ESO: To Elsweyr!

The official announcement is finally here! We’re going to Elsweyr, home of the Khajiit! And we’re getting the necromancer class! I’m excited. This will be the first expansion to come to ESO while I’m playing seriously, and its theme appeals to me a lot more than either of the other two we’ve gotten.

We’ve had a bit of a hype buildup already, starting, unfortunately, with a datamine (I tried to avoid spoilers, but they were pretty widely talked about). The Loreseekers made a good point on their podcast (S3 E9 around 26:15), that Zenimax Online did a great job of recovering gracefully from what could have been a PR disaster for them, quickly taking back the reigns of the hype train (that’s a mixed metaphor, but you know what I mean). I’m struck by the contrast between them and ArenaNet, who, when their expansion info was leaked last year (basically because they weren’t releasing any info to hype the launch, so testers decided to take matters into their own hands), just stayed silent. They probably thought of it as refusing to negotiate with terrorists, but the way ZOS handled it feels so much better as a player; quickly acknowledge that there was a leak, and tell us when official information is coming. I can see why some would feel like this is giving the leaker the attention he or she wants, but the longer leakers are the only source of information the more attention they’re going to get from other players. I’m not sure if ZOS actually moved up their timetable for announcement in response to this or not, but either way, they handled the situation expertly.

Necromancer has long been number two on my list of classes I’d love to see added to ESO, just behind Dwemer Engineer (which will probably never happen), and I know it’s been widely requested across the community as well. (Other classes on that list include bard and monk, if you were wondering) Marvel Heroes’ Squirrel Girl and Rocket Raccoon taught me to love summoner classes, and now that that’s gone, there’s nothing out there really filling that void right now. It seems like MMOs tend to hate summoner classes, though (probably due to performance concerns) so we’ll see if necro summoner actually ends up viable. From what I’ve seen from the stream, it looks like they’ll have access to a number of temporary pets that do a variety of things, similar to Diablo’s necromancer, which is exactly what I was hoping for.

I’m interested to get more of the story, too. If anyone was going to get greedy and accidentally release dragons on the world, it would be Abnur Tharn. I’m hoping maybe this humbles him a little, but I’m not holding my breath. During the stream, they also really drove home the point that we’re not dragonborn, so we can’t actually kill dragons. I guess that way we have a reason to kill the same dragons repeatedly, maybe as dolmen bosses? We’ll see.

See you in the spring, and may your road lead you to warm sands.

LotRO: Never Mind, I’m Rerolling

You may recall that the last time I talked about LotRO and its Legendary Server, I had decided I was definitely going to see my warden through to 50. At this point, though, I haven’t played for a couple of weeks now because, for some reason, the last few weeks of December is super busy, and my enthusiasm for that character has waned, which has made it harder to want to log in. My warden muscle memory is getting a little rusty, and I’m so far behind the pack now (just finished up the Lone Lands) that starting over isn’t going to make much difference, though I still think I can catch up before Moria hits if I stick with it. Also, while playing warden is really fun, it’s also a little exhausting. There are so many things to keep track of! You’re constantly thinking about building gambits and gambit combos and trying to balance self healing with taunting and DoTing. I love that type of tactical, always-three-steps-ahead gameplay, and it’s very rewarding when you’re hitting everything just right, but I’m realizing that it’s not the kind of thing I want from LotRO right now. I’m more interested in a simpler, more relaxed gameplay experience. I figure, if I’m not happy with the class, I should reroll now and not feel bad about it.

So I rolled a lore-master. “But wait,” you say, “isn’t lore-master probably the next most complex class after warden?” Yes, it probably is. And I’m pretty sure they got a fairly sizable nerf not long ago too. But it has pets and DoTs and a little healing and crowd control! What’s not to love? Plus, it’s a different kind of complexity. It still has that always-three-steps-ahead feel I love about the warden, but with cast bars. You have to use all of your tricks to stay ahead of the game, but it’s more spread out and less frantic. Besides, I never said I made sense.

I’m making quick work of the lower levels. I just did most of these quests on my warden, so rather than reading and doing every possible quest, I’m trying to push myself by only doing on-level or above quests. Going from warden, a self-healing, self-buffing tanking machine, to a lore-master, a squishy caster, has been a bit of an adjustment. On a good day, though, I’m able to use my stuns to keep enemies at bay and burn them down one at a time. On a bad day… well, let’s just say I’ve been stocking up on food and health gear.

I still really want to level a minstrel healer some day, but I think lore-master is probably a better pick for me right now. My minnie is a farmer/cook, so he’s actually a decent level for never having left Ered Luin, just because of crafting XP. This has always been my problem with this game; all of the classes are so well designed that I want to try them all, but there’s so much content that I’ve never seen that I feel bad alting too much. I feel pulled in both directions and usually end up doing neither.

LotRO: An Unexpected Party

For those who don’t know, January 3rd is J.R.R. Tolkien’s birthday. It’s something of a holiday among Tolkien fans (I’m a pretty casual fan; I’ve read the Hobbit and the Trilogy, but beyond that, most of what I know comes from LotRO and reading wikis), with various celebrations culminating in toasting “The Professor” at 9:00 pm your local time. I cut a piece of pie for myself (peanut butter pie isn’t very Hobbity, but it’s what I had on hand) and logged into LotRO to celebrate. I had no particular plan, so I did my Yule dailies on the Legendary server and then started puttering around Bree. That’s when I heard music coming from the stage across the street from the Prancing Pony. It was a little Tolkien Day party, with a three piece band in matching outfits and maybe a dozen humans, hobbits, dwarves, and elves gathered around enjoying it. I only caught the end, but they were doing a rendition of The Twelve Days of Christmas with a “singer” /saying some fun Lord of the Rings-themed lyrics. At 9:00, they handed out free beer and toasted The Professor, and thanked him for creating an incredible world that lives on beyond him and which we now virtually inhabit.

There were bigger parties (I saw a video of a particularly big one on Landroval). I, and anyone else there, could have gone there and had a bigger community experience. The musicians could have gotten way more exposure for their guild there. But they didn’t. I like to think that it’s because they think of Arnor as their home community now, and they wanted to celebrate with them. It’s kind of how I view LotRO; there are plenty of bigger, flashier, newer MMOs out there, but I like LotRO because you don’t get experiences like that in just any game. And these weren’t “influencers” asking you to like and subscribe and follow and whatever else so they could get your ad revenue. They were just random players doing something cool for random players like me who happened to wander by.

In short, I love this game and its community, and I need to play more.

Gaming Resolutions For 2019

It’s that time of year again where everyone is making their New Year’s Resolutions! Here are a few of mine, in the realm of gaming at least.

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I just can’t justify the cost of 4K.
Sorry, I had to get that out of the way.

Play More Lord of the Rings Online
I love LotRO. Every time I log in I wish I was playing more often. Yet sometimes it’s hard to get myself to log in. I don’t know how to explain it. And it happened again with the Legendary server; I started off strong, logging in almost every day, and then I fizzled out in December. I want to find a way to motivate myself to log in every day again, and get to 50 before Moria hits. Maybe start work on an alt?
Also, there’s always that looming anxiety that LotRO might not be there much longer. While I feel more confident about LotRO’s future now than at the beginning of the year, with legendary servers bringing back a bunch of players, lately Daybreak has been killing everything it touches. It’s still unclear what exactly the relationship is between Standing Stone Games and Daybreak, but it’s enough to make me nervous.

Spend Some Time In Elder Scrolls Online’s Housing
I love housing systems, but I feel like I always put off actually doing anything in them. Logging into WildStar (may it rest in piece) to get screenshots before the shutdown reminded me of all the grand plans I had for my various houses, and how little I actually got done. I’m starting to get decently well established in ESO, and I have some ideas for a few houses that I’d like to start working on.

Play More Group Content
I’m pretty comfortable playing MMOs solo or duo with my wife. That’s great, and I don’t have a problem with it, but I’d like to start getting into dungeons more. After all, why play a massively multiplayer game, join a guild, etc. if you’re going to play alone? Ok, there are a lot of really good reasons, but the point is, I’d like to start doing dungeons (and possibly larger group content?) more often in ESO, LotRO, and whatever other MMOs the new year brings. I really enjoyed tanking some dungeons during ESO’s Undaunted event (despite the buggy/overloaded group finder), and I’ve had the itch to do some healing again as well.

Publish A Game
I tend to start a lot of game dev projects and not finish them, and lately I’ve been thinking about why. I think a lot of it has to do with the fact that I’ve been hearing this advice for years now that you should “make the kind of game you’d like to play.” The problem is that the kind of game I like to play is large in scope, deep in complexity, and rich in story. That’s why I play so many MMOs and RPGs. But my first published game (created by, at most, me and two or three friends) just isn’t going to be any of those things. Maybe one of them at best. I think I need to lower my personal expectations to making a game that I wouldn’t pay more than five dollars for. That’s not settling, that’s walking before I run. I don’t need to be Pixel or Notch or ConcernedApe or any number of other developers whose first published game was a labor of love masterpiece.

Super Smash Bros. Ultimate First Impressions

I know I write mostly about MMOs here, but there is one other game genre that I love as much if not more: platform fighters. I think most people aren’t aware that Super Smash Bros. spawned a genre, but, like anything, they span from kind of bad (Brawlout) to mediocre (Icons: Combat Arena, though I still thought that one had potential if it had just kept going) to great (Rivals of Aether). Really, though, Super Smash Bros. is still the undisputed king. It invented the genre, and while many would say that no subsequent game has recaptured the glory days of Melee (it certainly is the most fun to watch, if not the most fun to play), I am personally always excited for each new release. This is the first game in years that I’ve taken the day off work for (and attended the midnight release for), and I ended up playing it pretty much all day. I unlocked all of the roster in that first weekend, and now, a week in, I feel like I have a pretty good handle on the unique things about this game.

The biggest change for me in this iteration has been the new physics. Sure, every release messes with the physics, but I think it’s safe to say that Ultimate has had the biggest changes yet. It does this weird thing where characters fly away fast at first, then slow down. As a long time player (and just as a casual observer how physics works in the real world), it really messes with my head sometimes. I’ve been reading comments from players since the earliest demos about how you think for sure that hit killed, but actually your opponent stalled out off screen and managed to get back to stage, and I can now confirm that this is true. The idea is to keep people from being comboed and juggled too much, giving them more control over their own fate, and making player work more for their kills. I haven’t decided yet if I like that. Stringing together combos is one of the things that makes fighters, especially platform fighters, look and feel good when played well. It’s not like you can’t combo things, it’s just very different, especially at high percent. Then again, it’s better than metaknight just pushing you off the top every thirty seconds.

The other exciting thing about a new game release is the addition of new characters and tweaks to old ones. Nintendo traditionally doesn’t believe in supporting games over the long haul, so once those first few DLCs and updates have dried up, the game balance is pretty much set for the next few years–a far cry from what I’m used to in MMOs, with their constant poking and prodding at classes. In terms of new characters, I’ve had a lot of fun playing Ridley, who has been a long-requested character that many (myself included) thought would never be playable. I’m not really sure he’s tournament viable or anything, but that doesn’t stop him from being a lot of fun to mess around with. That tail stab move is devastating if it hits… the operative word being “if.” It’s like Jigglypuff’s rest, but even harder to hit with. I’ve also been spending a lot of time playing Chrom. The Marth-like characters have always been fun, but there’s something about his balance of power and agility that is refreshing. His recovery is a little wonky, but it can be used as a sacrificial KO, so there’s that. The two Castlevania characters are also interesting. I’m still learning how to best use their weird long, narrow chain-whip hitboxes, but I think with some practice they could be really good. I gravitate toward Richter’s longer smash attacks rather than Simon’s longer specials, but it could go either way.

As far as tweaks to older characters, I’ve been a Link fan since ’99, so I’m very happy with the changes he’s gotten this time around. He is much faster, and that remote bomb has some great potential. I also like what they’ve done to Sonic. He was one of those characters that I liked in Brawl and didn’t like in Smash 4, and I’ve had a hard time putting my finger on why. It’s the same character and moveset, but sometimes small tweaks make me not like a character, even if he was ranked higher by the pros in Smash 4. Ultimate’s Sonic seems like a nice compromise. Shulk has also gotten some nice tweaks. When Smash 4 first came out, I thought he could have been a really good character, with great range and good aerials, but in the end he was just kind of mediocre, and his self-buff Monado Arts system was unwieldy. They’ve made some nice improvements to him in Ultimate, including making those buffs more friendly, so I’ll definitely be giving him another shot. He still might be more complicated than he’s worth, though. I’m also happy that Cloud and Bayonetta got some nerfs. It always bothered me that they threw these two characters in the last round of DLCs and they immediately jumped to the top tier. They’re not unplayable or anything, just not overpowered like they were before, which is all I ask.

The biggest disappointment is Ultimate’s online play. Lag is nothing new, mainly because players don’t realize wifi, even with a strong signal, is the culprit (and it has been handled better by other platform fighters, but that’s a discussion that’s more technical than you’re probably interested in), but the worst part is that there isn’t really a 1v1 option. Nintendo has never understood that, while Smash is a nice enough 4+ player party game, it really shines in 1v1. Previous iterations allowed players to pick from 1v1 or free-for-all. This game lets you set “preferred” rules, but doesn’t guarantee you that you’ll get anything close. My preferred ruleset is 1v1 with a 7 minute time limit, no items, any stage type, but I’d say that easily two thirds of my matches have been 4 player free-for-alls with at least some form of items. More than anything else in this game, I really hope this gets changed in a future update.

But this is, and always has been, mainly a couch multiplayer game, so, as disappointing as it is, bad online play doesn’t take away from the fact that this is shaping up to be my favorite entry in the series. Better balance, new and different physics, the most stages and characters of any game (and more to come!), all in a format that I can play either on the big screen or on the go. I really can’t complain. This will be something I’ll definitely be playing for years to come!

Warframe: Officially a Nintenno Switch Player

It’s official: I’ve made the Switch switch. After dabbling in Warframe on the PC for a couple of years now, I’ve migrated to the Nintendo handheld world. I’ve always been a strongly PC gamer with a Nintendo console on the side for exclusives like Zelda and Smash Bros., but I never thought I’d play anything resembling an MMO, much less a shoooter, on console. Keyboard and mouse just gives you so much more accuracy than a controller, and most days I’d much rather communicate with strangers by typing than voice chat. But, for whatever reason, every time I try to play Warframe on PC, my hands and wrists start to hurt. I think it’s just the finger gymnastics involved in running, sliding, and jumping. I’ve tried remapping the keys to more comfortable positions, but it hasn’t helped. A USB Xbox controller makes things more comfortable, but then we’re back to the loss of accuracy problem. The solution: Switch gyro controls. Yes, I know, I’ve hated on the Wiimote’s motion controls for over a decade now, but playing Splatoon 2 on the Switch Pro Controller with gyro controls on has changed my mind. It’s the next best thing to a keyboard and mouse, because you can use the right thumbstick for course adjustments, and the gyro controls to fine tune your aim. It takes some getting used to, but after a couple of hours it feels pretty natural. I was actually able to beat a boss that was giving me trouble last time I played on PC on the first try!

Can we talk about how good this game looks on Switch? It’s not as good as maxed out settings on PC, but a few years ago I would never have believed Nintendo could squeeze this kind of graphical fidelity into a handheld tablet form factor. Next time someone claims that the Switch has the same hardware as the Wii/Wii U, I’m going to show them this game. Sure, it’s not 1080p@60fps, but I’ve never really been able to tell that difference from my couch. I saw some minor FPS drops on particularly hectic missions, but nothing game breaking (and I’m told these can be improved by dialing back the settings if you find them particularly troubling). It’s really impressive!

While the game is, sadly, not crossplay with the PC, Digital Extremes was kind enough to allow PC players to copy their PC accounts to the Switch, as they did when the XBOne/PS4 versions came out a while back. That’s really nice, because it would be sad to lose out on the items and gear I’ve spent time farming for (or gotten from Twitch). The only thing that didn’t transfer was the cash shop currency platinum, so I used up my platinum buying the Octavia ‘frame and some extra slots before I transferred. This techno bard-style class is one of the things that made me pay attention to this game; I actually thought Warframe was just a lobby shooter in the vein of Overwatch when I first heard about it, but for some reason I read an article on the launch of Octavia and my interest was piqued. I love bards in any form, so I’m looking forward to learning to play this one.

Will Warframe ever become my main not-quite-an-MMO? No, but it has replaced Marvel Heroes (which shut down 1 year ago today, RIP) as a mindless, casual side game that allows me to grind for lots of fun stuff without having to spend a penny (unless I want to look cool). The Switch version has made it a lot more accessible to me, not only because I can play it portably, but also because its control scheme is easier. I’m looking forward to the new open world Fortuna zone coming to Switch. I spent a little bit of time in it on PC and thought it was really cool (no pun intended) and made the game feel a lot more MMOish and less like the single player/co-op game that it launched as.

LotRO: Warden For The Long Haul

I’ve come to a decision: I’m going to see this Warden to 50. Sure, I decided that a while ago, but this time I mean it. Syp over at Bio Break tempted me with his post about how he’s loving the minstrel. I miss healing, and the bard motif is just so cool, and while I had a decently high level one at one point, it’s been years and I’ve always wanted to get back to it some day. Ironically, the very next week, he made another post talking about how he had been tempted to switch away from minstrel and resisted, and I took it as a sign that I should do the same. The grass is always greener in someone else’s class, and Warden is just too fun and too unique to pass up. Plus I’m making great progress. Gambit combos are becoming second nature, like a rotation in any other class really. It’s almost easier because there really aren’t that many buttons involved, you just have to press the same ones a lot.

I’ve also gotten serious about doing deeds for the first time. Deeds are always one of those things I plan on going back for once I’m overleveled and can breeze through quickly. And then when I’m overleveled the prospect of killing a few hundred neeker-breekers for a small percent passive doesn’t sound very appealing. But those small percents add up, so I’m taking some time off from leveling to go back through the Shire and finish delivering letters, running pies, touring ruins, and slaying wolves. It also gives me a chance to go back and get some low-level wood to level up woodworker, which I just picked up. I started out as a cook, because, well, what hobbit would go on an adventure without sixty coney pies in her bag? It’s nice to be able to craft my own buffs, especially given the slow health regen speed LotRO has, but I decided that I could just as easily do that on a character who I’m not actively playing, since you can grow your own crops at any field. I realized that, if I picked up woodworker, I could craft my own spears, javelins, and shields, and gathering wood requires exploration. So I ended up making use of that minstrel after all, as my new cook who never leaves Ered Luin, whereas my warden had all of her memories of cooking and farming erased and replaced with the ability to make sticks pointier (video games are weird).

I’m still loving the Legendary server! I do, however, notice I’m starting to fall behind the pack. After I finish up deeds in the Shire, I’ll be moving on to the Old Forest (which looks amazing now!) and probably not quite level 20, which, objectively, isn’t a whole lot of progress. I had a busy weekend and haven’t had as much time to play as I would like, but I’m not worried. This is the point of the progression server; everyone is forced to stop at 50 for the next three and a half months, which is plenty of time. Plus, seeing fewer people on Arnor still means seeing two or three times the people I’d see in Bree-Land on any other server, so I’m still happy.

LotRO: Life On the Legendary Server

I’ve never gotten into the whole progression server thing. I guess you could count Old School RuneScape, which is an odd sort of progression server that progresses in a different direction than the original game did. But other than that, I don’t usually sit around thinking “Man, I miss the days before this game had so many quality of life improvements.” But one game that I’ve always regretted not getting into earlier is Lord of the Rings Online. I’ve always been way behind the pack in LotRO, and its player base isn’t quite big enough that it has a critical mass of people playing low-to-mid levels that I can group with. So I’m basically stuck playing solo until I reach cap, and I always get burned out before I do. That’s why I was excited by the idea of the LotRO Legendary Server. It’s kind of a cheap version of a progression server; all of the current updates, class mechanics, and newer classes/race are there, but expansion levels will be unlocked every four months. I’m pretty happy with that setup, though I do miss skirmishes and all of the easy cosmetics that come with them.

A lot of people are asking what the point of this server is and who this server is for. It’s true, there’s not a ton here you couldn’t just do by just rolling up a new character on a new server and not doing anything to help yourself out. Some people are already doing that. But for me, this is an excuse for a larger community to reroll and progress at the same time. It’s for people like me who didn’t play the game at launch and want to play level 50 or 60 dungeons as they were designed, and not by getting carried by people twice the level it was designed for.

Maybe I wasn’t paying enough attention, but I thought the announcement of the launch date was rather sudden. I was expecting it to pop up late this month or maybe next month, and so when the date was announced less than a week before the launch, I had already spent all of my gaming budget. The logical half of my brain told me that I had already spent my budget on the special edition of Super Smash Bros. Ultimate and that I shouldn’t overspend, and, besides, next month I’ll be playing the crap out of the new Super Smash Bros. and probably won’t even make it to cap anyway. The fun half of my brain said that I’ve been wanting an excuse to get back into LotRO, this is probably the last opportunity I’ll have to be part of a community leveling experience in this game. The day may come when I listen to the logical half of my brain when it comes to LotRO, but it is not this day.

So a new hobbit warden named Isnan was born. I’ve always wanted to level a warden, as it seems like a really fun and rewarding class, but it’s so complex that I know I won’t know what I’m doing if I don’t devote myself to it for a while, so this seemed like the perfect opportunity. I’ve been having a blast so far. There are so many people in The Shire and Bree-Land! I love it! I spent pretty much the whole weekend in Middle-Earth, which is something that I very much needed. I thought the 40% slower pace of questing would be annoying, but at least a low levels, I haven’t really thought about it. I’ve still had plenty of XP to get through the whole Shire without having to farm. Well, I did some actual farming because I’m a cook, but not the “mindlessly killing mobs for XP” kind. I love the flow of the hobbit story, starting out wandering around the shire, delivering mail and pies and keeping bears away from honey. Best of all, the way the game transitions you back to the reality of the threats from Mordor is that a hobbit thinks she’s seen the ghost of Golfimbul (for whom, as everyone knows, the game of golf is named), and in the process of investigating you wind up stopping a legit goblin invasion force. The rangers, of course, are having none of that, and you end up running the message to Strider in Bree and getting mixed up in this whole quest to save the world. I’m amazed all over again with what a great job Turbine/Standing Stone has done adapting the world of The Lord of the Rings to game form and weaving the player into the story without making them Frodo Jr.

I’ll see you around the Arnor server! Feel free to PM Isnan and say hullo!

What Being A Developer Has Taught Me About Games

I’m a professional programmer by day and an indie game developer hobbyist by night. As far as the game dev part goes, I’m really bad at finishing what I start, so, while I get a lot of enjoyment out of the process, I don’t really have a whole lot to show for it, other than games like this one I made for a game jam (a challenge to make a complete game in just 48 hours with a topic that isn’t revealed until you start) this past weekend, and if you could go there and vote honestly about it I’d really appreciate it! I thought I’d share how working on games, even on small, one-to-five person teams, and being a professional programmer working in similarly small teams, has taught me a lot about games and how they are made.

The Last 10% of a Project Takes 90% of the Time
A lot of people seem to think this is a copout–it’s really unintuitive, even to those of us who do this for a living–but it’s absolutely true. The tail end of a project is where all kinds of bugs an inefficiencies rear their ugly heads, and you spend a lot of time refactoring, or changing the internals of the way a piece of code works without changing what it does. It’s unexciting and time consuming. Plus, code can be like playing Jenga; you remove one piece and put it somewhere else, and everything collapses.
That said, this does not excuse crunch practices. Crunch always means your project manager didn’t do his or her job right. There has been a lot of talk going on about this lately, most recently with Rockstar bizarrely bragging about it, unbidden, to the press, then trying to backpedal. A good project manager knows to bake enough time into their estimates for that last 10%. If your people are working 100 hours a week on a game, that’s not something to brag about, that means you’re doing it wrong. There are people out there who are willing to do that just so they can put on their resume that they worked on Read Dead Redemption 2 or whatever, but I can’t imagine a world in which that’s worth it, and most devs who have been there will agree. There are companies out there making games, even AAA games, that don’t force this kind of thing. On top of that, a good many studies have shown that crunch actually reduces productivity in the long run because it introduces a lot of mistakes that would have been caught if your employees weren’t exhausted.

Everything is More Complex Than You Think
I can’t tell you how often I’ve started a project and thought, “This will be easy! I’ll be done in a couple days!” And after a few hours, after realizing all of the complicating factors, it’s more like couple of weeks. Sure, sometimes the reverse happens–we asked ourselves several times this weekend if we were going to finish our game jam entry, and we ended up completing it with several hours to spare–but that seems less common. My point is, give developers some slack when things get delayed. Time estimates are hard.

More Money/More People Not Equal A Better/Faster Project
I remember my Computer Science professor talking in one of our project management classes about a book called the Mythical Man-Month. The idea is that managers (especially non-technical ones) think that if a single developer can get a project done in six months, then two developers can finish it in three months, six developers finish it in one month, and 24 developers finish it in a week. Sadly, that’s just not how it works in software development. Sure, two developers might be able to cut the project time nearly in half, but the more people you add to the project, the more you get bogged down in meetings and communication and conflicting ideas and styles. Sometimes a small, agile team of quality developers who work well together can do way more than a big-budget team that’s bloated and inefficient. I’ve seen this even on two-man teams; at a previous job I came in one morning and found code that I had spent three days writing gutted and rewritten in a different way without explanation just because the other developer had stylistic differences. I think this is a large part of why Wildstar ultimately failed; the communication element just wasn’t there, and it took too much to get fixes and changes in place. This isn’t an easy issue to fix, but it’s a huge one!

Be Nice To Devs
Generally, the things you don’t like about a game aren’t the individual developer’s fault (or at least not just their fault), and the things that are actually broken will get fixed faster if you’re nice than if you’re a jerk (mainly because it causes stress which lowers productivity, but sometimes we just bump things down on the priory list because the affected user was a jerk).

What Game Devs Accomplish Is Really Impressive
Knowing what goes into just the small games I’ve made has given me a deeper appreciation for what professional game devs put into their games. I can’t even get two computers talking to each other over the network right, I can only imagine trying to get thousands of computers talking to one server and staying in sync. And it’s not just developers; there are musicians, sound designers, voice actors, graphical artists (both 2D and 3D), mocap actors, testers (not as fun as you’d think), network engineers, database administrators, and a whole list of other jobs I can’t do that go into making a professional game. And everything has to fall into place at once, just so Stuga can remind you how long she’s been looking for you.

WoW Really Needs To Work On First Impressions

I recently pondered if World of Warcraft was worth starting in 2018. I even sent a cut-down version of that post to the Massively OP podcast to get their opinions on the subject. Finally, I decided to give the free-up-to-20 experience a try. I had done this a while back and wasn’t impressed, but it was with a friend who was rather disenchanted with everything that had changed in his absence, so maybe I just needed to get to know the game on my own?

Sadly, my original impression was confirmed; the low-level game is just kind of terrible. I chose the monk because it sounded interesting to me (and it’s one of the newer classes, so probably a more refined design, right?), I’m dumped into the world with a single skill on my bar, which is a Chi builder that costs slowly-regenerating power to use–that’s fine, I’m comfortable with builder-and-spender class designs–but I’m basically just stuck auto-attacking until my power bar refills, when I can do another low-damage builder skill with nothing to spend it on. That’s… probably just for level 1, right? I’ll get enough skills for a basic rotation in the next couple of levels? Well, at level 3 I get my first spender. Still not enough to build and spend without auto attacking in between. Well, surely this will be remedied soon. So at level five I get… a roll? It literally just makes you roll forward, dealing no damage, and it doesn’t even stop at a target for use as a gap closer. I’m sure there are times when this comes in handy. I can’t imagine what they are, other than getting places slightly faster before I get a mount, but I’m sure it has a purpose. But why in in world (of Warcraft) wouldn’t you wait to give me this until I actually have enough attack skills that I’m not standing around waiting on resource blocks? When I hit level 8 and was handed, not another builder, not another damage spender, but a heal skill, I ragequit.

I don’t see a way in which this isn’t simply poor low-level class design. This is Blizzard for goodness sake! I thought they invented polish and accessibility in MMOs. I mean, they did invent polish and accessibility in MMOs; I played just enough EverQuest and other older MMOs to know that. But this is 2018 and in every MMO I jump into, I have three to four skills on my hotbar by the time I’m level 3, and I don’t have to feel like I’m doing RuneScape combat. I can’t fathom, with all of the class revisions they’ve done over the years–after all is the post-Cataclysm revised leveling experience–that they haven’t made this better. Are they just trying to discourage alting by making the early game experience so bad you only want to do it once? I can’t imagine why a game would do this; alting makes for better players who stick around longer.

My friends who play WoW assure me that this is a good thing. That by the time you get a new skill you really know that last skill. But I feel like I learned all I needed to know by reading the tooltip. Yeah, if they dumped three or four hotbars full of stuff on me all at once (as I’m sure they do when you level boost), it would be overwhelming. But I think I could handle two or three more at the very beginning to get a decent feel for how the class plays. I don’t mean to mock them too much; their main complaint with Guild Wars 2 was that, once you get your relevant slot skills, leveling adds nothing new to your character until you start working on elite specs (and if you don’t like the elite specs for your class, you’re pretty much done progressing). I think that’s a legitimate complaint. But there’s a middle ground that seems to be missing in WoW.

I’m going to try rolling another class–probably a druid or a shaman–and stick with it for another week or so, but if those classes have equally terrible early games, Blizzard probably still isn’t getting any of my money on this one. I really don’t want to be this negative about a game that is so influential and widely beloved, and, going in, I honestly didn’t expect to be. I’m quite sure the game gets worlds better if I just stick with it just a bit longer, but I can muster no motivation to do so.
You really need to work on your first impressions, Blizzard.