Archive for the “The future is scary” Category
The new Timewalking feature that is coming out in 6.2 will present you with the opportunity to run a dungeon of the past – say, BC or WotLK dungeons – with your iLevel and other stats scaled down to match that instance.
They’re also providing rewards that scale UP to your current Level 100 badassedness, which is kind of interesting. This is a clear example of how well the core design team has progressed in abstracting item and character statistics to the point that all they have to do is pull a few levers to tweak an item in a very precise way. Five years ago, this would have been unthinkable.
But as much as I’d like to go down that rabbit hole, I’m more interested in looking at the whole Timewalking experience, and the potential consequences of letting players romp around in old instances at appropriate levels with other players of suitable skill and maturity levels.
Simply stated … what if, in the process of timewalking, players come to realize that the old instances were a lot more FUN than the current batch?
Or, conversely, what if longtime players find out that their memories of older instances were somewhat skewed by the influence of nostalgia?
I have one specific instance in mind. Hellfire Ramparts. You remember it, I’m sure. The endless, slogging, crawl up that front causeway only to end up in a densely packed terrace full of angry mobs ready to rush you if you twitched the wrong way. The planning. The CC. The precision required, especially at Heroic difficulty.
Was Ramps an exemplar of a well-done instance that called for the best in a group, or was it a poorly implemented meat grinder that people saw WAY too much of?
It’ll be interesting to see how people react to this when 6.2 goes live.
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WoW is in a similar position to a lot of high / gothic fantasy and terrestrial MMOs, in that adding new play areas is often a case of the game designers pulling new zones out of their metaphorical asses. WoW is in a lot better position than most in that there are plenty of other canonical worlds out there, though oddly they’d rather go the time traveling grandfather killer route than actually explore those other worlds.
And they said his predecessor was grim.
While I usually look forward to exploring other worlds, the thing I actually am enjoying when I do that is the exploration of new zones, regardless of where they are, and the discovery of fun things. But I’m very sensitive to the harmony of the zone with the established dogma of a fantasy world, and I often feel the “new world” approach is very disharmonious with the established dogma when it comes to my completionist makeup.
What is he going on about?
Let me put it all out there: I think that the three worlds we know now – Azeroth, Outland, and Draenor – are only partially explored, only partially revealed to us.
Draenor and Outland are, at this point, only conjecture on my part, but it’s common sense. Looking at the tiny island that makes up what we know of Draenor, there are only two possibilities. The first is that Draenor as we know it is a speck of land half the size of Khaz Modan and an ocean the size of Azeroth. The other possibility is that Draenor as we know it is just one land mass among many, that the world of Draenor is largely unexplored by ourselves.
This does of course open all sorts of possibilities, including lost tribes of Draenei, Orcses, Ogreses, and other denizens of Draenor that we have either encountered or been hinted to.
Honestly, they might be trolling us already.
And since Draenor as we know it is the bedrock upon which Outland is built, that also means that for every lost continent of Draenor, there is a possibility of the same lost continent of Outland, only with more shatteryness. For lore purposes, it also opens a lot of possibilities since we have 35 years of Azerothian lore on that shattered land mass and its supposed compatriots.
Alleria‘s gotta be hiding somewhere, right?
Closer to Home
But what I’m getting at is this.
Azeroth only makes sense, from a climatic point of view, if you assume that it is only half explored.
Kalimdor and Khaz Modan make excellent sense climatically if you assume that they are northern hemisphere continents. Both continents are arctic to subarctic in the north, and tropical or arid in the south. Khaz Modan’s northern half is very European, while its south is very tropical. Kalimdor’s northern parts are very North American, and its south is very African – arid, dry, desert.
If Kalimdor and Khaz Modan were truly global, you’d expect Tanaris and Stranglethorn and Pandaria to be subarctic at the very least, rather than the tropical – dare I say, equatorial – climates they exhibit.
It only makes sense that the equator of Azeroth passes somewhere in the vicinity, or just south, of Pandaria, rather than in between the Arathi Highlands and Wetlands as depicted on some representations.
You Can’t Prove a Negative
Mea culpa – the possibility that those two continents are northern hemispheric does not in any way prove the existence of one or more southern hemispheric continents. It merely opens up the possibility. It provides an opening into which these land masses could be inserted.
For all we know, the southern hemisphere of Azeroth is an empty ocean, devoid of little more than the occasional island kingdom that would provide a content patch’s worth of exploration at most. But there is one or more expansions’ worth of space in this alleged southern hemisphere, and not exploiting it seems to me, as a certain fictional astronomer’s fictional father said, “a waste of space”.
The Solid Case Against
There is, however, a solid case against the possible existence of these alleged continents. In fact, there is a solid case against Kalimdor and Khaz Modan being northern continents rather than globally spanning. There are three such cases that I am aware of, in fact.
Hard to see detail, admittedly.
The first is revealed either when raiding Black Temple, or doing the Warlock “Green Fire” quests. At one point you can look up, and see, in the sky above you, the planet Azeroth. I have absolutely no explanation as to why this is – you can’t see Draenor from Azeroth, after all – and from any other point on Outland, you can’t see it. But from that particular point, you can. And the planet you see shows the two continents spanning the planet from north to south. This makes no sense whatsoever on many levels, but it is there as established game lore, and that’s that. Azeroth, as seen from The Black Temple, has no missing southern continents.
It also doesn’t appear to have Pandaria or Northrend, either. So the infallibility index of this sighting just took a dive. If you’re gonna use this sighting as an example of why the North is alone, it needs to at least include all of current lore within it. And the weak tea excuse of “But it was made before Northrend was part of the map” also works for “But it was made before the southern continents were part of the map” as well, now doesn’t it?
Moving on, then.
Dungeon delvers in Ulduar are familiar with the room just prior to Loken’s in Halls of Lightning. It bears within it a holographic representation of Azeroth. And, just like the BT sky-orb, this holo-orb shows no indications of there being more to Azeroth. It also doesn’t show Pandaria, so once again we have no evidence that this ancient holo-orb is actually accurate, or if the Titans are trolling us.
Finally, we have the globe that Algalon uses as an instrument of destruction against Azeroth. Not only does it show no more than the other two representations, it also shows one of Azeroth’s moons as a crescent, which is just weird if it’s supposed to be an accurate representation. Clearly it is not, nor intended to be.
These are the facts
The facts are, there is no evidence that there is a southern hemisphere beyond the shores of Tanaris and Uldum. No sign of a missing southern continent. No support for a theory that there is more to Azeroth than we can see right now. But there is also no solid evidence against it, nor against a missing continent (or raft thereof) on Outland and Draenor.
All we have is this.
- in 2007, there was no reason to believe that Northrend or Pandaria were real, and they were not depicted in any available representation.
- The physical climate of this imaginary world of Azeroth makes absolutely no sense without an unexplored southern hemisphere.
- Draenor and Outland are too small to be entire planets. There must be more.
The Possibilities are Endless
We know that Blizz is near the end of its planned story arc for WoW. This arc, so widely known, has proven to be a burden that they’ve fought hard to shake off, coming up with the ridiculous plot of WoD as a way of bucking the system and shaking up our expectations. But even if the next two expansions adhere slavishly to that timeline, there is so much potential left in that prophesied timeline of Azeroth.
But imagine an entire set of southern continents equal in size and scope with Khaz Modan and Kalimdor. What might we find there? Feral Elves that predate the Titans? A whole continent of Trolls? What of Draenor / Outland? Might we find an entire land where the Draenei reverted to Eredar ways? Did Turalyon and Alleria start a new Alliance-based trade empire just out of sight? Where might there be dragons? A lost Ogre empire?
There are clues. That anonymous bit of land to the southwest on the Draenor map. The ports on Draenor! Why build massive ports unless you are trading with people that you can’t reach by land?
The stories for these places are completely unwritten. But, like Pern’s “Southern continent”, bursting with potential.
I hope we get to see them.
If I’m sober enough to type, I’m sober enough to post.
The latest news on bag management – and especially reagent management – in patch 6.0.2 is exciting and very smexxay. Allowing you to use your reagents bank from any location is a game-changer, no doubt about it. I hope that cooking mats are included, not that that’s a big deal to me these days.
Without attributing to any specific incident, let me say that the ladies of WoW are an especially awesome group of people. I might get worn out trying to keep up with some of them, but the thoughts that they put forth on the topics of gender equality are well worth the time it takes to read and digest. I may not agree 100% with all that is stated by them, but overall they fight the good fight and I am totally okay with that. Not that it matters, right ladies?
It occurs to me, though, that there are very few male bloggers whose opinions I cherish. A lot of them come from a position of privilege and seem to somehow carry that with them, but others have multiple points of view and therefore bring something interesting to the party. Which I find interesting. I’ll always have interest in the various hunter fora without actually endorsing them, but it’s the blogs that have opinions on the issues that matter that keep me coming back.
A long time ago I used Amiga computers pretty much exclusively, and participated in a FidoNet “echo” that the current WoW “twitterverse” has a strong resemblance to. Those people – more than any blog, forum, or website – epitomize the goodness to be found in the WoW social universe, in the same way that nothing that mattered on amiga,org seemed to matter in #AmigaGeneral.. Not the pustulant sewers of the WoW fora, and certainly not the reeking crevasses that represent the ‘discourse’ to be found on MMO-C, 4Chan, or Reddit.
Cultivate the proper list of tweeters on Twitter, and your life will be better in every respect.
Yesterday, the cinematic for Warlords of Draenor was released to much excitement. At the end, was the release date for the game. If you haven’t seen yet, I’ve thoughtfully provided it here.
It was a really well-done cinematic, but continues the trend of WoW cinematics becoming smaller and smaller in scope. The cinematics for Vanilla and BC were broad, inclusive. But then WotLK went small, focused on Arthas. Cata broadened back out in one dimension, but we were notably missing. It might have gone big, but it was all about Deathwing. The MoP cinematic focused on a single moment, by way of introducing kung-fu pandas.
And now, this one … again, we’re focused on a single moment in time. An important moment, yes, but the scope is, well, small, and doesn’t have us anywhere in it.
This is perhaps the most complicated – or maybe the better term is convoluted – setup for an expansion to date. The problem is that while there is indeed one vector from the end of MoP – Garrosh’s escape and subsequent Marty McFly to Draenor of old – the rest of the setup requires knowledge of lore that has not been on our minds for over a decade. And, because of this, because Blizz wants us to feel like we’re part of this, regardless, they’ve worked up a huge backstory. We’ve gotten a comic. We’ve gotten history lessons. We’ve gotten a lot of build-up to the moment that is depicted in the trailer.
But it’s not enough. Because, even if we appreciate the enormity of what we see in this cinematic, we still can’t see ourselves in this trailer. We don’t see our place in this drama that is presented to us. For all the work put into this cinematic, the “intro” trailer of last year’s Blizzcon was actually a lot more exciting. We’re going to Draenor! See – there we are!
The scene being depicted in the trailer – as well as in the lead-in comic – is pivotal in Warcraft lore. The whispers around the electronic water fountains is that Blizz – as the 20th anniversary of Orcs vs Humans comes nigh – wants us all to appreciate where it All Came From. They’re obviously missing the flavor of WOvH and want us all to experience that, to remember where we all came from.
But, as the trailer shows, that’s not going to happen.
Mannoroth has been put down. Gul’dan has been cowed; he’s considered an enemy of the state. The Burning Legion will not be driving the Iron Horde, and that means that nothing that the Orcs did in the original Warcraft series will be part of this expansion. The invasion’s not even taking place in the same time-period – it’ll be in modern times, for some reason We’re not witnessing history here. The only part of that history that we get to see here is the players – on the Orcish side – themselves. There is no historical significance. There is only the cult of Orcish personality.
Orcs be savage and cool. Yo.
The only real history we can get from this is an appreciation of the significance of Grom dumping the cup of demon blood on the ground, the smugness of Garrosh as he mocks Gul’dan, and the beginning of an oddly-familiar portal structure.
And the only reason most of us ‘get’ that is because we were told so. Not by Blizzard, not via any of their story-telling mechanisms. Most of us weren’t paying that much attention when playing, or didn’t care, or – if you’re me – were busy playing other sorts of games. No, those of us that ‘get’ it probably ‘got’ it by reading up on it after the fact, and go, “Oh, that’s interesting” in the same way we noted that Churchill preferred a particular brand of cigar over others as he ordered the destruction of the French Navy.
Yeah, sure, that’s why we’re in Karazhan. Blah blah blah. Pull, for Metzen’s sake, I’m not getting younger.
In the end, all I can say is this. 10 out 10 for execution, but 1 out of 1000 for relevancy. And it answers none of the concerns many of us have on terms of relevancy and inclusiveness. The sorts of players that get into the back-slapping, chest-thumping, testosterone-driven culture depicted in that trailer just don’t give two shits about “lore”.
I’m starting to get a strong feeling that part of Blizz’s “getting back to the beginning” includes pushing away people that aren’t into this man-child power fantasy crap, and being okay with that. I think a number of people that I know and respect have already picked up on that, and left the game for good because of it, which, again, Blizz is apparently okay with.
I may be slow to pick up on this, and I’m still on the fence, but it may be right there and I’m just not looking directly at it. Fortunately, one does not have to actually buy the expansion and play the expansion to figure this out for good. I may decide to wait to see, by proxy, how it’s playing out after release, and then decide whether to buy it or not.
The upshot is that the cinematic – and thus far, none of the comics – have done nothing to assuage my concerns, or make me want to buy it, or assure me that if I buy it, I’m not contributing to funding a bunch of genetic throwbacks that should be working at a circus instead of a software company. The trailer, while “interesting” and “well executed”, is also … impenetrable.
If I were commissioning a trailer for a product that so many people had expressed doubts – or outright dislike – about, I’d ask that the trailer convey the kind of imagery that would bring those people back. Instead, they presented one that actually reinforces the doubts and concerns that people have expressed.
I am convinced, at the end of the day, that the Blizzard public relations department is manned by drunken wombats that live in a bubble universe where information flows out, but never in.
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This is one of those articles that challenges one to complete it, as things keep changing and I keep having to rearrange or adjust things. So, if something appears a little off, please keep that in mind. But I’ve determined to finish it today before it becomes part of somebody’s “history content” features.
This article started out as a focus on the departure of Ron Pardo from Blizzard, but a recent set of blog posts featuring Mike Morhaime threw some new light on the situation. And, finally, some commentary on the beta brought more fuel to the fire just today.
Really, if this article grows any more, I may have to buy a new domain to house it. Which is why I really need to either post or get off the poster, if you take my meaning.
This all started a few weeks ago when Rob Pardo announced he was leaving Blizzard. Now, followers of his Twitter account may have noticed a lot of activity, but none of it game-related over the past few months – more or less right after he had said some fairly sketchy things on the topic of diversity.
Anyway, all of the activity on that twitter feed post-sketchiness was, with one exception (E3), about vacationing. Cabo. Vegas. That sort of thing. Which is a rather interesting factoid if you happen to be the lead of the next major expansion to your company’s cash cow.
Even more interesting was, in the middle of all that hard vacationing, that he posted shock and surprise on his twitter feed that something he’d said had caused a stir. He hadn’t even looked at Twitter – an app originally designed to be used on a cell phone – during all that time? Really? I mean, who even does that?
Once noting the shocking news of the stir he’d created, he attempted some basic damage control, including the always popular “That’s not what I said!”
After that, and an intense vacation in Venice, we saw the announcement, along with this little gem.
I’m not exactly sure that’s the tweet of a man that left altogether willingly.
What I wouldn’t give for ValleyWag to be on this.
So, a week later, almost to the day, we see this article on WoW Insider, which was titled and presented in an fairly deceptive way which was wrong in every significant way except for the name of the exec involved. But it did include a link to the origin of the letter, and *it* included a link to the impassioned original post on Tumblr.
A few points of interest.
Thank you for taking the time to share your thoughts and concerns about your experiences with our games. I appreciated the points you made, so I shared your letter with others on our teams here and included it as part of the ongoing discussions we’ve been having on the subject.
This is encouraging on the face of it, in that my perception up to now is that Blizz has been rather dismissive of critiques the casual sexism in their games.
[…] we want everyone to feel welcome, safe, and included in our games and communities. We have made some mistakes in how we’ve communicated about this and how we’ve reflected it in other ways, but we are working to improve.
Not entirely sure what to make of that. Are they working to improve on communication of what they want, or improving the actual thing? It’s a bit vague.
We are very conscious of the issues you raise and are discussing them more than ever, at every level of the company, in an effort to make sure our games and stories are as epic and inclusive as possible. And we know that actions speak louder than words, so we are challenging ourselves to draw from more diverse voices within and outside of the company and create more diverse heroes and content. […] There is no reason why inclusivity should come at the expense of an amazing game experience.
But this seems to be fairly straightforward, and I welcome what he has to say on that.
Note, however: no actual apology.
But here is the comment that I find most interesting in the Rob Pardo context.
There have been times when we’ve been seen or painted as being uninterested in hearing feedback or making changes. I want to be clear that this goes against the philosophies and core values on which Blizzard has been built and continues to operate. We will always listen, and we will always work hard to make games that appeal to as many people as possible.
I am certain that Morhaime chose his words very careful, so the phrase “seen or painted as” may bear some significance. Is this a rebuke of Pardo and Browder’s earlier statements about not being in the business of, well, leading by example? It’s very difficult to tell, as it’s been fairly well crafted to leave a LOT of wiggle room, but it is possibly indicative of an internal conflict at Blizzard. One which Pardo, possibly, didn’t win.
Well, that’s one theory.
The final piece came to light by way of this post on Massively. The final piece is not in this particular post, but it brought a series of conversations to light on Twitter.
These discussions focused around how a lot of people were seeing Blizz as the bad guys in light of the Massively articles, seeing as they had “changed the rules” on what Garrisons were supposed to be, and things like that. There were proponents on both side of that argument, and understandably so.
While it is true that even entire zones have been torn down and redesigned during beta, there was a general feeling that the ball had been dropped, dropped hard, and dropped repeatedly during alpha, beta, and prior to that.
One of the lead designers of this expansion, and in fact the lead designer of WoW in general, was Rob Pardo.
There are several possibilities, here, and office politics at Blizz are pretty much as opaque as any company’s, so anything proposed now is going to be based on conjecture.
Never stopped me from baseless speculation before, though.
After the Morhaime letter, one possible scenario is one in which Blizz, deciding to move actively in a direction of greater diversity in-game, and there were those that were probably not actively against diversity, but felt that giving in to the pressure sent the “wrong message” on the topic. In this scenario, Pardo is one of the resistance; Emperor Mike won this one easily, probably gave Pardo an ultimatum (“Go on sabbatical and think it over”), and eventually Pardo realized that “it wasn’t fun anymore”.
Option 2 is a lot more simple: WoD’s production was a disaster, and it was management that was to blame. Possibly the bean counters needed a head for their pike. Wouldn’t be the first time. It’s important to know that Pardo, Morhaime, and most of the other names you are familiar with are only on the creative management team. The real power resides in the hand of the financial management team, and even they’re not safe from infighting.
Option 3 is: there’s no here here. Everything is exactly as it appears. Pardo just got tired, went on vacation and decided never to come back. Morhaime is concerned about his company’s corporate culture as a logical consequence of what he’s seeing on the internet, and is taking perfectly reasonable and logical actions to correct and mitigate this. WoD was botched, yes, but Blizz has always been capable of recovering from this sort of thing, have done in the past, and while this is not pleasant, they’re not about to go hunting scalps at the expense of “getting things done.”
A lot of people will say (and have said) that it’s not really any of our business, that it’s his personal business and the company’s internal affair.
… it’s relevant to our interests.
Option 3 is the least encouraging of all the scenarios because it implies that things will continue as they have, with no change in corporate culture and no improvements in the product that gets delivered. The other two options, while a bit tawdry, do offer the possibility that someone has been drawn into doing something about it.
As a player and not yet decided on whether to even *buy* Warlords, I find this *incredibly* relevant to my interests, to the tune of approximately sixty clams.
What comes next is going to be watched with great interest here at casa de Grimmtooth.
My views on Pardo’s departure are mixed. A lot of people have tweeted to him how his work at Blizzard has made a difference to them, and this is true. And if he’s not the bad egg there, I’m sorry to see him go, too. If he is the bad egg, I have no reason to weep. The attitude at Blizzard, especially among its upper creative management, has sucked and needs changing.
No matter what, though, I won’t be crying for Pardo. His early arrival at Blizzard and his lofty position means he has a pretty good nest egg, assuming he didn’t invest it all at Aereo. Any man that can take three months sabbatical is probably swimming in gp. I have no doubt he’ll land on his feet, as long as “conspicuously lead team that felt it had no reason to speak out on the place of women in gaming and took great efforts to conspicuously avoid doing so even when team members were conspicuously pulling the rope in the other direction” doesn’t impact future hiring opportunities. Given what I’ve read of Silicon Valley culture, I’m sure he’ll have no end of suitors.
And I *conspicuously* hope that this marks the beginning if significant change for the better at Blizzard. And not the other thing.
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When I was created, there was a certain look we were going for. A kind of not-quite-pissed-off-at-everyone-but-I-might-start-with-you mien, if you will. It seemed that would be a good fit for a warlock, as opposed to the so-happy-to-be-burning-you-to-cinders look cultivated by Hydra.
True, there was the regrettable incident of the ten thousand yard stare that happened waaaay back in 2.4, and the not really successful foray into Neverwinter, but overall we had a look and demeanor we were shooting for.
A Warlock at work
So there’s this fine representation from the current content. Note that a sensible warlock dresses sensibly when roaming the countryside. I’d lose the pauldrons if I could, but that’s the shakes right now.
As you probably know, WoD is revamping all the character models, which, apparently, includes me. WoWHead has a way to view your characters by loading them off the Armory. You can probably see where that’s headed.
Not my home planet
Now, if you were I, which I am, you might recoil in shock at the changed visage. And possibly be a bit angry, for a good reason. No, it isn’t because I hate change, but because Blizzard made a promise – we would not need a free character modification token, they said, because they were going to make the new models true to the old ones, and thus our new models would be entirely satisfactory. As you can see, this is not true, and thus a LOT of people are upset.
However, it turns out that the work on the new models is not yet complete, and in most cases we are limited to the default faces.
I’m a little annoyed because this just means we’ll get fewer opportunities to see what’s what before it goes live, and I know how eager these people can be to grab at any excuse to do a half-assed job and then shrug. Call me a cynic if you must, but therein is where my withered heart lies.
And then there’s this.
Wildstar chicks be like
Due to the incredible inanity of Blizzard’s senior staff’s behavior, I’ve actually taken to looking elsewhere for a new home, starting with a promising new game called Wildstar. I don’t think this is going to be home for a number of reasons, but I haven’t given up on it yet. Here is Flora the Spellslinger, and she looks pissed. Perfect. That’s the Flora we all know and loathe.
In this case, I think, we’re pissed about the incredibly tiny booty shorts. Because, omigawd. Have they forgotten how to make Levis in the distant future?
As with warlocks, leveling with a Spellslinger is hella fast, and it’s been a real joy blowing the bejeebus out of everything that comes near. I do miss my minions, but having gone the Science path, at least I have a little Scanbot.
I shall name him Impy.
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There seems to be a deep divide between those that think that our classes’ rotations have become too complicated – and thus welcome the upcoming changes to our rotations in WoD, and those that think that reducing the count of abilities is somehow “dumbing down” the game and thus are very annoyed at the upcoming changes.
This is not a topic with simple answers. I’ve tried, multiple times, to explain my thoughts on this topic in a venue in which I feel is ill designed for such discussions – that being Twitter. In fact, I have in the past unfollowed people that absolutely refuse to take long, wandering Twitter diatribes and put them in a blog post where they can actually sound semi-intelligent. Since I can’t unfollow myself, I have no choice but to go the blog route, or never speak to myself again.
Part of my day job is being a programmer. I am, when I program, primarily a Python programmer. Python is a beautiful, productive, and exceptionally fun to work with programming language that has, at its core, a set of principles that all programmers should heed, even if they aren’t programming in Python. To wit:
>> import this
The Zen of Python, by Tim Peters
Beautiful is better than ugly.
Explicit is better than implicit.
Simple is better than complex.
Complex is better than complicated.
Flat is better than nested.
Sparse is better than dense.
Special cases aren’t special enough to break the rules.
Although practicality beats purity.
Errors should never pass silently.
Unless explicitly silenced.
In the face of ambiguity, refuse the temptation to guess.
There should be one– and preferably only one –obvious way to do it.
Although that way may not be obvious at first unless you’re Dutch.
Now is better than never.
Although never is often better than *right* now.
If the implementation is hard to explain, it’s a bad idea.
If the implementation is easy to explain, it may be a good idea.
Namespaces are one honking great idea — let’s do more of those!
Okay, the part I want to draw your attention to is this.
Simple is better than complex.
Complex is better than complicated.
The idea here is, simple code is easier to maintain than complex code, and maintainability is everything in the software world. You may not be the next person to work on this code, for example, so think of the next programmer in line. And, as a famous saying goes, “any code that you haven’t seen in six months might as well have been written by somebody else.” In this case, the next person might be YOU.
Of course, there are times that complexity can’t be avoided. If your web server wants to support multiple web browsers, for example, you need to bake a little bit of complexity in to cater to specific requirements of various browsers. You can do complexity and still uphold maintainability if you do your job right.
But complicated … well, there we lose the thread. Maintainability goes out of the window. You need a roadmap to even keep track of your own code. Often, you end up guessing because keeping track of it all just wears you out. Want a good example of complicated? Log in to Facebook using any browser you can get access to, including obsolete ones that nobody else supports. They’ve baked more than complexity into Facebook, and it shows, every time you use it. Often it even corrupts modern browsers to keep it open too long. It’s so complicated that it even damages the internet – not intentionally, mind you – because there are parts of it that are just harmful and broken.
How’s this pertain to WoW? Well, it’s all about the difference between simple, complex and complicated.
Let’s shift gears for a moment. One thing I was taken to task for was expressing that I missed the old, pre-Cata talent trees. I was called on this, “You claim you want to reduce the number of abilities but you want the more complicated talent trees! Hypocrite! LIIIIIAAAAR!!!!1″
But that’s just not comparing things fairly.
You’re gonna point and laugh at talent calculators, aren’t you? AREN’T YOU?
The old talent trees, for all their complexity, gave flexibility. You could put together a Holy Hybrid priest that was 3/4 Disco and 1/4 Holy that pretty much was indestructible and pretty good at healing, to boot. You could create a “Shockadin” that utilized elements of Holy and Ret Paladins. You could do a lot with a complex talent tree that was useful and functional.
Button bloat, however, offers none of that.
First of all, unless you get really clever and complicated in your keybinds, you have around twelve abilities that are easily available – or if you’re like me, maybe sixteen. The rest are going to always be a stretch to find and use. Adding more abilities just makes this worse. You weed out those that have no immediate purpose, and maybe don’t bind them at all. Maybe they stay in the spellbook.
What’s the difference between twenty unused talents and twenty unused abilities? Probably that the unused talents have the potential to actually be USED. But chances are, if your spec has twenty abilities that you don’t use, they’ll NEVER be used.
Once you go Warlock, you’ll never go back.
It would be a whole different story if you had twenty extra abilities or spells that you might use as effectively as the twelve you have bound currently, but those twelve are bound and those twenty are not for a reason. Those twenty unused talents, however, have probably some chance of being used at some point if you want change your build. But no matter how hard you want, you won’t change the effectiveness of those ineffective abilities.
There’s an obvious fallacy here, though.
The astute reader might realize that I’m not exactly comparing equals. I’m comparing twenty potentially useful talents to twenty mostly useless abilities. That’s because of the source of what I’m comparing – I’m comparing the state of talents at the end of WotLK to the state of abilities at the end of MoP. That’s not entirely fair, but it is the hand I’ve been dealt for this discussion.
Obviously, the answer to the twenty useless abilities is to get rid of them and replace them with twenty useful abilities, right?
But here’s the one glaring difference between abilities and talents. Abilities are in your face, on your ability bars, and used in real time. Talents are not, except when they actually “produce” an ability. But for the most part, you choose your talents, you adjust your rotation appropriately, and for the rest of the expansion, they’re out of your face.
In the end, I stand by this. Lots of talents gives you the ability to fine-tune and individualize your character without necessarily causing your contribution in (raiding | PvP | cooking) to suffer overtly. But too many abilities can get in the way, make your life more complicated, make it more difficult to contribute to your favorite activities.
Well, naw, that’s pretty much a fallacy, too.
Let’s be honest. Your rotation will be whatever you see on Icy Veins.
And what will they tell you? Of those 50 abilities you have, here are the handful that you must use. And those others? Use them at the ren faire. Maybe somebody will applaud.
For the most part, the same applied to talents back in the day, except that instead of one true way to use them, there were multitudes, often dependent on levels and gear and what you wanted to do with your character. In terms of abilities, however, you have one of three tasks, now – DPS, heal, tank. And there will be probably two rotations – single target vs multi. And that’s pretty much as you’ll ever get from abilities now.
I fail to see the virtue of twenty good extra abilities when there is zero chance that they will be used. Twenty extra good talents, however, have potential to be used, without getting in the way.
The difference between the two is the difference between complex and complicated, and it’s all the difference in the world to me.
Your keybinds, your ability setup, your macros, that all amounts to the same sort of package as the average software project. You have to set it up, maintain it, use it. If it’s an unpalatable glop of buttons and half-hidden macros, I doubt the author is performing to her or his potential. Unlike a complex talent tree, you don’t have the time in the midst of battle to go looking for stuff or reading up on Noxxic when you forget just what the proper set of mostly unused actions are that you need for this particular situation (whatever that is). The more towards simplicity we go with this, the more towards goodness. Let’s move the complexity where it belongs, which is to say, not in the real-time aspect of the game.
So, no, I’m not talking out of both sides of my mouth on this topic. I see a substantial difference between a rich talent tree and button bloat. I’m not a big fan of the current talent system, but even less of a fan of having a dozen abilities I’ll never use.
Maybe I can’t bring other people to see that difference, but at least I didn’t leave it in Twitter.
And the Zen of Python? Maybe Anaheim should think about adopting it as a core principle as well. The Python runtime achieved a Coverity defect density of .005 this past year. A culture that eschews complexity – while still allowing for it when necessary – seems to work out to high-quality software, something that impacts anyone that uses it.
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Summary: Flying was a mistake. It was a design flaw in TBC. Blizzard lacked the vision to realize the game would last beyond one expansion and so they painted themselves into a corner at the end of TBC by giving everyone the ability to fly, and it went from neat end of game feature to automatic entitlement in the next.
When WotLK came along, the "reason" we couldn’t fly in Northrend at first was so thin, so lame, that we actually mocked them, and for good reason. And thus has it ever been for the following expansions, as they continue to come up with lame, stupid "reasoning" to "justify" keeping us on the ground until we’ve narfled the Garthok, just because they don’t want us ignoring all that beautiful artwork and masterful questlining they’ve done.
A further unintended side-effect is that they’ve never learned how to create a zone with flying in it. You may have noticed, Blizz uses the landscape to push you where it wants you to go. Impassable mountain ranges, big tree trunks, bloodthirsty troll guards, etc. You avoid that which is impassable or inconvenient, and end up in an area that they want you to be. Flying mounts negate all that, you violate every control they put in place, children are left unattended, dogs and cats cohabitate, and other terrible things happen as an effect.
I don’t know if they’ve even tried, but I have yet to see a zone where flying was properly factored in to the flow of the zone’s "experience", and, as such, it looks to anyone that’s looking as if they don’t have a clue how to design a zone, period. Twilight Highlands – who remembers how unpleasant it was to slog through the first time versus the second time, when you got flying for the whole tribe and your alts just skidded around in the sky without a care in the world? That’s the difference in how the zone comes across with and without flying.
So flying’s broken the game, and they won’t or can’t adjust the game to make flying work out as a part of the game, therefore all we get is "U No Fly Heer" zones and collective years of wasted effort on their parts as entire zones turn into flat, two-dimensional tabletop adventures that have a scattering of completely avoidable mobs.
Clearly, flying must die.
There are three possible paths, as I see it.
- They can remove flying from the game completely, admit it was a mistake, soak up the abuse, and move on.
- They can remove flying from the current content, allowing it in all previous expansion areas, but controlling it in the current.
- They can bloody well learn how to put together a zone with flying taken fully into account.
As a gaming purist, I am in favor of the "nuke it from orbit" approach, mostly (a) because I have seen no evidence that option #3 is even possible. I’d rather they spent scarce resources on something that they have a reasonable chance to accomplish, meaning (b) I also have my doubts as to whether they can pick up all the loose ends in the case of option 2.
I’m not in favor of removing flying simply because I have the blackest of evil hearts and enjoy seeing others suffer, I’m in favor of it because it makes for a better game.
- They spend less time trying to account for people flying around whatever feature they’re working on.
- They spend less time trying to negotiate the precise moment in the expansion or player’s life that the ban gets lifted.
- They spend less time tracking down bugs that might crop up because someone found a niche where they CAN fly in.
- Players play the game, rather than ignore it on the way to whatever corner-cased endgame feature they need to twink on.
- The designers put more thought and interest into game features because they realize that there are far fewer ways for players to blow them off.
- You actually "accomplish" something yourself.
It amazes me that people can’t keep things civil on this. A friend of mine has been getting abuse over her opinion on this. Listen here, cheeto-breath. When all you have to fall back to is abuse, you lose. You’ve already lost. Everyone can see it, you have added nothing relevant to the argument. You’re nothing but a hater, and we all know about haters.
That’s right, J. D.
You’d know better than most.
And the only way to deal with the haters is to let them go hate on the only person that loves them – themselves. So, any person they unfollow is, really, better off for it – though blocking the haters is better, since that whey they can’t sleaze back into your life later without your permission.
I’ve not said much about this before, because others have done a much better job of getting the point across. But it seems as if some people don’t do "points."
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Today, while I was up to my neck in the gubbins of an uncooperative database server, the pre-purchase program for WoD went live. A few things of note:
- The cost of the pre-purchase will be $70.00.
- We have context for a release date, and this is unprecedented this far out from the actual release – Blizz tends to play close to the vest. To wit: "Before 12/20/2014", or, "Fall 2012", which frames it as Sep-Dec 2014.
- The cost of a level 90 boost is, indeed, $60.00. I am not surprise.
I am also not surprised at the release date itself – somebody once asked me if I expected everyone to wait several months for new content, and my answer was that basically I’m just saying that that’s when I think it’s going to be. New expansions have traditionally been released in the 4Q time frame, with one exception .
I realize that Blizz have said that they "want" to iterate more frequently, but "want" isn’t "can do", and they have a lousy record for being able to accomplish what they "want" to do unless it brings money to the table. Hiss invective at me all you want, but it’s an observation that’s pretty well bankable at this point. It just is.
I’m sure that Blizz knows that this will probably mark a pretty drastic bleed-off of subs for the summer months. Too many people are bored with with SoO content already, and even more are fed up with Timeless Isle. There are too many opportunities for enjoyment out there that do NOT require endless grinding on old content. I hate to say it, but I’m pretty sure they’re about to take a hit, and I’m pretty sure they’re not deluded enough to not expect it.
(I also have a very strong suspicion that they weren’t planning on it being this long when they announced WoD, but they’ve revised deadlines.)
I know a lot of people that are going to be very disheartened by this announcement’s implications. I’m not too happy about it myself, but at least I have the familiar embrace of low expectations to fall back on. Sadly, I think I have to fall back into that a bit too much. A premier software company can afford the resources to eliminate this kind of recurring disappointment. But it has to have the will to do so.
"Want" isn’t will.
There is a gigantic disparity between how lore is presented in WoW, and how it would actually go if the key players were allowed for a moment to make decisions of their own.
Right now, in this period after the downfall of Garrosh Hellscream, is one of those times.
Look at the situation. The Alliance has gathered the entirety of its military might to crash the gates of Orgrimmar and end the reign of Warchief Hellscream. At their side are the Trolls, the Tauren, the Sindorei, and maybe the
Would the Horde forces have been able to pull this off without the Alliance’s aid? Canonically, no. It took the help Alliance to pull this off, "by the book", and that’s what we end up with; the alliance virtually has its boot on the Horde’s neck, and at the last minute – shows mercy.
Now, in any sanely constructed world …
- The following day would have revealed that there was only one real power in Azeroth, that being Alliance.
- On Day 2, the Horde would have been pushed out of all the places it invaded during the Cataclysm years, such as Ashenvale.
- Day Three would see outposts constructed all over the planet where Alliance could keep an eye on the Horde.
- Day 4 might possibly see the restoration of Gilneas.
And so forth.
Bottom line is, in a relatively short period of time we’d see Alliance supremacy asserted throughout the land. While I doubt Wrynn would invade Horde holdings outright, I’m pretty sure he’d be keeping an eye on them and pushing back in areas that were overtly invaded by the Horde previously.
In this more reasonable world, we’d see long term plans forming to retake Lorderon. The Sindorei might read the writing on the wall and petition to reunite with their Kaledorei bretheren.
This is the kind of world that would be nigh inevitable with the Alliance at this level of superiority over the broken Horde.
But that’s not going to happen.
"War"craft implies that peace or even an uneasy occupation are simply not in the books. Few want to play a marginalized faction; the overall presentation of WoW is that there are two main factions of nearly equal power. This is what is being sold and, by gum, it’s what WILL be sold.
The lore designers simply can not drive their characters realistically in this particular case. They have to sell games for people to play them, so the lore stops cold when it comes to permanent change affecting the faction balance.
As much as they make peaceable noises, the Sindorei will never join the Alliance. As much as Wrynn makes threatening noise, the Alliance will NEVER retake Lorderon. The lore-writers’ hands are simply tied when it comes to this sort of thing. The only time we will EVER see a change in factions is when new races / factions are added to the mix.
If you’re into "the lore", if you’re into telling of stories, you have to remember this: as the story approaches the boundaries of faction balance, it will cease to make sense. You have to turn off your brain and press the "I Believe" button. Even for your own internal Head Canon, you will have to build little loops and alleyways around this anomaly in order to make it work.
If Blizzard really wants to impress us, they can try something really bold in this regard. But it’s obvious that they won’t even kill off flying mounts, as much as they say that they want to, so I doubt they have the metaphorical backbone to do something as breathtakingly bold as to merge Sindorei and Kaledorei factions in-game and substitute something new. Won’t happen. The player upheaval would leave them gibbering.
I think we all understand this, but sometimes you need to remind yourself. Don’t cross Sales. They’ll cut ya.
This needs to be said, because sometimes we forget that Lore doesn’t HAVE to make sense if it gets in the way of selling games, and when you’re trying to predict where it might be headed – don’t delude yourself into thinking that "reason" and "plot" and "consistency" have any power over the game’s design.
Speculation is running wild in the wind up to WoD, so, have fun with that. But try to keep a level head.
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