If you can't trust the news...
Ars Technica laments that their job is to spoil every detail of the newly announced Uncharted 3 over the year the game has until release. The game's marketing team will slowly dole out footage of every level of the game, which will be posted around the internets to the point where anyone who actually reads all the previews will know about most or all of the major sequences in the game.
A gaming "news" site that sits out misses out on the waves of traffic that are - theoretically - how these sites get paid. A "news" site that participates is complicit in a world where studios don't have to buy off the press with cash anymore - if you're in the business of re-selling exclusive information for pageviews and you develop a reputation for being insufficiently charitable, they can find someone else who will run the exclusive in a more positive light.
Fostering unsustainable hype
This story is in some ways refreshingly honest and in some ways sad because it reflects an unfortunate reality about gaming news and marketing.
When it comes to actual news about the games we support, current paying customers take a back seat behind potential customers who might read an exclusive article on a "news" site every single time. The situation for unreleased games is even worse - marketing departments saturate the entire gaming press with hype about every minor feature of the game, even as the developers are working on whether and how to implement it. This raises expectations that cannot possibly be met.
The thing that MMO marketers seem not to grasp is that, as bad as the hype cycle can be for a console game, it's even worse in a sector where long term subscription dollars are a big part of the revenue equation. When word of mouth on a console game is terrible, most of the sales have already been made. When vague marketing hype - backed by a strict NDA that prevents any more balanced accounts from coming out - gives players an incorrect view of an upcoming MMO, word of mouth and subscriber retention suffer after players pay for a game box and learn the truth. The next thing you know, players are jumping ship in droves and Syp is calling 2010 a "cursed year" for new MMO's.
Perhaps the saddest part of the story is that some, if not all, of those responsible know that the curse is of their own making. And, like Ars Technica, they choose to carry on anyway, because, well, it pays the bills.
A gaming "news" site that sits out misses out on the waves of traffic that are - theoretically - how these sites get paid. A "news" site that participates is complicit in a world where studios don't have to buy off the press with cash anymore - if you're in the business of re-selling exclusive information for pageviews and you develop a reputation for being insufficiently charitable, they can find someone else who will run the exclusive in a more positive light.
Fostering unsustainable hype
This story is in some ways refreshingly honest and in some ways sad because it reflects an unfortunate reality about gaming news and marketing.
When it comes to actual news about the games we support, current paying customers take a back seat behind potential customers who might read an exclusive article on a "news" site every single time. The situation for unreleased games is even worse - marketing departments saturate the entire gaming press with hype about every minor feature of the game, even as the developers are working on whether and how to implement it. This raises expectations that cannot possibly be met.
The thing that MMO marketers seem not to grasp is that, as bad as the hype cycle can be for a console game, it's even worse in a sector where long term subscription dollars are a big part of the revenue equation. When word of mouth on a console game is terrible, most of the sales have already been made. When vague marketing hype - backed by a strict NDA that prevents any more balanced accounts from coming out - gives players an incorrect view of an upcoming MMO, word of mouth and subscriber retention suffer after players pay for a game box and learn the truth. The next thing you know, players are jumping ship in droves and Syp is calling 2010 a "cursed year" for new MMO's.
Perhaps the saddest part of the story is that some, if not all, of those responsible know that the curse is of their own making. And, like Ars Technica, they choose to carry on anyway, because, well, it pays the bills.
Should The Cataclysm Exp Curve Be Steeper?
The zone of Vashj'ir is designed to get players from level 80 to level 82. I'm at approximately the 75% mark through the zone judging from the achievement tracker (slightly below that, but I did a few quests in Hyjal too), and I'm a third of the way through level 82 already, as I sign off for the third day of the expansion.
There's no one culprit for my ending up ahead of the curve. I took the time to do a fly-by exploration tour of all the new zones on my flying mount, with exp awards from 2.5K to nearly 7K per discovery. I've tried a bit of archeology, which also coughs up exp. I haven't even tried PVP (awards exp these days, though I don't know how much) or 5-man content yet.
I'm also burning through content at accelerated new expansion rush rates, having carefully stockpiled (real world) food to eat this week so I could get home, walk the dog, and sign in without the need for pesky cooking chores. This ironically means that I'm running out of rested exp, which significant slows down the rate of leveling - with full exp, or actual gathering professions (which also award exp), I might be even further along.
One of WoW's strengths is that Blizzard actually has the production values to do all of the major forms of gameplay, including solo, group, raid, PVP, crafting. WoW may or may not be the best at any one of these, but they do an above average job with all of them, which can be a major selling point when trying to convince friends to stick around instead of moving on to a game that will only support some of your playstyles.
In that context, it's a little bit strange that the exp curve breaks if you do anything else other than solo quests without rested exp, and that players can't skip ahead in the storyline within a zone if they do gain some exp somewhere else along the way. The stated intent was for players to do either Hyjal or Vashj'ir, but I've never heard that you're supposed to skip all of Deepholm too.
At the end of the day, I suppose it literally pays off to do the other stuff first - quest reward exp is the only type of exp that converts into gold when you reach the level cap. Then again, if it's possible and even likely for players to hit the new level cap solo using just half of the content, Blizzard probably could have gone with a steeper exp curve.
There's no one culprit for my ending up ahead of the curve. I took the time to do a fly-by exploration tour of all the new zones on my flying mount, with exp awards from 2.5K to nearly 7K per discovery. I've tried a bit of archeology, which also coughs up exp. I haven't even tried PVP (awards exp these days, though I don't know how much) or 5-man content yet.
I'm also burning through content at accelerated new expansion rush rates, having carefully stockpiled (real world) food to eat this week so I could get home, walk the dog, and sign in without the need for pesky cooking chores. This ironically means that I'm running out of rested exp, which significant slows down the rate of leveling - with full exp, or actual gathering professions (which also award exp), I might be even further along.
One of WoW's strengths is that Blizzard actually has the production values to do all of the major forms of gameplay, including solo, group, raid, PVP, crafting. WoW may or may not be the best at any one of these, but they do an above average job with all of them, which can be a major selling point when trying to convince friends to stick around instead of moving on to a game that will only support some of your playstyles.
In that context, it's a little bit strange that the exp curve breaks if you do anything else other than solo quests without rested exp, and that players can't skip ahead in the storyline within a zone if they do gain some exp somewhere else along the way. The stated intent was for players to do either Hyjal or Vashj'ir, but I've never heard that you're supposed to skip all of Deepholm too.
At the end of the day, I suppose it literally pays off to do the other stuff first - quest reward exp is the only type of exp that converts into gold when you reach the level cap. Then again, if it's possible and even likely for players to hit the new level cap solo using just half of the content, Blizzard probably could have gone with a steeper exp curve.
Tradeoffs From Wrath To Cataclysm
The jump from Wrath to Cataclysm solo content is remarkable. The new zones contain some of WoW's highest production values yet, with spectacular scenery, occasional fully voiced in-game cut scenes, and more bells and whistles than even Northrend had to offer. (For instance, someone took the time to make a specific animation for players bounding along the sea floor in the undersea zone of Vashj'ir.) However, this increased focus on story comes with a price in terms of flexibility - progression across zones is highly linear, with access to each phased quest hub gated by doing all the quests before it in precisely the correct order.
The other thing that is really remarkable is the jump in difficulty. Mob HP more than doubles between the level 80 quests of Icecrown and the level 80 quests in the new zones, and I've seen level 84 solo mobs with more than 50K HP (compared to maybe 12K at level 80). The jump is so pronounced that Blizzard felt compelled to remove 90% of the exp for characters who try to remain in old expansions beyond the respective level caps to keep players from hiding in Northrend until they gain some levels. (I'm not thrilled with this change, as it basically kicks players out of about half a dozen zones.)
With increased difficulty comes increased rewards. Quest reward item levels jump by 100 ilvls between level 80 quests in Icecrown and Hyjal, and the very first green quest rewards replace all but the very best gear available in Wrath's five-man content (and all but its final raid).
Finally, the Cataclysm approach comes with an obvious cost in terms of quantity. I gained a level in about four hours last night without either heirlooms (Wrath heirlooms don't work past level 80) or rested exp, despite spending some time screwing around with Archeology. The exp curve does jump from there, and some of the new zones are actually pretty large, but the odds that I fail to reach level 85 by the end of the year are not looking good. Worse, many of the quests seem to be handed out by neutral faction questgivers, limiting the amount of variety I will have to look forward to on my horde characters.
At the end of the day, Blizzard has really focused its efforts on perfecting its style of questing, even if this means exaggerating the drawbacks of this type of experience. Many players don't like it (and presumably many more do), but if nothing else the game is recognizing and sticking to its strengths.
The other thing that is really remarkable is the jump in difficulty. Mob HP more than doubles between the level 80 quests of Icecrown and the level 80 quests in the new zones, and I've seen level 84 solo mobs with more than 50K HP (compared to maybe 12K at level 80). The jump is so pronounced that Blizzard felt compelled to remove 90% of the exp for characters who try to remain in old expansions beyond the respective level caps to keep players from hiding in Northrend until they gain some levels. (I'm not thrilled with this change, as it basically kicks players out of about half a dozen zones.)
With increased difficulty comes increased rewards. Quest reward item levels jump by 100 ilvls between level 80 quests in Icecrown and Hyjal, and the very first green quest rewards replace all but the very best gear available in Wrath's five-man content (and all but its final raid).
Finally, the Cataclysm approach comes with an obvious cost in terms of quantity. I gained a level in about four hours last night without either heirlooms (Wrath heirlooms don't work past level 80) or rested exp, despite spending some time screwing around with Archeology. The exp curve does jump from there, and some of the new zones are actually pretty large, but the odds that I fail to reach level 85 by the end of the year are not looking good. Worse, many of the quests seem to be handed out by neutral faction questgivers, limiting the amount of variety I will have to look forward to on my horde characters.
At the end of the day, Blizzard has really focused its efforts on perfecting its style of questing, even if this means exaggerating the drawbacks of this type of experience. Many players don't like it (and presumably many more do), but if nothing else the game is recognizing and sticking to its strengths.
From Shattering To Cataclysm
Courtesy of notes I took on my twitter feed, here's what I did during the two weeks between the Shattering and the launch of the Cataclysm proper:
Sustainability of the Shattering
Half of these characters will most likely never be used again (except possibly as bank alts), but I don't regret having taken the time to run this little experiment. In addition to the new storylines - some of which actually do require a character of the appropriate race - it was an interesting chance to see how the new "streamlined" low level gameplay works out on a variety of classes. I might even stick with some of these alts to level 60- yes, as Gevlon points out, I could solo the content quicker on my high level characters with flying mounts, but there have been enough changes to many classes over the years that it's actually a bit of fun in its own right to see how they work these days.
All that aside, this does illustrate a bit of a challenge that Blizzard faces in having spent so much time and effort on revamping the old world. Even the best possible case for Blizzard, where I complete literally all of the new content on level-appropriate characters (somewhere between 3-6 level 60's, with another half a dozen or so alts abandoned at level 20) is not going to keep me occupied for the next year or more. If this is where I am after two weeks - bearing in mind that my gaming time was a bit below average due to the Thanksgiving holiday in the States, a few months of serious alt leveling may be enough to clear out the world. Meanwhile, it's far more likely that I will lose interest after seeing some of the most dramatically changed zones, if for no other reason than because I will literally run out of classes to play.
I suppose that Blizzard simply doesn't care because they've got enough subscribers to tolerate some part-timers, but it's certainly a bit of a cautionary tale for anyone thinking of trying something like this on a smaller budget.
Anyway, tomorrow the expansion arrives, and I haven't even decided what I'm going to do on my main when it gets here. I don't know anything about the level 80+ game other than the names of the zones, so I suppose I'll just hop on a flying mount and head off in one direction or another. In any case, I'm going to save enough time before bed to run one last heroic five-man, perhaps to kill Cyanigosa or Ingvar one last time for nostalgia's sake. The way the revamp rolled out, there wasn't ever really a specific moment that felt like a final farewell to Wrath, so I suppose one final easy dungeon zerg will be as appropriate a send-off as any.
- Frothshock, new level 13 Dwarf Shaman, cleared Dun Morogh. (Beer puns are pretty common on the newly permitted Dwarf Shaman.)
- Cheerydeth (the third), existing level 41 Gnome Rogue, cleared half or so of West Plaguelands, gaining two levels (to 43)
- Orcthanc, a new level 6 Orc Warlock, cleared the orc level 1-6 area. (Warlocks are evil, and Saruman, who lives in Orthanc, is also evil, making for another pun.)
- Tangleroot, a new level 9 Troll Druid, cleared the new Troll newbie 1-6 area and started in on Razor Hill. (I plan to make this a balance druid, and have a personal habit of stealing location names from other games - DDO in this case - when I'm not slapping an atrocious pun on a character I don't intend to keep.)
- Gnoheals, a new level 5 Gnome Priest, cleared the gnomes' level 1-5 corner of Dun Morogh. (Gnomes previously had "gno", err, I mean no healing classes, and another pun was born.)
- Odus, a new level 12 Night Elf Mage, cleared out the quests of Teldrassil. (Another stolen zone name, this time from EQ1/2, for the newly allowed NE Mage combo.)
- Greencross, a previously existing level 23 Dwarf Priest, took the discipline spec for a test drive in Duskwood, gaining two levels (now 25) and clearing somewhere between a third and half of the zone.
- Cowsader, a new level 11 Tauren Paladin, cleared out Mulgore. (Another newly allowed race/class combo, another terrible pun.)
Sustainability of the Shattering
Half of these characters will most likely never be used again (except possibly as bank alts), but I don't regret having taken the time to run this little experiment. In addition to the new storylines - some of which actually do require a character of the appropriate race - it was an interesting chance to see how the new "streamlined" low level gameplay works out on a variety of classes. I might even stick with some of these alts to level 60- yes, as Gevlon points out, I could solo the content quicker on my high level characters with flying mounts, but there have been enough changes to many classes over the years that it's actually a bit of fun in its own right to see how they work these days.
All that aside, this does illustrate a bit of a challenge that Blizzard faces in having spent so much time and effort on revamping the old world. Even the best possible case for Blizzard, where I complete literally all of the new content on level-appropriate characters (somewhere between 3-6 level 60's, with another half a dozen or so alts abandoned at level 20) is not going to keep me occupied for the next year or more. If this is where I am after two weeks - bearing in mind that my gaming time was a bit below average due to the Thanksgiving holiday in the States, a few months of serious alt leveling may be enough to clear out the world. Meanwhile, it's far more likely that I will lose interest after seeing some of the most dramatically changed zones, if for no other reason than because I will literally run out of classes to play.
I suppose that Blizzard simply doesn't care because they've got enough subscribers to tolerate some part-timers, but it's certainly a bit of a cautionary tale for anyone thinking of trying something like this on a smaller budget.
Anyway, tomorrow the expansion arrives, and I haven't even decided what I'm going to do on my main when it gets here. I don't know anything about the level 80+ game other than the names of the zones, so I suppose I'll just hop on a flying mount and head off in one direction or another. In any case, I'm going to save enough time before bed to run one last heroic five-man, perhaps to kill Cyanigosa or Ingvar one last time for nostalgia's sake. The way the revamp rolled out, there wasn't ever really a specific moment that felt like a final farewell to Wrath, so I suppose one final easy dungeon zerg will be as appropriate a send-off as any.
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