Something fundamentally wrong

I don't really know what to think.

I don't really understand how a Producer's letter for a mmorpg can start with this resonant objective:

Dispersing the Population

I mean, it's just wickedly wrong.

I know the reasons, the situation and all the rest. I know what it means and why they talk about this.

But think to what a mmorpg really should be. There's obviously something that just isn't working as it should.

Something at the core.

At least this is followed by something better:

The new zones added to the game in The Burning Crusade will increase Azeroth's current land mass by 25 percent. To insure that Azeroth continues to feel vibrant and populated, we will be increasing the player caps on all our realms by the same percentage.

EDIT: I was thinking about this. They are adding another starting zone for each race so the "space" for the entry levels will be upped of 1/3, which means 33%. I also guess that there will be less content in percentual connecting the early and late game, leaving more of it for the 60-70 range and the endgame.

Now if we think about the expansion it's quite obvious that there won't be many reasons to reroll new characters. I suppose that the large majority of players, or returning players, will log in their level 60s and rush to 70. This means that 90% of the newbie characters as the expansion launches will be of the new race. So we will have an overload of one noob zone while the other three are deserted. In the longer term all four will return to their semi-empty status.

The rest of the players will be once again packed at the cap, or moving toward the cap. Considering that 90% of this endgame is trapped in private rooms, the percent of the land mass added won't really matter much. There will be another temporary overload and then another stagnation at level 70.

Considering that the current cap is around 3200 players the 25% increase will bring it up to 4000.

--
They also say that this summer they'll finally open the character transfer service and they hint they'll use this as another way to balance the servers.

Scheduled to go live this summer, this feature will allow players to move their characters, within certain restrictions, to a realm of their choosing. This means that player's will now be able to join their friends on other realms without the need to wait for a pre-set mass realm transfer. In addition, this will also contribute to a balancing of the player load from realm to realm, which again is a specific way for us to reduce realm queues and lag.

I'll return on these arguments because they are of a general importance and Blizzard's workaround is lame at best.

Anyway, it's quite sad to read a producer's letter just about hardware issues.

"Yes, two years have passed and we are still swamped trying to unfuck a fundamentally flawed infrastructure."

The hype mill must not be running yet

A battle-plan without any real mention of the battles. Or for that matter, will these servers be able to actually support world events. After virtually every high population server crashed during the opening of the silithus gates i'm not sure I want 25% more characters on the servers.

I still think that Blizzard should look at doing some more dynamic things with the world they've created. I want to get my hopes up about the scourge invasion in the upcoming patch, but I half expect it will just be a few zones with a bunch of extra mobs running around.

I'd love to see something really sweeping that makes the whole server actually feel nervous. Maybe the initial onslought could be horrible. The whole server pushed back into a few key territories that they can slowly take back.

There's still no war in warcraft.

Re: Something fundamentally wrong

"Resolving World of Warcrafts current performance issues and upgrading our current hardware in preparation for The Burning Crusade is Blizzard's #1 priority."

I believe that is why it started with "Dispersing the population", to make sure the servers are more balanced and to improve network performance, since connectivity (the accessibility of the game rather than the content) has always been a huge thing with WoW.

BTW, WoW is currently the #1 MMORPG in the world, with 6 million+ subscribers. They have to be encountering network issues that just weren't apparent before because nobody has had to deal with that many people at the same time. Plus, this is Blizzard's first MMO, so even 2 years later they may be learning new things about their network situation that they didn't realize before.

I don't know how educated you are in networking, I can only assume. I'm trying to be a designer myself and don't know much about server infrastructure, but I don't know how you could pass judgement on the situation without having all the information or knowing how difficult it is to maintain a game of this size.

Re: Something fundamentally wrong

I agree here.

There are not many companies in the world that have the expertise to handle these types of hardware configurations that support WoW. Web hosting is one thing, hosting a gaming service is a completely different animal.

Imagine what the scenario would have been if they didn't have experience with Battle.net. Which honestly was ahead of it's time.

If you responded more specifically to why their system was "wickedly wrong" it would lend more creed.

I can't think of one area of human development that has always accurately predicted future requirements. Our highways always need expanding, airports expanding, movie theaters growing in size, etc.

As a business you think Blizzard should just predict the future and spend money on equipment for 20 million users and just hope that is going to be the capacity?

Seriously, from a business perspective what should they be doing?

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.