument is more complex than just what kind of number we want to see.

Continue reading “The Gates of Compelling Rewards”

Getting the Most out of Game Time

Posted on August 19, 2011 by Gazimoff

I find being a gamer these days is pretty tough. There are a ton of good quality titles out there that I’m desperate to try out. I want to get my teeth into every single one of them and wring them dry of every single droplet of Fun Essence. I want to be able to talk about the phases of the game – how they start out, what the endgame or finish is like and so on. I want to both have my cake and devour it in a noisy, icing-shrapnel inducing manner.

Do I have time? In a word, no.

I’ve become one of those “mature gamers” you hear about these days – people who read Edge and Retro Gamer and talk about how good games were in the good old days. The kind of gamer who holds down a full time job and a family, trying to fit gaming around everything else. Add to that running a blog, doing podcasts and everything else and it’s easy to see time vanish. Apparently I have twenty minutes a week to play Warcraft, and that’s during server maintenance.

I needed a plan. Something to help me manage what time I have available to make sure I get the most out of the time I have. It’s not perfect but it’s useful to me in helping me work out what’s important.

Why share all this now? A while back, Windsoar asked me this very question at her A-Muse-ment Party:

I know you recently started playing and blogging about your time in Rift. How do you balance your time between two games? What, if anything, have your experiences in WoW/Rift helped you with or made you wish was different in the other? How has being involved in multiple game worlds affected your in-game goals and expectations when embarking on a new MMO?

I’ll be honest with you – this isn’t the first time I’ve been playing two games. I’ve had Warcraft running while playing Lord of the Rings Online, Dungeons and Dragons Online, Age of Conan, Aion and more, as well as a handful of betas and single player RPGs. How do I manage that balance? Let me explain.

Continue reading “Getting the Most out of Game Time”

Tired of MMOs?

Posted on July 14, 2011 by Gazimoff

There’s been a discussion kicking around Twitter for the past week or so, which seemed to end up with a single question. I think it was probably best said by Wolfshead: “is there anything left to say about today’s MMOs that hasn’t already been said?”

If we’re talking about the current crop of MMORPG games then no, there probably isn’t anything more that can be said about them. While our experiences playing those games is as varied and unique as our daily lives, the core mechanics used are almost identical. No wonder we’re all getting so jaded!

So why do we keep playing (and writing about) these games when there seems to be diminishing returns? When you’re comparing Dishwashing Online and Washing Up World, you’re still virtually washing dishes. Surely there’s only so much you can say?

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Mages & PvP – Fun, Lethal, or Both?

Posted on April 21, 2011 by Gazimoff

This guest post is from Bordy, a veteran player of games and dealer in lethal puns. You can find his unique brand of humour on Twitter @snuffleorc

I have played WoW since the retail release. Gazimoff is the one to blame for getting me into it. It was by no means though my first MMO. That honour goes to Ultima Online. Playing with a dial up connection and (in current terms) an incredibly slow PC, I both loved that game and hated it.

My recollections of the game now are vague, so my apologies for anyone who knows better, but to me the world was pretty standard fantasy fayre, although gameplay was fun. Unlike WoW, the game was classless and you picked and chose skills from across a range, meaning that the ultimate combination became so widespread that the bulk of characters were effectively (as far as I could tell) fighter-mages.

Continue reading “Mages & PvP – Fun, Lethal, or Both?”

Reader Q: From Arcane to Fire

Posted on January 26, 2011 by Gazimoff

I recently got a reader email asking for some advice with improving their fire spec. I love getting messages like this as it gives me a chance to help someone out and get geeky about my favourite spec at the same time. This particular email was eerily familiar…

We started raiding last evening and had great difficulty controlling the adds. Since then I have been asked to go as fire for the supposedly superior AoE. I’ve spent a little time on the dummies and my DPS is at best unpredictable. I’m guessing this is because I’m not criting enough to proc Hot Streak often enough and therefore having to recast scorch to get the de-buff. Just how much crit do I need and what would be worth reforging?

The first thing is that you’re not alone. I was also struggling with my fire DPS, particularly when compared with Arcane mages. Arcane is great for when you’re learning fights as the simple rotation allows you to focus on positioning and targeting. The great thing is that I found some really simple techniques that allow me to maximise my fire DPS.

Continue reading “Reader Q: From Arcane to Fire”

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