DAW2016: Blizzard Entertainment

DAW2016_logo

Developer Appreciation Week is here!  For the uninitiated the concept of Developer Appreciation week dates back to 2010 and was started by Couture Gaming the Blogger formerly known as Scarybooster.  The idea was simple, spend a week talking about all of the things you love about various game development companies and studios.  As a blogger we spend plenty of time pointing out what is wrong in the games we love, and talking about ways that they could be better.  That said it is important to understand that for most of us this critique comes from being a huge fan of the games and genres as a whole.  So during this week we point out the things that are going right and make a point of mentioning all the things we really appreciate out there.  If you too are a blogger please feel free to join in by posting your own Developer Appreciation Week ideas.

BlizzLogo

This morning marks the conclusion of three years of daily blog posts, and the beginning of year four.  As a result I thought it was fitting to do Blizzard Entertainment today since it is one of the companies that I have the most longevity with.  I have a complicated relationship with this company, and if you scroll through the back log of this blog you will find times when I am bashing them and times when I am praising them.  While I knew of the existence of Orcs vs Humans, I didn’t really come into the fold until Warcraft II:  Tides of Darkness.  I wasn’t exactly the biggest fan of RTS gameplay, but the thing that sold me on this game and the company as a whole was the level editor.  Prior to WC2, my life pretty much revolved around Doom II and making custom maps for it using MapEdit for windows.  Trying to get things to work as I hoped they would was always a struggle, and MapEdit had this nasty habit of completely destroying maps in the process of making them.  That said I didn’t want to mess with constantly having to shell out into DOS to get the “good” Doom map editors to work.  So when I encountered a “good” windows map editor for Warcraft 2 I was enthralled and hooked, and began churning out “PUD” files left and right.  To be honest I spent far more time in the level editor than I actually did playing the game.

However when I truly became sold on Blizzard as a company was with the release of Diablo.  They essentially took everything I ever wanted in a hack and slash dungeon crawler and made it work in vibrant isometric rendered 3D glory.  I can remember many an hour in the Art Department lab that I was supposed to be monitoring playing Diablo, or fiddling with the meager modding tools available for it.  I even own a copy of the barely mentioned Hellfire expansion that allowed players to crawl through the dungeon as a Monk.  What made this game so revolutionary however was the introduction of Battle.net.  Prior to Diablo networking in games was pretty much limited to IPX/SPX which meant that you had to more than likely be sitting on a corporate or college Novell network to play them properly.  There were clients that you could use like Kali that you could run to emulate IPX/SPX networking over TCP/IP, but in doing so you also added a bunch of lag to the process.  The introduction of Battle.net meant that over a TCP/IP connection you could dial into a server and play in a hosted environment… and it just worked with minimal fiddling.  So much of that time sitting in the lab was because I was connected to the college T1 line and able to play lag free on the Battle.net servers.

Later on with the release of Starcraft I ended up building my own windows network back at the trailer my wife and I lived in during the last years of college.  The middle bedroom was my computer room and in it were two desks with two computers connected together over a super cheap coax peer to peer network.  With this setup my cousin and I played so many co-op and versus games, but the majority of these were afternoon long matches of Starcraft.  We were both base builders, and in the process kept trying to build impregnable fortresses to keep the other out.  There was a sweet joy in sneaking that ghost over and listening to him scream obscenities as the game told him “Nuclear Launch Detected”.  The next big game that I devoted large chunks of my life to was Diablo 2 which launched shortly after I entered the work world, and what was ultimately my second job out of college.  I had by then been pulled heavily back into console gaming, devoting most of my time to playing the Sony Playstation and imports on the Sega Saturn.  When Diablo 2 launched however all of that halted and I was back to being chained to the PC, devoting every moment to figuring out the inner workings of this new game.  When the expansion launched and the Druid class was released, that became my jam.  I am really hoping that at some point down the line they give us another druid to play with because that class was insanely fun.  I loved having the various animal companions fighting with me, which in part is why the World of Warcraft Hunter class appealed to me so much at first.

In large part by the time Warcraft 3 was released, I was largely tired of the RTS genre and instead addicted beyond reason to a series of MMO games…. starting with Everquest, continuing into Dark Age of Camelot, Horizons, and ultimately City of Heroes.  We were happily playing CoH when everyone started talking about the next Blizzard game…  The World of Warcraft.  At first I was super snarky about it, joking that I didn’t see how Blizzard could do an MMO given that most of their games only had just enough story to keep them from falling flat on their faces.  Then I got to see the game when a friend of mine got into the closed beta and he brought the client up to work.  I was completely and totally hooked and wanted more.  Most of us managed to get into a stress test weekend, and I remember that it was the weekend of my ten year high school reunion.  All I could think about was getting home and playing more with my friends.  During the beta weekend I played a paladin and a friend of mine played a holy priest, and those two classes had this amazing synergy together.  I would crusader strike things, debuffing them against holy damage… and he would burn them down with smite.  Sadly this ultimately died by the time the game was launched, but it hooked me on the concept of the game…  so much so that when I returned to playing City of Heroes after that weekend it had just lost its luster.

I was a devoted acolyte of World of Warcraft from the day it launched, forming House Stalwart that morning by creating a couple of throw away characters to generate the money needed to buy that guild charter.  From there I stayed happy and engaged through two expansions, and it was ultimately not until the sweeping changes of Cataclysm and several years worth of pent up frustrations and drama that ultimately caused me to leave the game.  Now World of Warcraft is much like a friend from High School that you get along with extremely well… in small doses.  This is the part of my relationship with Blizzard where things get complicated, because it is hard sometimes for me to remember that they are not the “World of Warcraft Company” but instead this company I have had this storied history with since 1995.  They are this friend that has given me countless hours of enjoyment and wonder as I wander around the the worlds they have created.  So while the shine on Warcraft has dimmed for me… it is still polished to a sheen on Diablo 3 and Overwatch and I hungrily gobble up every last morsel of information on them both.  I also greatly appreciate games like Hearthstone and Heroes of the Storm, even though I am not really regularly playing them.

The truth of Blizzard is they have this innate ability to take an idea, and render it down to only the bones…  and then build back upon that notion this fun and polished experience.  The RTS genre was cludgy and unwieldy before Warcraft.  As much as I adore Baldur’s Gate… it is not the clean and easy to pick up experience that Diablo was.  Similarly Everquest and Dark Age of Camelot were these arcane and difficult to begin experiences, and World of Warcraft finally brought MMORPG gaming to the masses.  This invokes so many different feelings in people, but you have to respect their ability to distill the pure essence of a thing and then amplify those “best characteristics” into a finished product.  For me this is exactly what they have done with Hearthstone, Heroes of the Storm and ultimately Overwatch.  Even though I sometimes am critical of Blizzard, I will always be among their biggest fans.

DAW2016 – Undead Labs

DAW2016_logo

Developer Appreciation Week is here!  For the uninitiated the concept of Developer Appreciation week dates back to 2010 and was started by Couture Gaming the Blogger formerly known as Scarybooster.  The idea was simple, spend a week talking about all of the things you love about various game development companies and studios.  As a blogger we spend plenty of time pointing out what is wrong in the games we love, and talking about ways that they could be better.  That said it is important to understand that for most of us this critique comes from being a huge fan of the games and genres as a whole.  So during this week we point out the things that are going right and make a point of mentioning all the things we really appreciate out there.  If you too are a blogger please feel free to join in by posting your own Developer Appreciation Week ideas.

undeadlabs

I was first aware of the existence of Undead Labs back in November of 2009 when articles started filtering onto the various MMO news sites that this company had spun off of ArenaNet to create a zombie themed MMO.  Firstly I am a huge fan of all things Undead, and I started watching any news about this upstart company to try and glean bits of information about the upcoming game.  Few things make me happier than slashing my way through hordes of the walking dead, and I’m enough of a fan of the George Romero movies that I have a vial of dirt from the graveyard that the original Night of the Living Dead was filmed in.  With time it was announced that they had set their sights on creating a really solid single player experience instead of an MMO, which honestly was probably a really solid move given that by the time the game would have released…  the MMO market was looking a little shaky.  On June 5th of 2013 the resulting game, State of Decay was released exclusively on the Xbox Live Arcade, and I bought it the moment it was available for purchase.  If you were to craft a perfect Zombie game…  you’d have State of Decay.  I loved everything about it… minus one little detail.  The game felt like it was originally designed to have co-op support if not a fully fleshed out MMO experience.  However as excited as I was about the game I took to my blog and made a post talking about my day one impressions.

Shortly after making the post I had Annie Strain the wife of Undead Labs founder Jeff Strain interacting with me on twitter.  This really told me that this game studio was a little different than the big polished institutions I was used to interacting with.  Everything about Undead Labs seemed like a big family, rather than a business.  I had the fortune to interact with a handful of them at Pax South 2015, as they were ramping up to launch both their pokemon-esc mobile MMO Moonrise and the State of Decay: Year One Survivor Edition.  Just talking with them really brings home this feeling of them all being in this together.  The best part however is that they really do make amazing games, and over the years since State of Decay has launched I have purchased it for so many of my friends.  I even purchased the disc copy of YOSE for my boss, when I found out he had just purchased a Xbox One.  While he is not a big gamer, he was a huge fan of The Walking Dead… and as a result is now also a huge fan of State of Decay.  Once again… the only problem with the game is that it begs to be a multiplayer experience.  We’ve talked about this before on our podcast, but if we could explore that game world with friends it would truly be one of the best games released on any platform.

Another huge boon about Undead Labs is the insanely hard working Sanya Weathers.  If you have been around the MMO industry since the early days, there is a large chance you know that name.  I became aware of her during my time playing Dark Age of Camelot, and always appreciated the job she did trying to wrangle the crazies and help out the folks who really needed assistance.  Within the community management circles she is a bit “infamous” for her blogging days.  Regardless of how you might remember her, she is one of those forces that it wouldn’t matter what company she was working with… I would pay attention to them from that point on.  I am hugely thankful of my own interactions with her during the lead up to, and after Pax South 2015.  I would not have actually had the interview with Undead Labs were it not for her reaching out to me on twitter, and that sort of proactive nature is just awesome.  It was heartbreaking when the Studio announced that they would be cancelling Moonrise because I was right there with them pulling for it to be the next big breakout hit.

One of the folks that I met with during Pax South was Geoffrey Card the Lead Designer for State of Decay.  Since the convention I’ve followed his movement a little more closely and found that he does this amazing series of live streams.  What is awesome about these streams is that he tends to grab various folks from Undead Labs and streams over the pacific timezone lunchtime.  The thing that I find valuable about them is the way that the various folks end up breaking down the games as they are playing them, and deconstruct what elements are really well done and what elements could use improvement.  A lot of the games that I have seen him play are other zombie genre titles, and it feels like he is trying to grok everything that is going on in the title so that he can absorb it like a sponge and burn it down to the purist element to use for inspiration on State of Decay.  As someone who has always been a bit of an armchair designer myself, I find the process valuable and it also serves to give the watchers a bit of a glimpse into the inner workings of the game studio itself at times.  If you are into that sort of thing, I highly suggest you check the stream out sometime.

The best thing about the Developer Appreciation Week construct, is it gives me open season to write love letters to the various companies that I really respect and appreciate.  Undead Labs is one that I knew without a doubt that I would be touching on during this week, and I am really excited to see whatever the next thing is that they are working on.  Part of me is crossing my fingers hoping that we finally get either a co-op experience or a full fledged MMOized State of Decay.  Regardless I will be watching any news about this great studio with interest.

DAW2016: Trion Worlds

DAW2016_logo

Developer Appreciation Week is here!  For the uninitiated the concept of Developer Appreciation week dates back to 2010 and was started by Couture Gaming the Blogger formerly known as Scarybooster.  The idea was simple, spend a week talking about all of the things you love about various game development companies and studios.  As a blogger we spend plenty of time pointing out what is wrong in the games we love, and talking about ways that they could be better.  That said it is important to understand that for most of us this critique comes from being a huge fan of the games and genres as a whole.  So during this week we point out the things that are going right and make a point of mentioning all the things we really appreciate out there.  If you too are a blogger please feel free to join in by posting your own Developer Appreciation Week ideas.

trionworlds_wht

So this year I am kicking off developer appreciation week with Trion Worlds.  2011 was a bit of a fraught year for me as far as gaming goes.  Cataclysm had just landed in World of Warcraft, and I was reaching this point where I found myself falling out of love with that game.  Early in the year I had friends who were talking about this new and exciting game called Rift.  It turned out that it was precisely the sort of experience I was looking for.  If you had put onto paper every single feature that I ever wanted in World of Warcraft… you would end up getting a feature list that looked a lot like Rift.  While it failed to gain serious traction with a number of my friends, it was my gaming “main squeeze” for quite a long time.  So much so that I ultimately rebooted this blog into a Rift fan blog, and became an official fansite listed on the Rift game website.  From that point onwards Rift has been one of those games that is always somewhere in the background of my life.  One of the most awesome things about the launch is that I ended up striking up a friendship with some of the folks responsible for building the game.

Now over the years I have done the same for various companies, but I was remarking the other day how few of those folks are even in the industry these days.  The ones that are still in the industry are rarely at the company I first knew them through.  However in the case of Trion Worlds, all but one of the folks I knew there… are still there and seemingly happy five years after the launch of Rift.  That tells me that Trion as a whole is doing something right to keep employees engaged for that length of time.  As with every company in the MMO space there have been a lot of false starts, and some cancelled projects… but I have been pleasantly surprised that they have managed to weather that cancellation of these projects.  Rift for example started as a subscription game, and successfully navigated the transition to free to play, with one of the more viable cash shop models out there.  Sure there are some things that they do that I find egregious…  like the various mounts that can only be found on lockboxes, or the constantly limited sale mentality.  Overall though even with all of these things taken into account, I find them a really great company and I am always interested in whatever they happen to have going on.

One of the more interesting experiences with Trion was the development cycle for Trove.  This was really the first time that I had ever seen a AAA title do a fully NDA free Alpha program.  Even more interesting than this however is the way that this game community embraced Reddit.  There are no official forums for Trove, but instead they have an open community on Reddit that has also spawned a separate sub Reddit for users to submit creations.  I love that when you pick up an item in game, it tells you which user in the community designed it.  The only problem with this development style is that it felt like Trove was constantly changing, and in drastic ways.  There was a period of time when I would log in and never quite know what design decisions would have been made in my absence.  The end result is a really fun experience, but it was interesting to see these false starts and reworks happening in real time.  Trion as a whole seems to genuinely care about and cherish their player base, and they were one of the first companies that I can remember embracing Discord as a means of keeping in contact with the player base.  There are a number of discord servers that I am on that have devs and community staff publicly available for conversation, which goes a long way into making players feel connected.

I feel like Trion also has set the gold standard for interacting with the community on a regular basis.  Each Friday they do a lengthy Twitch stream where they alternate through a series of back to back shows dedicated to each of their games.  During these shows they of course do the standard give away construct, but also have the folks actively working on the games in the hot seat to answer questions live from the community.  These also serve as a place where players often get a first glance at upcoming tech, features and content.  Savvy players have learned how to read the comments from the community folks, and been able to glean additional information pretty regularly.  While updates have slowed down significantly since the frenetic launch days of Rift, they still put out a steady stream of content.  The negative over the years has been that two of their products they have limited control over.  So I feel like they have maybe taken unnecessary flack over both ArcheAge and Devilian at times, when in truth they only run the servers and manage the localization… but have little to do with the overarching development direction.  Localization is going to be a structure that we see more and more of, since South Korea is still going through a bit of an MMO renaissance, like we did in the 2000s.  I feel like they have done a better job than some other localization efforts, but could still have some room for improvement.

Ultimately… while I can go for long periods of time between playing Trion games, logging into them always feels a bit like coming home.  So if you have never played Rift, Trove, Defiance, ArcheAge, or Devilian I highly suggest you download Glyph their proprietary launcher and check them out.  The upcoming Atlas Reactor seems really interesting, like a sort of competitive X-Com, but also not really my sort of gaming experience.

 

 

Blizzard: WoW and Overwatch

Puppy Love

This is admittedly going to be a bit of a bummer of a post, but I feel like I want to get it out of me and onto paper.  I started this discussion yesterday on twitter but the 140 character limit of that medium kept me from really expressing any sense of nuance.  What happened is as the day wound down I ended up watching a really great video from Curse talking about the road to Overwatch, and the first video was talking about the failure of Titan.  It really is a great video because while Blizzard refuses to really talk about what happened with Titan, they do a pretty good job of trying to interpret and read between the lines, and managed to get an awful lot of candid commentary from the Overwatch team.  However while watching this video I was struck by something.  As you watch folks like Metzen and Kaplan talk about Overwatch you see this unbridled love and excitement in the way they express everything.  You can tell just how much they are enjoying this game and how excited about the future of Overwatch they feel.  This is just something I have not really seen from Blizzard in years in pretty much ANY game.  Sure there are standouts like Terran Gregory that are amazing, and every time he talks you can tell he quite literally is living his dream each and every day.  However the bulk of the World of Warcraft folks at Blizzard tend to come across with almost a sense of resentment that they are working on that product.

To go even further if you watch some of the Blizzcon Q/A sessions, there is almost a sense of condescension towards the players from the folks up on stage.  It goes beyond the “we know better” thing that every IT professional is guilty of doing.  It seems at times that they simply are not having fun with World of Warcraft anymore, and when you watch the same folks like Chris Metzen talking about Overwatch it is just such a stark difference.  On some level I absolutely get it.  There are things that I wrote a decade ago that I am still forced to maintain… and every single time I open them all I can see are the mistakes I made in the past.  After a point I began to resent that code, and it is almost painful every single time I have to work in it.  I am figuring that in many ways the folks who work on World of Warcraft, and have for a very long time…  feel that same way about that game.  They see this Weasley House of a game that is knitted together out of several different generations development, and just want to start over.  I think this attitude is evidenced in the vast number of game system uproots that have happened during the course of its lifespan.  Instead of just fixing the problems of the past, they nuke from orbit things like the talent system and try and rebuild something completely different on the rubble of the past system.

Nostalgia Not Hope

Now when I started down this path yesterday, a friend of mine brought up the Looking For Group documentary.  The problem is I see something completely different there when folks talk about the origins of World of Warcraft than I do in the current Overwatch videos.  I see a nostalgia for the way things used to be.  I see a reminiscing of folks who remember the good times the game had and how excited they used to be about everything relating to the game.  Ultimately I see a lot of living off of the whiffs of former glory, and what I see missing is the unbridled hope about what could be and is just over the horizon.  In Overwatch the sky is the limit and everything is magical still, because they have yet to actually ship the product.  In World of Warcraft, every single turn is dictated by a past decision and often times colored by past mistakes.  As a player I want to know that the best days of the franchise are still ahead of me, and not something to be remembered fondly from the past.  The development team has not made me feel that way since Wrath of the Lich King, and I realize that is entirely my fault as well.  What the game needs now however is exuberance to turn back the tide of negativity and get the ship moving in the right direction, and I see that sort of positive spirit working through the Overwatch team and wish I could somehow bottle it and force feed it to the folks working on Warcraft.

It just makes me wonder if at this point the current team working on World of Warcraft is too tired of the game to really take it to the places it needs to go.  The funny thing is… there is a team at Blizzard that is doing precisely the sort of job that the WoW team should be doing.  Diablo 3 feels like the property that is largely ignored and was even left out of the “things going on at blizzard” video from Blizzcon 2015.  However they are doing this amazing job of slowly and quietly improving the way Diablo 3 feels to play it.  The whole seasonal concept has revolutionized the way I play the game and has created this moment that happens every few months where me and my friends get extremely excited to be playing the game again.  We need that sort of an approach at World of Warcraft, rather than the slash and burn experience that keeps happening with every expansion.  We need someone to take an approach that is constantly refining and moving the franchise forward rather than trying to re-invent itself and often floundering.  SOE was the master of this methodoloy, and each Everquest and Everquest II expansion felt like it was pushing the boundaries of what the old tech could do, and the team seemed genuinely excited to be doing each new batch of content.  Ultimately the truth is… how are we the players supposed to be excited about a product when the folks creating it seem to be going through the motions.  I want Blizzard to love World of Warcraft the way that they seem to love Overwatch right now, and I wish I knew how to make that happen.