Blogging

A Follow-Up: How I Would Design an MMO

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As sort of a follow-up to the big Cata review I did here, I’ve written an entry at the new blog: How I Would Design an MMO.

Sorry for the cross-posting. I’m just trying to get people to move on over to the new blog and get that in their feed readers instead of this one (assuming they want to follow the new blog, that is). This is the last cross-post I’ll do before the next follow-up in Decemberish.

New Blog Launched!

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The new blog is now live.

Thanks, again, everyone for all the time you’ve spent reading Lume the Mad. I hope you’ll join me at Stix FTW!

So… That’s That

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I realize this screen shot is a cliche. I joked about it with Matticus the other day. It’s as striking as it is matter-of-fact, but definitely over-dramatic. Many have traveled this path already, and their departure is no different than mine. And, hey, I could have included a shot of the sun setting in Stormwind Harbor, or a mock photo of me slashing my wrists, but each would have been in poor taste.

I’m sure by now most of my readers knew this day was coming. I’d already stopped playing the game, and the only reason it remained on my hard drive was so I could get screen shots and video footage for the Cataclysm review.

I’ve already discussed most of my reasons for quitting the game, but I haven’t really talked about one of my reasons. So let’s summarize:

  1. I’m generally burnt out on WoW. After seven years, that’s what happens.
  2. I think WoW is becoming outdated and hasn’t changed fast enough.
  3. I’m not optimistic about the future of MMOs.
  4. I want to focus on more than just WoW.

I don’t want to dwell on most of these points, because I’ve already written entries about them. But the second and fourth points deserve some elaboration.

On the Rate of Change in WoW

Recently, Ghostcrawler (Greg Street) posted a blog entry on the World of Warcraft community site talking about how they approach development. In this entry, he was very forthcoming about their philosophies when it comes to making changes to the game. Specifically, he talked about the concepts underlying changes that are implemented in new expansions.

We hear from players who say “My dude hasn’t fundamentally changed in years,” and they want something, anything, that makes them look at their character in a new light. We don’t want to fix things that aren’t broken of course, but we do want to make sure that a new expansion feels all new. Expansions are opportunities to reinvigorate the player base and the gameplay itself. Therefore, you shouldn’t always view a class revamp as meaning your character is horribly broken and adrift on a sea of designer ignorance and apathy. We probably won’t ever reach a point where a particular class has reached perfection and no additional design iteration is necessary. Change, in moderation, is healthy. (Source)

 

That Greg would write this particular entry immediately after I finished my review of Cataclysm is as coincidental as much as it is convenient. It allows me to get in one last comment on the issue before I close up shop.

Over the past couple years, I’ve come to really like Greg. There was a time I didn’t, but I’ve warmed up to him with each intelligent post and each project he’s worked on. He’s proven he best understands what the game needs and what the players want—things like closer oversight of class balance and quality-of-life improvements that come with systems like the dungeon finder. He’s also proven he is aware of some of WoW’s issues, both existing and developmental in nature.

In this case, he leaves a lot unsaid, because he is toeing the company line. He doesn’t want to reveal to us what changes he personally thinks are needed, because that can be perceived as acknowledging explicit weaknesses in the game, which many investors and company men view as “bad PR.” But he is forthcoming about the fact that changes need to be made to keep the game fresh, which is more than what many employees of a company will publicly admit. And I like that sort of honesty.

One thing I do contest, however, is that “Change, in moderation, is healthy.” Personally, I think more than moderation is needed. When TBC was released, the amount of change was enormous. Heroic dungeons were introduced. Raid bosses were more complex and challenging, across the board. Resilience, the arena system and a linear honor system were added for PvP. Off-specs were made much more useful than they’d ever been. Raids were downsized from forty to twenty-five players. And the entry raid dungeon only required ten people. These were all incredible changes, and some were shocking. And what happened? The number of subscriptions increased. In part, due to releasing the game in other countries, but also because the game was improving. But we haven’t seen this degree of change for a long while.

I’d argue the amount of change needed now is very large. The quest system (at least for the end-game) needs to be revamped, with introductions and conclusions playing out using the in-game cut-scene engine (or some variant thereof). Of course, the ability to skip these scenes and to check the quest log must remain for players with short attention spans. The way abilities work could also do with a fundamental overhaul to make them more enjoyable. A nice start would be to either scrap or change abilities that cause players to lose control of their characters. However, I don’t think changes to abilities should be limited to just this. I’d like to see more emphasis put on the abilities you choose to use. Not in the sense that one spell does more damage than another, and then goes on cooldown, forcing you to use other spells. I’m talking about making each spell different in style, like using EMP with a ghost in Starcraft 2 on cloaked units, or against units with energy. I’d like to see some radical changes made to certain abilities, like making (for example) pyroblast work like a targeted projectile, exploding on impact with the ground (maybe even bouncing a few times before it resolves). Things like that. As it stands, most abilities fly at your targeted unit and simply do damage or perform a simple function.

Of course, I realize some of these proposals might not be technically possible with the current server-client architecture. But then that’s why Blizzard needs to be able to change that architecture to meet the demands of desired game design decisions. I also realize Blizzard might disagree with my specific proposals. That’s fine with me. I just want Blizzard to be aware of the fact that I think the degree of change with each expansion needs to increase. And the quality of changes need to be better. Don’t rush things, as it seemed Cataclysm was. Take your time. That’s what you’re known for. Sure, some people might get a little impatient while they wait for the next expansion, but the game is already bleeding subscriptions with the current approach. So take a chance and see how it works out.

On Focusing on More Than WoW

When I say I’d like to focus on more than just WoW, I mean that in two ways. In one sense, it means I’d like to write about more games than just WoW. In another, it means I don’t want WoW to impede some of my goals in life—to possibly go to graduate school or get a second degree; to possibly work on a running vlog where I go around and show people all the trails they haven’t found in the south bay; or to possibly get a full-time job.

In many ways, WoW has always tended to get in the way of my goals and desires. Though, for a while, that was fine with me. I enjoyed playing WoW. And I enjoyed critiquing and writing about it. But when the joy is no longer there, you have to move on.

And so this is where I stand today.

The End of Lume the Mad

This entry marks the end of my time writing for Lume the Mad and my time playing WoW. I don’t want to say I won’t ever return to WoW, because I might buy the next expansion just to play through the leveling zones. But I won’t ever play it to the same extent I did before. Not unless the game changes radically.

Where I go from here is left to be seen. Currently, I am leaning towards launching a general gaming blog. But I could very well end up writing about movies, books, games, running, or some combination of these. Or I could end up doing something completely different, like embarking on a second degree or starting a new job that demands my full attention. I’m still hammering out my plans.

Rest assured, I will keep you informed about what I ultimately end up doing, posting an entry linking to or explaining whatever path I’ve chosen.

Also, I want to reassure you my existing entries won’t be taken offline. Their existence in the nether of cyberspace will persist, especially because some of my older entries seem to remain quite popular.

But I will no longer be writing analyses of the game, guild leading, druids, or anything relating to WoW on this blog.

It had a great run, and I thank you all for everything. And I especially want to thank those of you who have stayed with me until the very end. I really appreciate your support. It means a lot to me.

 

Signing out,

—Steve Schulz, aka Lume

 

Change of Plans

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I won’t be recording a video series reviewing Cataclysm after all. Halfway through the scripting, I’ve realized it’s easier if I put it all down in written form. I have way too much to say, and getting footage of the changes to the old world would be a very very very very very long and arduous task.

So watch the blog for parts of the review over the next month or so (maybe longer, depending on how motivated I am to write and edit the review).

Lume the Mad: In Retrospect; Losing Interest in WoW

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By now, my former readers should be aware that I’ve stopped writing seriously on my blog here. That’s old news. Some people might have also noticed I’ve neglected my video-based WoW project I was going to be working on. While the latter is not totally finished (I’ll get to that point later), this blog definitely is.

The primary reason is because I’ve lost a lot of interest in WoW. And this is mostly a result of my reaction to Cataclysm as a whole. When Cataclysm was still in development, I saw a lot of promise. A new in-game cut-scene engine was being implemented. I thought this would have an enormous impact on the direction of WoW (and Blizzard’s response to The Old Republic). Unfortunately, I was disappointed with how Blizzard actually used that engine. I kept asking myself, “Why bother developing an engine if you only use half its potential?” This and old development methods producing flawed results left me disappointed and uninterested. The only joy I’ve found continuing to play the game is in the social interaction and PvP. But these two things do not motivate me to produce vlogs with any amount of frequency.

Am I the Only One? Probably Not

By now, I’m sure many people know WoW has been bleeding subscriptions. The active subscription count has gone from 12 to 11.4 million, despite the fact that Cataclysm was still relatively fresh when the news made the rounds. Mike Morhaime reasons this is because players are more proficient in tearing through the game’s content. But Cataclysm’s first tier of raiding has taken much longer for people to slog through than Wrath’s, so this argument holds no water. My take on the loss of subscriptions is rather simple: the game still has flaws and it hasn’t changed enough. I haven’t renewed my second account because I hold this very opinion.

Alarming to me is that Blizzard thinks pumping out expansions faster is the answer. As Morhaime says,

We need to be faster at delivering content to players. And so that’s one of the reasons that we’re looking to decrease the amount of time in between expansions. (Source)

You want to know what I think? It’s the quality of the content, not the quantity. When Bioware ramped up production on its Dragon Age series, it produced a mediocre sequel (relative to the original). In response, Bioware has assured its fans it won’t repeat the same mistake with Mass Effect 3 (thankfully, considering it’s the last entry in what has been an excellent series, so far). Blizzard should do the same with subsequent WoW expansions.

Sorry, but I’m Not Optimistic

Unfortunately, given Morhaime’s statements and WoW’s general track record, I’m not optimistic. It’s been over six years, and many of WoW’s problems have been only half-fixed. We’ve been given a new in-game cut-scene engine, but it’s only used to half its potential. The same can be said for the new terrain phasing engine. Quest text still dominates most of the game play, making for a boring presentation of a lot of side stories and plot points. (I realize not everyone wants to sit through cut scenes, which is why skipping them should still be an option, but the option needs to have bugs that don’t persist for months, as well.) The development and implementation of RBGs was such a joke, I can imagine it may be a major culprit in the less of subscriptions. Releasing information about RBGs and testing them only a month before release of Cataclysm was a terrible move. Forcing teams to play in two different sizes of RBGs at release, if teams wanted to play every week, shows a lack of common sense by the PvP developers. Removing some of the BGs people preferred when dropping the 15-mans was also an issue (though that was likely cancelled out, because some people disliked them). Etc.

All these problems, combined with slow or non-existing improvements in various areas, leave me unmotivated to critically evaluate the game. It just doesn’t seem worth my time anymore. I do feel I want to produce an adequate conclusion to my time evaluating WoW critically, but this blog entry would be inadequate in doing so. So I will be taking some time to produce a series of videos on ESBW reviewing the whole of Cataclysm (as the expansion is at this moment, meaning I won’t be reviewing Firelands if it comes out before I’m finished with the series).

I don’t think my efforts in being a WoW blogger/vlogger were wasted. I merely think continuing to blog or vlog about WoW beyond the planned sweeping conclusion would be time ill-spent. But there are some articles I am glad I had the opportunity to write. And I want to list the ones covering topics that are still relevant, and entries I am still proud of.

Articles of Note from the Blog

Here are the articles I’ve written on Lume the Mad I still find noteworthy. Most of them are from the blog’s renaissance era (June through October of 2008), with a couple landing outside that range.

  • Lore and Storlines: The Sunwell
    • Why: It’s an example of the poor storytelling that still plagues WoW to this very day.
  • A Public Response: Stop Telling People How to Game
    • Why: I still think there’s nothing wrong with people’s choices in what sort of genre of games they play. Even though I’m losing interest in WoW personally, and will be explaining why, I can still appreciate the value people find in playing it and other MMOs.
  • Video Games As Art
    • Why: I still think Ebert’s wrong.
  • A GM’s Perspective: Sexism
    • Why: Drama is still drama, no matter the genitalia it wears.
  • Is It Time to Renovate Old Outdoor Content?
    • Why: I wrote this before Blizzard announced Cataclysm. It was a bit of an ego boost to see them actually run with the idea (whether or not they came up with it before me). I still stand by the opinions I held then, and support the decision to revamp the old content in Cataclysm.
  • The “Zombie” Portion of the pre-Wrath Event Is Flawed
    • Why: The reaction to this entry is hilarious. It’s possible the traffic generated by the mentions in various podcasts and blog entries eclipses the traffic received by all my other articles combined. I could be wrong, but I know the comment section exploded. In retrospect, I can have a laugh about it all.
  • My Pessimism Concerning MMOs
    • Why: My opinions still (mostly) stand.
  • Are you serious?
    • Why: It really highlights the issues of lifting the veil of anonymity on the Internet (especially in the gaming community).

Goodbye!

Blogging on Lume the Mad was fun while I was actually doing it. But I need to focus on other projects. I’ve got an expansion to review and a conclusion to make. Then it’s time for me to move on to writing and vlogging about things I’m unlikely to lose interest in (be it general gaming, movies, books or running). Have fun, Warcraft Blogosphere! I may keep in touch. If not, adieu!

–Steve Schulz, aka Lume the Mad

P.S. Thanks to Massively, WoW Insider and other WoW bloggers for providing exposure during my time blogging.

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