The Cesspit

Tuesday 23, March

We are made to be rich, can you please bend over?

Battlefield Bad Company 2 is one wonderful game with competent game design and a perfect pacing (online). Technically it has a bunch of issues and the PC port isn't as well done as claimed, but when it works it's awesome.

Yet EA, the publisher, is always a mix of great things just next to very awful things. DLCs in general have been the new strategy of publisher to "deliver less for more". Meaning that over time we get less and less for more money and incomplete products. It means the business plan comes way ahead of the game. DLCs are also becoming a piracy boost since the player feels he cannot purchase anymore a full package buying the game, so diminishing the value of what they can get, while enhancing the value and desirability of a pirated product that can be fully updated and complete.

The latest trick is to make players pay for beta tests and then again for the full game:

the plan is to release PDLC at $15 that has 3-4 hours of gameplay, so [it has] a very high perceived value, then [EA will] take the feedback from the community (press and players) to tweak the follow-on full game that will be released at a normal packaged price point.

EA’s view is that the PDLC costs a lot less to develop (essentially, it’s the first few levels of the full-blown game), and they have the opportunity to fix whatever needs to be fixed in the packaged product that is released a few months later.

You businessmen are so smart!

the line between packaged product sales and digital revenues would soon begin to blur, as EA intends to exploit all of its packaged games with ancillary digital revenue streams.

EA is surely convinced they are going to be richer than ever, because they are so smart.

So smart that they can brag proudly about all this.

We’ve been wrong about this stock for almost five years. Either we’re stupid, stubborn, or unlucky, but we’ve been wrong. The definition of insanity is doing the same thing over and over again, each time hoping for a different result.

But this time it's different. THIS TIME THEY ARE RIGHT!

This time, while we are again hoping for a different result, we see evidence that the company is not doing the same things over and over again: lower headcount, fewer facilities, fewer games, a greater use of outsourcing" the analyst said. "This time, we think that EA is on the right path."

Thanks for your contribute to make this industry worse.

Tuesday 1, December

The web team needs a meeting to be able to post a link to a patch

This is just ridiculous enough to deserve a post.

The 15th September EA releases "Need For Speed: Shift". It's a surprise because the game is very, very good and far from the poor arcade titles that were released in the last few years and that got worse with every new title in the franchise. It was a quite brilliant and unexpected move to hire an external team specialized on a simulator and apply to it enough production value to make it also graphically advanced.

The game sells well in spite of a good competition in the genre and a number of important releases in the same weeks. From there everything turns to shit. It's like EA realized they unknowingly did something good for once and kicked into gear to right the wrong. Shit on what is good, apparently their greatest talent.

The game has lots of problems, obvious bugs and lack of support for simple things (like the impossibility to configure some controls). Most of these problems are fixed by players on the PC because it is discovered that the game uses a compression for the game files that comes from a previous title. So they can unpack the game logic and edit it. Fix most of the problems.

Yet it takes exactly THREE MONTHS to EA to make an official patch that is hoped to fix all the problems the game has (some game-breaking). In October on the forums a community representative explained that controls couldn't be reconfigured because the art team didn't have enough time to redo the screens. I shit you not. EA isn't able to add some lines of text to the controls page. They say IT'S TOO HARD.

End of September and the project manager of the game explains that all the problems reported have been fixed internally and the team is working on optimizations (since the game has been patronized by Nvidia and required to run like shit on ATI systems). A new patch is expected for the following week, and another later with those optimizations.

Two days later the project manager vanishes from the internet. Silence about the patch. Nothing comes for two weeks, then a message on the forums from a community manager saying that it will take at the very least two more weeks because the patch was in QA hands.

In November they say the patch comes in December.

Now three months are needed to make a patch to a game that was rough on the edges and that had some very serious bugs. Most of these fixed by resourceful players in a matter of days. But it takes the full force of EA three months to hack together a patch. And controls can't be reconfigured, even three months later, because the art team just isn't capable of producing "art" for a configuration screen.

It's worth pointing out that the UI on the PC has been handled externally from the studio that is responsible of the actual game.

Today people wait for the patch. The web team "are currently in a meeting but once they're out I will get them to update the downloads page and release the patch".

This surely a mention, if not a prize, for worst post-release support on a game that could have actually been very good.

Monday 9, November

How things go

Via Twitter.

Mythic Entertainment, responsible for Warhammer Online, just laid off 80 people, about 40% of its employees.

Lum:

Don't know anything about numbers, but literally everyone I know who was still at Mythic outside of upper management is looking for work this morning.

Blame the economy, but not just.

Thursday 1, October

"Love"

Best MMO of the year. 3 euros for 30 days of game time. Team based PvP shooter (well, I think).

Thursday 27, August

Tom Chilton realizes down the road what I was preaching for many years

My understanding is not perfect, especially when he starts to babble, but from halfway through till the end he really seems to realize some core problems that go against all he "designed" up to this point. Permeable barriers and all.

Tom-Chilton-IGN-Video-Interview

Enjoy the backpedaling, smart ass.

P.S.
It looks from the video they are redoing water effects with this expansion. RotLK was shadows, this one water. We are in the future. Tech and design. So advanced. Think of all the progress in the last few years. Unbelievable.

Thursday 25, June

How the story ends

I don't write about mmorpg anymore if it's not about leftovers. I guess I'll comment this.

Seen on Rock-Paper-Shotgun:

EA will merge Mythic and Bioware to create a new MMO and RPG division. The new division will apparently be headed by BioWare boss Ray Muzyka, while BioWare’s other co-founder, Greg Zeschuk, will become Group Creative Officer. Mark Jacobs, the outspoken boss at Mythic, will apparently be leaving the company

It didn't end too well, did it?

Nope, for anyone. I guess you would expect me to be all happy about this since I wrote so much negative stuff about Mythic and especially about Mark Jacobs along the years. Nope, I'm not. Justice is done? Nope.

Justice is when things are understood and people collaborate to work toward something better. Justice is to see things realize their potential and draw the best from the people who made them. There's little justice in seeing something fail, even if there are good motivations behind the failure. Or whatever, even if you still won't call this failure.

And there's also no justice when you're proven right, and yet you can't put it to any use.

Thursday 7, May

Eve-Online surpasses Warhammer

I guess it's worth pointing out.

Yesterday was EA financial conference and this time there is no mention of Warhammer subscription numbers in the official report. Probably because subs numbers don't look all that awesome (if you trust x-fire, the game is steadily but slowly losing activity, that considering various factors would lead me to guess the sub number at 280k in the most optimistic case).

From other sources it was repeated the 300k number for the end of March. I don't consider this reliable but it's an hint that either they are where they were in December, or under but still around that number. If the numbers were higher you can bet Mythic and Mark Jacobs would be all over the forums boasting better results, instead there's absolute silence.

So I'll be optimistic despite all hints of numbers being lower, and say Warhammer is at 300k.

What is instead proven is that Eve-Online has 300k confirmed now.

In January Eve had 250k. Warhammer 300k. Four months later Eve gained another 50k, Warhammer is either there stalling, or losing behind the scenes.

The surpass happened.

Because, you know, after a few years every game is stale and ready to be replaced. Or so they say. I wonder where Eve will be in another year. And I wonder where Warhammer will be.

Friday 20, February

Let's hope till June

At the moment the only MMO I'm playing and willingly to play is Football Manager (that is mostly awesome).

On the horizon there is absolutely NOTHING that interests me. I could go back to WoW for a while once they decide that dual speccing is a good thing, but that's it. The rest is crap and in the future there's nothing that looks promising.

But then there's "Jumpgate Evolution". Jumpgate was one of the first MMO I played. Really. At the time I only played Ultima and I think only a few months later after Jumpgate I started DAoC.

The first Jumpgate was a promising game with lot of potential. The problem is that once released in beta form (it worked, but extremely barebone) Netdevil simply STOPPED to develop it. There were no patches to the game with the exclusion of very minor fixes. No devs presence. They just released the thing and forgot it existed. A behavior that became typical of Netdevil. They don't care about what they do, and it shows.

At the end I mostly ran fed-ex missions and got bored really fast. Combat was a mess and this isn't a game like Eve-Online where you concentrate on the tactical aspects. Here flying was extremely hard due to the flight model used (the one where the heading of your ship doesn't affect its direction).

Jumpgate Evolution LOOKS like the perfect game I ever wanted (and with me a whole lot of players). They changed the flight model with one closer to other sims. It's a dogfighting game, so with gameplay supposed to be where the fun is. The features list is everything I wanted (minus the randomly generated missions).

"Fight against thousands of players online in epic large-scale player vs. player real-time battles."
"Protect a merchant vessel on its trade route by intercepting enemy players or answer a battle station's call for help by delivering them much needed supplies."

An exhilarating PvP open world, fighting for territories, conquest, huge battles, dogfights! Or at least I hoped. Then you read on forums that the game is built like WoW. It has levels segregating players, world divided into zones and instances, the twitch combat is severely limited and PvP happens on battlegrounds. Oh well.

This is the press release today:

From an immense racing world to an entire universe, Codemasters Online and developer NetDevil announced that Jumpgate Evolution®, the action-based PC Massively Multiplayer Online game that promises exhilarating space combat on a vast scale, is scheduled for take-off this June.

I can continue to hope till June. From experience I know I can't expect anything good from Netdevil. They never understand what makes a game good and fuck all kinds of awesome concepts only to imitate others and do worse than what was intended. Auto Assault was the perfect example of how you can wreck the few things that made its concept vaguely appealing. (btw, Jumpgate Evolution forums already have *zero* devs presence)

The graphic looks extremely good for this type of game. But here it's all about gameplay. The world is still waiting for a massive X-Wing/Wing Commander type of game. We don't need anything new. We don't need to even RESEMBLE to WoW. It's already all done, only needs to be made.

Hopes up till June. Then the usual huge disappointment. This is going to be another "Earth and Beyond".

P.S.
But then you can invite me to beta and spare me the later disappointment.

Tuesday 3, February

What's up with EA? EDIT: Warhammer 300k

This is not about Warhammer, but since it was mentioned in early December on the forums I've been keeping an eye to the financial charts.

It was mentioned in December (and on a bunch of business sites) because the chart had a new dip, but if you look at how it was going along the year you can notice that the crisis started in September (yeah, Warhammer again, but it's likely a coincidence and more a problem of world crisis).

Today I think is the day of their earnings conference. I have really no idea on how to read these charts as I know little to nothing about economy, but the chart today reached a new low and is under 15 (whatever 15 means).

STOCK PERFORMANCE: Shares of the Redwood City, Calif.-based company tumbled nearly 57 percent during the quarter to finish at $16.04. In Monday morning trading, the stock hit a new year low of $14.78.

I guess the next few hours will be important? Maybe investors are waiting to see what happens with the conference.

About Warhammer:

EA's earnings call is in a few weeks and after that, there will be a lot more clarity about our numbers.

First reports already in:

Warhammer® Online: Age of Reckoning®, an MMO from EA’s Mythic Entertainment studio, ended the quarter with over 300K paying subscribers in North America and Europe.

This means 300k as December 31 2008.

Indeed. And flawless victory.

EDIT: Mark Jacobs only comment at this time:

Because not everything that I hoped to talk about was in the earnings call (they had other things to talk about obviously), I'm waiting on guidance from corporate to see if I can add a few additional bit of information that weren't contained in the call before I write a longer post than this.

Apparently he's pissed because EA didn't spin the numbers enough to make them look better.

EDIT2: Comments from EA:

And while we expect to benefit in the future from increased sales from these franchises, generally games with a two on them sell better and do sell with a lower R&D budget.

drive our content direct-to-consumer. This is a strategic initiative that is very important for the long term. In FY09, we made $150 million online investment with limited associated revenue. In FY10, all significant online spending, except for the LucasArts BioWare Star Wars MMO, will be generating positive income. These investments are working. We expect over $500 million in direct-to-digital revenue in fiscal year ’10.

And also for fiscal ’10, we are going to get a full year of Warhammer subscription revenue. We talked about the fact that we are already at 300,000 subs. That is a very ratable and more predictable business, and so that is new for FY10 compared to fiscal ‘09.

Friday 12, December

At loss for words

Yes, Warhammer again.

It's like the perfect manual on how to be COMPLETELY out of touch with your game and community. Full denial of problems. Head in the sand attitude, and some of the stupidest ideas coming out of the blue.

Apparently as the first players rush onto the system and spread out across the servers, a ton of information and feedback will come flooding in via game forums, initial reviews as well as raw internal data. The temptation then is for the team to rush in and immediately start fixing things based on extremely small data sets and subjective interpretations. What the Warhammer Online team did instead was what might be referred to as "game triage." They needed to decide which problems were truly game-threatening and focus on those and which could wait.

So they weren't fooled. They wisely waited to address the real problems. Oh, really?

"When we look at game balance, we look at it in terms of realm vs. realm balance," said Jeff Skalski, Warhammer Online's RvR Strike Team Lead. "As long as we're hitting that realm balance, we're happy. Factional, racial or career population imbalances aren't as critical."

In fact, the team asserts that one of the biggest criticisms and fears around launch time -- the potential for population or class imbalance -- hasn't really materialized.

Yes, denial will help. As always.

The team also takes message board and player feedback very seriously and will address issues when they reach certain critical thresholds. A recent shift to healers, for example, occurred because the complaint by healers that their big healing spells were essentially useless in combat was backed up by internal data that showed how often such spells were used. As a result, many big healing spells were jazzed up to become more attractive for players.

Interesting, because the latest patch just reset the timers on those "big healing spells" to how they were previously.

Of all the problems the most crucial one the game had was one that many players doing other things missed -- there weren't enough people playing in the lower tier open realm RvR. While this had always been an anticipated problem as the player base aged and leveled up, all the data indicated that it was happening faster than it should. It was clearly something that needed to be addressed.

So they realized something wasn't working. Now let's see what it is:

"What we've found is that Scenarios tend to be their own reward," Drescher said. "People who really want to do Open RvR, though, were falling behind PvE and scenario players in terms of gear. We needed to do something to draw people back into the 'RvR lakes.'"

What!? Scenarios being "their own reward"? People in ORvR falling behind in terms of gear?

Do you have EVER played your own game? Scenarios weren't their own reward. Scenarios were played because they gave HUGE boosts to experience and renown. ORvR players were falling behind in experience and renown. They are still falling behind.

In fact Scenarios didn't provide gear in any way. If not through renown, which is again proportional to the experience.

If anything playing in ORvR will make your renown level advance FASTER than your experience level. This means that you proportionally get more gear via ORvR than what you get via Scenarios at the same level. The exact opposite of what you said.

And you are saying that in ORvR players were falling behind IN TERMS OF GEAR? And that, since you realized this, you fixed the problem by adding influence as another system to obtain gear WHILE YOU LEAVE EXPERIENCE UNTOUCHED?

Excuse me, this is nothing else than a plain display of utter incompetence. This is not a blogger with an axe to grind, this is just not having a clue about what you are doing.

Working on the Open RvR system also allowed the team to try and get ahead of another problem -- the aging of the player base. The first element of this is the addition of "chicken content." This is a series of quests that encourage higher tier player to revisit lower-tier zones (where they get turned into a chicken) in exchange for a fun series of Tome unlocks and quests that also provide interesting content for lower level characters as well. Apparently players will get experience for killing high level player-chickens and according to the team, there are as many Tome unlocks involving them as there were for fighting while naked.

...Speechless.

Josh Drescher, a name to remember.

If you had said we'd be where we are just a few months after launch last year, we'd have called you a liar," Drescher concluded. "We're ecstatically happy with where we are

Good for you then. If only you could persuade me you're convinced of what you are saying.

In fact it sounds simply pathetic.

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