Bad Launches

Good morning you happy people… it is the beginning of another work week and I still feel sore as hell from the weekends adventures.  The odd thing is my thighs are killing me… and I am guessing it was from all the random times I had to squat down to take a shot throughout the wedding festivities.  I still need to sift through the photos and cull it down to a final set of “wedding pictures”.  As I just reached up to scratch my forehead… it appears that the sunburn is starting to peel… so I have that itchy mess to look forward to over the next few days.

Pre-launch Problems

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The above animated image pretty much sums up my experience with the weekend pre-launch of Final Fantasy XIV a Realm Reborn.  Essentially I got to play a bit before the wedding madness started on Saturday morning, and then at almost every point afterwards I received some form of an error trying to log in.  Essentially I think all of the issues encountered can more or less be chocked up to the poor infrastructure we have seen at various points during the other tests.  Almost everything about this weekend could have been reconciled if they had the forethought to include an actual login queue system.

Sure there is a sort of queue that exists, but the highest number in queue my friends and I have seen is somewhere in the 400s… which leads me to believe that the queue is limited to something ridiculous like 500 members.  This leads to the very fun process of spamming a character login only to get the ubiquitous 1017 error stating the world is full.  That is hands down the most frustrating part about the whole experience.  It seems like complete blind luck as to whether or not you are going to make it in.

Bad Timing

Ultimately another large portion of the failure that was the FFXIV head start, was the fact that they were holding it entirely over a weekend in North America.  Normally pre-launches begin on a Thursday night and continue on through Friday… at which time they can begin to see what the scaling issues are going to be like and adjust accordingly.  Holding it on a weekend essentially means that all infrastructure resources in North America are closed for the weekend.  I feel as though if they could have thrown a few more servers at this issue a lot of the problems would have been resolved.

Instead the game team and infrastructure resources are operating on a significant time lag.  An example is that Sunday evening… at what would be 8:30 am Japanese time… they managed to stabilize the JP servers.  As a result I was finally able to roll a character on the Japanese network of servers and at least spent a little time before going to bed playing around on Ultima.  My friends think that this morning we will see the EU/NA servers stabilize similarly.  I still question whether or not they actually care about customer service, but that is part of a much larger issue.

Bad Launches

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So far this is probably the worst game head start I have experienced.  Normally when a game launches, we get a few blissful days of stability during the head start as only the pre-orders get to play… and then can chill out for the first day as the servers burn around us knowing you already have characters that are pretty far into the game.  Quite honestly this is the first time that I can remember ever experiencing large periods of not being able to play the game at all… during a head start weekend.  Lots of head start experiences have been riddled with lag or other issues… but the game was at least partially playable.  During the entirety of the weekend I got roughly 2 hours of gameplay.

One of the things I found interesting however is that while talking to friends over text and mumble… I did not realize just how subjective a launch experience was.  For me I herald the launch of Rift as quite possibly one of the smoothest I had experienced.  However talking to one of my friends… he remembers tons of issues during that launch.  This lead me to crawl back through my forum posts and blog posts from the time… and I literally found no mention of any issues brought on by the launch.  Did I just not notice the issues because I was enjoying myself… or did I really not experience the problems that he had made note of.

So this makes me wonder… how many of the bad launches I have experienced are purely subjective?  For example, I considered Guild Wars 2 an extremely solid launch since it was playable for me the entire time… albeit I spent most of that time on the overflow shards.  However the simple fact that we could not really play on our “real” shards made it an extremely frustrating experience for certain other players.  Do they consider that launch a failure… whereas I consider it a pretty solid success?  Additionally I struggled with massive amounts of lag during the SWTOR launch, but my friends consider that to be one of the more successful launches to date.  It felt like a rocky start to me, and as such I got extremely frustrated by it.

King of Bad Launches

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So far the two worst launch experiences I have played under are both from the same company.  World of Warcraft has gone down in history as the rockiest start.  I can remember the game being more or less unstable for a solid month.  I remember almost always being able to connect to play the game… but functionally the server side lag made it next to unplayable.  There were times I could level without issue… so long as I never attempted to loot anything I did not already have in my inventory.  Likewise the launch of Diablo 3 was essentially an unplayable mess for the first few weeks and constant error codes.  I had far less forgiveness in me around that launch, because after the rocky wow start… they should have had better preparations in place for another blockbuster success.

The thing is… at the launch of WoW more or less the gamers dealt with not being able to play the game… because it was in so many ways leaps and bounds ahead of what else was currently on the market.  It was “worth” waiting for.  I feel like companies simply do not have the luxury of time to fix their problems.  I posted a complaint about the Final Fantasy launch over on G+ and immediately people brought up the failure that was Diablo 3.  Gamers tend to hold a grudge against the games that floundered and while some of them will develop a short memory and return to your game happily once the issues are resolved, there is a certain percentage that will never again trust your company.

With these catastrophic infrastructure failures… I feel as thought Final Fantasy XIV has roughly a weeks time to fix everything and get the servers in a relatively permanent state.  The roughest part is the fact that this is occurring during the pre-launch and we are not even seeing the final launch day crowds.  Right now every one of these frustrated players has the opportunity to log into amazon, or green man gaming and cancel their preorder.  I know of a handful of players who have done just this.  The rough reality is that other than the Final Fantasy diehards, the title is just not good enough overall to make the masses wait to play it.  There are way too many other games on the market, and many of them without the subscription fee.

Wrapping Up

Here is hoping that the next few days see massive improvements in the stability of Final Fantasy XIV.  Right now I am extremely disappointed and this probably goes down as the worst pre-launch I have experienced.  The next few days will determine if it can compete with Blizzard for the worst launch category.  Hopefully they can throw enough hardware at the problem to fix it quickly.  I hope you all have a great week, and that you were able to get in more playtime than I have to date.

Wedding Daze

Good morning folks… I return once more to my morning posts and am doing so in an extremely groggy fashion.  Before I went to bed last night I took some Motrin PM… and while the box says you should be prepared to sleep 6 to 8 hours… it seems as though my body wanted more like 10 to 12 hours.  As a result my thoughts are not entirely cogent, and I am spending a good deal of time just staring off in random directions searching for some purpose.  I just finished probably the worst sausage roll I have ever had, and now it is time to make words happen.

Wedding Daze

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Yesterday one of our oldest and dearest friends got married… and since for the most part they were trying to do the wedding on the cheap and quickly…  I got tagged to take the wedding photos.  If you read any of the posts leading up to yesterday, you could tell I was extremely nervous about the prospect of being responsible for recording a once in a lifetime type event for a good friend.  I would have simply hired one of my friends to do it… but I wanted to make sure that the family had full access to all of the photos without having to worry about re-ordering through someone else.  Ultimately I will write up a letter saying it is okay to reprint the photos and then they can take them literally anywhere to get larger photos made.

At this point… my everything hurts… literally.  Yesterday was a lovely day more or less, but an extremely hot and humid one.  The wedding was slotted to be outdoors and in an area without much shade.  Our friends decided to get married at her parents house… and they set up a nice makeshift altar… and were planning on having people seated on straw bales.  Again I have a massive problem with the concept of straw poking me in the ass when I am attending a wedding, but I understand the idea since straw is relatively cheap.  To make it a little bit more palatable they covered the bales with various vintage bed sheets.  As the photographer however I was literally on my feet from roughly 10 am until 1:30 pm or so when we took the final photos.

Respect Thy Father

After yesterday, I have a brand new respect for my father.  Essentially all of my life I have been attending weddings as my father shot a fair number of them each year as I grew up.  When I got into high school, I would attend them as his assistant, manning a camera from the balcony or some other stationary position getting long ranged shots of the key members of the ceremony.  So I grew up having the big moments of the ceremony ingrained in my head.  The only problem is… I am not my father… I just don’t enjoy taking pictures of people, nor do I really know the first thing about how to light them properly.

However even more than that… I simply do not have the juggling skills he always did.  The photos you take before and during the wedding are the easy part.  Sure I had to spend a lot of time running around to get the right angle at the right time and kneeling a lot to get the right shot… but this was all like riding an amusement park ride since the flow of the ceremony dictated a certain time frame.  Getting people to cooperate after the wedding was finished… that was the pure hell.  Everyone wants to derail the proceedings… and as a photographer all you care about is trying to get everyone to stand together in the right number of groups for the correct pictures.

While they don’t seem to care about getting the right shots… they most certainly care about them when you are done with the pictures and months later they realize they were left out of the pictures.  The key problem yesterday was the extreme heat and total lack of shade where the altar had been set up.  Everyone wanted to sneak away and get out of the wedding clothes.  It was 94* with pretty high humidity and next to no cloud cover to speak of… as a result everyone was having to combat the heat while wearing stuffy clothes.  Ultimately after making it through the family shots, and the brides family it was decided we all needed to take a break and since most of the grooms family was already eating… we would ultimately have to wait until after they finished.

Dehydration

In part the “waiting for them to finish” was a call I made because quite frankly I myself was in pretty bad shape.  I opted to wear a black shirt… since the inevitable sweat would not show on it… but in the heat that just made everything worse.  I allowed myself to get rather dehydrated over the course of the day, and at one point while taking pictures I kept bordering on blacking out from what I can only assume were the beginning stages of heat stroke.  My vision would go completely blank for a moment then recover… to say blacking out would be a misnomer I guess… since my field of view went completely white as thought I had just seem a huge explosion.  There was a wheel barrow full of water, and I downed three of them to try and catch up on my water consumption… but quite frankly it scared me more than a little bit.

Like I said above… I have a new found respect for my father because he always made this look so easy.  He would expertly juggle the distractions of the family members and burn through the photos in what felt like record time each time.  All the while doing this wearing a suit, even when the photos were taken outdoors in the heat.  I guess a huge difference is that my dad always had my mom there as the manipulator in chief… lining up the shots and making sure the right people were standing by waiting.  My wife was taking her own photos, but since neither of us are really good at dealing with human beings… we lacked that role of someone greasing the wheels and making sure everything was rolling along smoothly.

Ultimately I have a lot of respect towards both my parents and their ability to make the process of photographing a wedding appear effortless.  Ultimately we got the job done… and got all of the shots I thought we needed to make the family ultimately happy when they go through them later.  Now begins the hard process of culling down 1038 shots I took yesterday into a narrative that tells the tale of the wedding.  Encountering some technical difficulties this morning, as I realize that a Google album has a maximum of 1000 photos.  Essentially my normal process involves uploading everything to Google and then deleting out the photos I don’t view as “keepers” until I have a nice visual story to work with.

Wrapping Up

The order of business for today is to recover… and right now I am planning on planting my ass on this comfy couch for most of it.  I will be spending my time in a mixture of Rift and FFXIV and trying to do as little as humanly possible that actually “matters”.  I walked away yesterday with a pretty decent sunburn and I am hoping as the day goes on the pain fades.  Right now it is manageable and I can ignore it more or less.  Hoping you all have a great rest of the weekend… and you too can do as little as humanly possible that actually matters.

Defense of Subscriptions

So it is neither morning nor Saturday when I sit down to write this.  I am about to cheat massively at my one post per day thing… primarily because tomorrow is going to be pure hell.  I have to get up and around early because I have a wedding to photograph for a friend.  I am completely terrified at this prospect but I figure I will make it through one way or another.  However with all the mess going on tomorrow I simply will not have time to do my leisurely two hour jaunt through blog post land that I normally do.  As a result I am writing up my post on Friday… and since I am impatient I am going ahead and publishing it today as well.

Defense of Subscriptions

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Over the last few days since the joint announcements that Wildstar and Elder Scrolls Online will be subscription based, I have seen a lot of negativity floating around the blogosphere.  You have one camp claiming this is the revival of subscriptions, and a diametrically opposed camp claiming this is a fluke and long live the free to play revolution.  Personally I can see a place for both in the game industry and I feel like we will see lots of both in the future.  Subscriptions are not going anywhere… because quite simply put high quality games have high dollar amounts associated with them.

Most of the games we now think of today as heralds of the free to play “revolutions” started their lifespan as a full functioning subscription based game with a $60 box cost and a $15 a month subscription fee.  This is the case for the Turbine games (Lord of the Rings Online and Dungeons and Dragons Online), the Cryptic games (Star Trek Online, Champions Online), the Sony Online Entertainment games (Everquest, Everquest 2, Vanguard, etc) and the new darling of the free to play market… Rift.  Each and every one of them experienced a decently long period of selling boxes and racking up monthly service fees before ultimately converting over to some sort of a freemium model.

Purely Free to Play

I was brainstorming with my friends, and quite honestly we had a hard time listing off significant MMOs that have launched as free to play.  There is a whole string of poor quality Asian market games that are too long to ever mention.  The only game I can really think of that does not have a subscription fee or box cost associated with it is Neverwinter.  Dragon’s Prophet to some extent is in the same boat, but it is still technically in open beta… and was also an Asian market transplant with a good deal of the costs simply being regionalization.  Neverwinter is most definitely a sub par gaming experience, with a good deal of incident costs hidden into the system and at least for me… overall forgettable gameplay.

As far as buy the box we have Defiance and Guild Wars 2… both of which appear to either be struggling or at least having a good deal of growing pains.  Trion has recently set about a massive restructuring of the company that involved dissolving the offices that supported Defiance and pulling that staff into the main offices in Redwood.  Guild Wars 2 has also going through a series of changes trying to deliver content at a more frenetic pace to try and keep paying customers glued to the screens.  Additionally with each update comes a slew of items that can only be acquired by unlocking the in game loot boxes.

My main issue to date with the Defiance and GW2 experiences is that while they are rolling out regular episodic updates… they are essentially throw away experiences and are only available for a limited time.  Defiance is really too young to fully judge, but they are about to release their first real DLC pack.  It will be interesting to see just how much content that adds to the game.  Guild Wars 2 on the other hand, seems completely tied to the concept of an expiring series of “living story” events.  In neither case are they really expanding the game on a regular and permanent basis to add value to that initial box purchase.

Paying Initial Cost

Rich game worlds with hundreds of hours of content cost an extremely large amount of money to develop, produce, market and ultimately distribute.  While I was disappointed when Wildstar announced its model, because ultimately it meant the cost of entry was just too high for someone like me… that only casually had interest in the game in the first place… I fully understood the decision to have a subscription.  Box costs and subscription costs help pay off the excessive costs of game development.  It has been said multiple times that the average blockbuster game costs far more than the average blockbuster movie.  Additionally the development of the game is a much longer drawn out process that someone has to bankroll until it finally sees a profit.

Lets take Elder Scrolls Online for example and try and work through some hard numbers.  Please understand that I am creating a pure guesstimate based on what I was able to pull together from Google.  Zenimax Online studios is in the Baltimore Maryland area, so there are certain broad assumptions we can make based on average costs in that region.  According to Wikipedia they moved into their current offices in 2008, and based on the E3 PS4 presentation, Elder Scrolls Online is slotted for a first quarter of 2014 launch.  That means that Elder Scrolls Online will have in essence been in development for roughly six years at the time of launch.  Please understand I am trying to just pull together some rough figures, it might have entered development before that and potentially after that.

The Hard Costs

Over the course of those six years, if you figure an average of 100 employees made an average of $45,000 a year… you get $27,000,000 in salaries alone.  Some employees will make more, likely some employees will make less.. and over the course of those six years you would have had significantly fewer than 100 and likely now in pre-launch mode significantly more.  From google we can see that the average price of office space in the Baltimore Maryland area is around $17 a sqft.  For sake of coming up with a figure we are going to say their offices are likely around 30,000 sqft, so taking that over the course of the six years you have $3,060,000 in rent.  Factor in a leased digital internet line ($300/mo), water ($400/mo), electric ($1000/mo), and gas ($400/mo) you have a vague guesstimate of $151,200 in utilities over those six years.  Finally if you figure roughly $3000 in computer equipment for each employee, you are at roughly $300,000 not factoring in ANY servers at all.

So far in things I can quantify you are talking about a guesstimate of over 30 million dollars on only a very few factors.  There are so many factors that we just cannot come up with a number for.  For example it was said that Star Wars the Old Republic took roughly 200 million dollars to develop… and that a majority of that was voice acting time.  This is something I simply cannot come up with anything sort of an estimate on.  All the voice acting rates I found online were so widely varied that they were meaningless especially when you consider the names that folks are getting are the Steve Blum’s of the world that are sought after for damned near every gaming project on the planet.  I don’t really know how detailed the voice acting is for ESO, but every demo I have seen to date gives me the impression that the game is fully voiced… which would lead me to guess bare minimum 100 million on the hundreds of hours of voice talent.

I’ve heard before that it costs roughly 1/3 of the total cost to develop a game… the rest of the costs go into marketing and distribution.  So at this point we are already sitting at around 130 million not factoring any tool licensing costs, or server infrastructure and network costs.  If that represents only a third of the total costs of the project… no wonder games NEED to sell boxes and charge a subscription to break even… let along fund future development efforts.  Essentially a AAA game experience is really damned expensive.  If you figure a company receives at most half of the $60 box cost… it would take selling over 3.5 million boxes just to make up for 100 million of the cost.  The reason why that $15 a month is so important is they are getting the entire portion of it.

Someone Has to Pay

Ultimately if we want nice games… someone has to pay for it.  Either these huge gambles can be paid off in box costs and monthly subscriptions… or they can be financed on the backs of a handful of “whale” players.  But ultimately there is no such thing as a free ride.  Game development and game infrastructure have large fixed costs that simply cannot be justified away by a players desire to not spend a dime.  We have nice free to play experiences in essence because players that came before you… paid for the cost of going there first.  They helped to pay off the loans that these companies I am sure have to take out to bankroll this kind of protracted effort.

AAA game studios simply cannot afford to build games out of the goodness of their hearts.  They have to pay ultimately hundreds of people just like you and me to build and support the games.  These are not nameless faceless corporations… they are businesses just like the one you likely work for… with a human resources department, and social security tax deductions and payrolls to make.  This is a real job for someone, and we can’t expect them to get some beer and pizza and knock out a game in their free time.  Overall the game industry pays some pretty shitty wages as compared to the IT industry as a whole.  I know for a fact that I make well more than any of my friends that currently work in the industry… and have pretty much since my first job out of college.

It is almost expected that part of the benefits package for these folks is the fact that they “get” to make games for a living.  Thing is though… they had to gain their skills the same way all of us did, with lots of hard work and sweat equity and now they work in an industry with next to no job security… because it all hinges upon the whims of whether or not gamers like us ultimately purchase their product.  So ultimately… all of these things factored in… I have ZERO problem with the concept of buying a box and paying a monthly fee when it is something I am committed to.  My friends in the industry need to eat, and pay rent, and survive on a day to day basis just like I do.

Free to Play

The free to play model seems to work extremely well at financing the daily upkeep and expansion of an existing game.  I think it has been the savior of a lot of games that have filtered their way out of the popular consciousness and were no longer drawing in active subscribers.  It is awesome being able to fire up an account you haven’t played in years, and revisit old characters.  While you are there more than likely you will spend at least a little money on the game.  Essentially it is the model of “some money is better than no money”.  The thing is, like I said above each and every one of these games that we vaunt so highly as free to play successes all had their time of box sales, expansion sales, and monthly subscription fees to pay back the excessively expensive development costs.

Do I get frustrated when a game that I have purchased the box for… and paid multiple months worth of subscription fees goes to free to play?  Hell no… because while I might bitch and moan on a regular basis about various aspects of gaming… I LOVE the games I play.  Whatever helps a game I have cared about succeed is ultimately going to be good for me personally in the long run.  The games that reward me in some way for being there in the early days and helping pay off the huge debt a company brings with them after a game release…  I love those even more.  But I go into their free to play conversion knowing that ultimately they will be better off in the long run with incremental sales.

Additionally players who start at the beginning of an MMO will always have a tangible lead on players that start later, especially if the game converts to free to play.  You have a head start in the economy before it stratifies, likewise you understand the lay of the land and where to acquire the best stuff.  When Rift went free to play my account had so much stuff unlocked thanks to longevity of play that a starting player would not have had.  For the explorers you get the feeling of actually discovering things before they are common place and on every website.  So while you might have had to pay for the box and subscriptions, you are getting something for your trouble that no one will be able to take away from you.

The games that did not have a box fee and a subscription however have to claw their money out of you somehow.  So while I get annoyed at loot boxes and item purchases and artificial gates to my gameplay… they are just trying to survive however they can, because ultimately at launch they were millions and millions of dollars in the hole at day one.  I feel like launching as free to play is going to forever doom a game to jumping through coin slotted hoops as you play the game.  Rift right now is the best player experience but I feel like it is only that way because they had two years and an expansion of relative success to pay off and fund a fully functional staff during all that time.

Wrapping Up

So if in a few years time… The Elder Scrolls online… that I have used as an example all the way through this post… decides it is beneficial to it to go free to play.  I will greet the change with open arms, knowing that ultimately this is going to be the thing that keeps a game I hopefully will love healthy and open to the public.  Going to go ahead and wrap this up, and likely get it posted.  I hope you guys have a great weekend and that I can survive tomorrow.  Sorry for breaking my own rules and cheating a bit by double posting on a Friday… but expect that I will have a normal post on Sunday.

Lucian Arrives

Good morning my happy people out in the land that is digital.  I am feeling a bit better this morning, so I must have managed to get a decent amount of sleep for once.  Quite honestly I think a good deal of my issues right now stem from the fact that my allergies are going into overdrive.  Normally bit late August things have calmed down a bit here in Oklahoma.  However all of the rain we have gotten seems to be kicking all the things into overdrive.  Dear summer sun… why you no kill these weeds?

Lucian Arrives

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Yesterday was mostly about League of Legends for me and some of my friends.  The champion Lucian finally was available, and this was something several of us had been anticipating.  Over lunch Rae and I both played him a bit in a 1v1 game to test out his abilities.  Overall he feels like a much less tanky Graves, but with a few more murdery tricks up his sleeve.  When we played him he felt extremely mana hungry…  but apparently early in the day yesterday his Q was costing double mana…  which could very well account for this.

He seems to have the same slowish building period that Graves does, but once he has a fair amount of gear his attacks become extremely potent.  I know later in the evening Tam played a few games with him and really liked the end result.  The Champion spotlight does a pretty good job of outlining his abilities.  Personally when I played him I was constantly out of mana, because the cooldown on his abilities is far shorter than your mana pool can ever support.  Essentially he feels like a bottom lane champ I could maybe get used to playing.

Seeking Bot

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To this point… pretty much all of the champions I really enjoy playing have been top lane champions.  Currently my favorites are WuKong, Darius, Garen, and Riven… all of which are primarily suited to the top lane…  though I feel like Riven would do fine mid.  Essentially the problem is… when playing with my friends I tend to always hog that one position of the map.  While no one has complained… I just feel like I should branch out a bit and try and find something I enjoyed on the bottom lane.

As a result I have been playing quite a few 1v1 custom maps to play with various champions, and see which ones I could get used to.  Early on Graves was a champion that Tam suggested I might like, since he played a lot of him early on.  I enjoyed playing him, but I was prone to rushing things and engaging way before my items and abilities would support it.  So he was a champion I played for a little bit while I was finding my own play style, but never really returned to.  Lately I have dusted him back off and realized that I do really enjoy him quite a bit for what he is.

Additionally I had picked up Jayce when he was on sale some time ago but never actually got around to playing him.  I have to say I really like him as a bottom lane champion and the tool kit is especially useful once the laning phase is over.  The Shock Blast / Acceleration Gate combo seems extremely good at harassing other champions in your lane since you can poke at them near the turret with impunity.  So far my favorite one of his attacks is To The Skies!… at one point last night I finished off a champion and stole the blue and red buffs with this little quick pounce.  Essentially any champion with a “pounce” attack is a champion I like.

So combined with Lucian, that at least gives me three champions that I like on the bottom lane.  I feel like there are probably more I should try.  I picked up Kennen at some point because I like ninjas… but have never really played him much.  The problem is… because of my dislike of mages… I tend to shy away from AP champions.  Building AD feels natural to me… but the AP items all feel odd to me.  I feel like this is a thing I need to get past at some point… but ultimately right now the ranged champions I enjoy are the ones that are also ADCs.  The problem is that I have pretty much exhausted the AD ranged champions that I like.  Ultimately I will have to get over the hurdle and start digging into some AP ranged champions to add some variety to the bottom lane.

Realm Reborn

 

This weekend begins the official head start for Final Fantasy XIV and I am climbing down off my fence and giving it a shot.  Quite honestly a good chunk of what changed my mind was the fact that Green Man gaming has a 25% code(GMG25-OGRUH-7SM8H) that you can apply which takes down the Digital Collectors Edition to a level I am willing to gamble on.  Additionally there are going to be a large number of House Stalwart folks giving it a shot.  For me at least this is going to be mostly a weekend game.  I still planning on playing Rift during the week because there are a number of things I want to do there.  Additionally the guild is still pretty active and I love the vibe we have built there.

Final Fantasy is not really a primary game for me… the job system is really interesting… but it is still very wow like overall.  Quite honestly… I know that this game will have worked its way out of our systems well before the First Quarter 2014 release of Elder Scrolls Online.  I am under no illusions that this is the type of game that is going to hold the attention of our guild for very long… but it might be enjoyable to explore for awhile.  Being brutally honest… the majority of folks will have burned through whatever they wanted and gotten bored of it within the first month…  but for a few people it might hold some meaningful long term gameplay.

With the ability to do all the jobs and all the professions on one character… I really plan not to alt at all.  Belghast Sternblade will be my only character far as I am concerned.  We are settled into the Cactuar server, and I am really hoping Square pulls their heads out and fixes the server capacity issues we experienced last weekend.  I was finally able to get in and register my head start code yesterday, so hopefully that is a sign that they have gotten a number of the kinks worked out.  Overall the gameplay has been enjoyable, but we have struggled with infrastructure problems that never should have made it out of alpha testing.

Unfortunately this weekend I am not really sure how much playtime I will get.  Friday night we have a wedding rehearsal, and Saturday morning I am photographing a wedding while my wife is a bridesmaid.  Then Saturday night we have a baptism to attend.  So that pretty much fucks both Friday and Saturday, leaving only Sunday to do anything enjoyable.  My hope is that between the Wedding and the Baptism… we can run any errands we need to run so that Sunday we do not have to leave the house at all.

Wrapping Up

Well I have rattled on more than enough and now it is time for me to get my ass out of this house and on with the day.  I hope you all had a good week and that you have a far less busy and annoying weekend ahead of you.  I am nervous as hell to be honest… I have never shot a wedding.  But this is a favor to a friend so I am sure I will muddle through as best I can.  I am just not one for portrait photography… people tend to bore me as subjects go.  But she was happy enough with the family portraits I shot for her…  so here is hoping she will also be fine with my wedding photos.