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Sat
29
Sep '07

The Audio Fiasco of Patch 2.2

Rog posted in

Update: I've posted a followup to this article since the release of Patch 2.2.3.

If you've had difficulties with sound this patch, you're far from the only one. The explanation is a bit mind-boggling.

In some bizarre twist of executive decision, Blizzard has taken the existing audio hardware support out of their game and flushed it down the drain, allowing software channels only. Blizzard's own technical support has been grasping at straws, looking for solutions that aren't there, then switching to a new mantra that claims it's fine.

Even seemingly unrelated issues like framerate loss and extra latency have been confirmed by Blizzard techs as being caused by the new software sound system. This is just a small sampling of the related threads on their support forums:

You get the idea.

Most of the CM suggestions on these threads involve turning off audio acceleration completely on your PC, which (aside from not fixing most of the problems and being a horrible downgrade in quality) is an absolutely atrocious idea for any other software that you use. The next time you try to watch a movie in 5.1 surround sound, or play a different game, you're likely to get poor quality or stuttery sound there too. The usage of audio hardware channels is very standard.

They are now clearing the Technical forums of audio software channel problems, locking complaint threads and insisting that players bring up the issue in the Suggestion forums, calling complaints about incorrectly working sound "spam".

It must have seemed like a cost-effective choice to someone who's deaf, because they've thrown away quality audio to save a few bucks in supporting multiple OSes (Mac, WinXP and Vista) under the same API (FMOD, which Blizzard comically refers to as their "unified sound engine" even though it's a third-party API) without using any extensions.

The most boggling part? Creative Labs offered to assist Blizzard with a pre-existing extension patch to FMOD which they've already provided and tested for Bioshock.

For decades as a PC game customer, I've never once seen a developer drop existing hardware support. It's such shoddy work, after 3 years of subscriptions from millions of players. The arrogance of this decision is astonishing.

I strongly urge that anyone who has been experiencing problems or just lousy sound quality since the 2.2 patch, sign this thread on WoW's Suggestion Forums to get Blizzard to bring back audio hardware support to fix their broken sound.

This is one where Blizzard should actually apologize to their playerbase for.

Tags: · · · ·
(6:33 am)

Fri
28
Sep '07

Old Raid Content, part two

Rog posted in

My previous article was linked at WoW Insider and I think some of the folks replying there have misunderstood the point of my original article.

I don't think going back and doing any of the old raiding instances again is insurmountable, nor terribly difficult for players like myself that are already experienced with them. It was about casual players who either have started WoW more recently, or never had the time and the energy to raid in the first place.

The point was, Old Raid Content is still Raid Content and I don't think it should be.

In other words, I don't think the old raids should be maintained as raids at all and specifically not within the scaled Hit system as it is now. Instead of being ?? / 73 bosses, they should be level 70 or even level 63, flat out. They ~should~ be absolutely and completely trivial to a current raiding guild and only a moderate challenge to complete newbs in a 5-10man group.

Why? Because leveling a character for the first time completely skips that content at the moment. It's old and it should be reduced to casual content, even if just for the sake of players who wish to see the storyline and lore aspects. Do I think it's silly if some ultra-geared rogue goes back and solos Onyxia? Sure I do, but that's a price to pay. I think it's even sillier for this content to be wasted on occasional nostalgia for raiding guilds when it could be fresh content for a large number of players.

It's absurd to take 30-40 players back to AQ40 or Naxxramas, even more absurd that they typically still wipe.

This isn't meant to be a debate of casual vs raiding, because it's not exactly premium raid content or loot-centric, there's lots of that with TBC. It's straightforward: That content is past its time for raiding, just hand it down.

I think it's a dying cause though, because the "casual" player population in WoW is swiftly dwindling.

(8:00 pm)

Sat
22
Sep '07

Old Raid content is still for Raiders

Rog posted in

Update: I've posted a followup to this article.

Every once in awhile someone asks if I'd like to go back and do Zul'Gurub or Blackwing Lair just for fun. Yes I would, if it was fun. I'd love to go and redo old raids for a bit of nostalgia and to blast through it because it's easy now, right?

?? ("skull") Bosses

It is easy for people in raiding gear. Unfortunately, Blizzard's ?? Boss mechanic gets in the way if players are slightly lower level or undergeared. The problem is in the Hit system, which normally I love, with current content it creates a good separation between PvP, Raiding, Heroic and normal gear.

A ?? Boss is effectively 3 levels above the max player in attendance. At level 60-63, Hit calculations didn't scale very far, but now with 70-73 you need a lot of Hit gear (see this Hit chart). If you're not max level, or you're not "properly" geared in Hit rating for a level 73 Boss, then you're just along for the ride or the trash mobs (unless you're a healer of course), you're going to get a very large amount of resists / misses on the boss.

An Example:

One of my guildmates, Xandar (a Paladin) recently just switched to a tanking spec. He's been doing well with in normal 5-man instances so far, but he has 0 spell hit rating and only 51 melee hit rating, so he's going to have significant troubles holding aggro on a level 73 boss. That's all fine and well with current content, just give him time to collect gear for heroics and maybe raiding. But why should he be so limited on old content?

?? Raid Boss Onyxia

Soooooo.. and this is typically how it goes. People DO run the older instances, they bring along a mixed group of raiders and non-raiders alike. Maybe they have a good time. Some of the undergeared folks don't mind gettiing "run" through an instance whether or not their own attacks are as useful. But I've heard the frustrations from others when they encounter an old boss with resist, resist, resist, miss, miss, miss: it's more insulting than anything else the game can throw at them. They feel like failures at content that's old and supposedly easy.

Old content is broken

Onyxia, Ragnaros, Nefarian, Hakkar, C'Thun, Kel'Thuzad: These old bosses could be a great opportunity for casual players to catch raiding content that they were never able to do previously. But old bosses should be level 70, so they aren't completely trivial yet playable by all. They shouldn't be 73, which brings the Hit rating system into play.

I understand that Blizzard tried to use the ?? Boss mechanic to keep a bit of challenge, but it's so gear focussed that it just creates the widest imbalance between players. Raiding content is for geared raiders, even if it's old content. =(

(4:00 pm)

Fri
21
Sep '07

The new MMO generation?

Rog posted in

I've heard World of Warcraft referred to as the first of a new generation of MMORPGs, which is something I've agreed with, though typically I've placed City of Heroes as the jumpstart and WoW as the foundation. But now I find myself questioning that.

Perhaps WoW and CoH are actually the last of the previous / first wave.

Graphically, there's no doubt that CoH was leaps and bounds ahead of other MMOs when it was released. And Blizzard's stunning art direction and seamless world was a huge advance. But in gameplay, neither of these presented much that was new. Blizzard did what they do best, they took an existing genre and capitalized on it with a slick and polished product. They mostly refined what was already defined, following steadfastly in the footsteps of Everquest.

Between the two, the most advanced gameplay features I can think of are CoH's Sidekicking and WoW's complex threat / aggro system.

Now however, we're on the verge of the true new wave of MMOs, each one presenting some distinct new factors in gameplay combined with cutting edge graphics and combat.

  • Pirates of the Burning Sea involves sea battle content with a clever port contention twist which is unlike anything I've seen in these games.
  • Age of Conan promotes guild communities with player cities and guild fortifications that introduce real siege warfare. It also includes an inventive combo-combat system and a MUD-style bounty system for PvP.
  • Warhammer Online integrates faction warfare with their quest system in an attempt to blend PvE and PvP gameplay together.

There are probably examples from different games that show how the next generation is pushing some real innovations. Bioware's un-named MMO is bound to have some surprises for sure.

(10:34 am)

Wed
19
Sep '07

Talk like a Pirate? Be one!


Today is Talk like a Pirate Day, a day I've never quite understood because I think it's appropriate to talk like a pirate all year long. As you might have expected though, it's a big day for Pirates of the Burning Sea. They're hosting a special event at the Seattle Aquarium, among other activities.

While you're in pirate mode, checkout the gorgeous parchment map created for PotBS. They have a contest running for a signed copy, but parchment prints can also be pre-order purchased for $19.95 before Oct 1st. I'm a big fan of game maps (my walls are covered in them, ask my friends) and that's a stunning piece of artwork.

The thumbnail here really doesn't do the map justice, click on it to see a larger size:

Pirates of the Burning Sea Map

(5:18 pm)

Sun
16
Sep '07

Gordon Walton on making MMOs

Rog posted in

Gamasutra has posted a paraphrased and quoted version of Gordon Walton's GDC Austin speech. I'm a fan of Mr. Walton, I met him back when he worked at Kesmai on some of their amazing forerunners (namely Air Warrior and Battletech) to the MMO market. He has a pedigree resume and I think he's exactly the right man to produce Bioware's first MMO.

Overall I'd say his speech was hit & miss, some parts read bang-on like an MMO producer & designer's bible, while others demonstrate that he could be dangerously too close to the source, perhaps needing to step back and play like a gamer rather than in designer mode 24/7. Regardless, he's still on my shortlist of good peeps in the MMO industry, so it's well worth a thorough read.

Some highlights (because I couldn't resist):

    "Content sucks. Content takes people to build. You can build systems, but systems suck because we pattern match 'em real quick. Content is custom-crafted things for people to do." He described the concept of the "player horizon" -- a player should not perceive all that she can do from the beginning of the game: something tantalizing has to hang out of reach. "If I can visualize everything that will happen to me by the end by level 3, the game's over."

    . . .

    Simplify the damn GUI!" Walton exhorted. "MMOs have the worst and most complex GUIs because we have so much shit you can do in the game. We want to give players all that stuff!"

    . . .

    Walton described customization as "a steam release valve" for an audience that can't be satisfied within the bounds of the basic interface. Bringing up another example, Walton cited City of Heroes, another MMO with a strong casual audience. "Conventional wisdom said that their game was missing all these features, but it worked."

    . . .

    "Don't tune for the hardcore."  . . .  this stems from "forgetting our object is not to keep people as long as humanly possible, but to provide entertainment." When it comes to grinding, "they will do it, but they will hate you."

I'm betting that Bioware's MMO will be a great game, although it's still a few years away.

(12:47 am)

Thu
13
Sep '07

New Guild Forums Site


I've setup a new forums site to support both our current Gloomy Bears WoW guild and our planned Age of Conan guild: Left Hand Path.

Left Hand Path

Age of Conan is still over 6 months away and I've never really setup a guild site in anticipation of a game before, but it feels right to do so at this time because of the direction changes we have planned. We are going to attempt a higher level of guild cooperation and community than before and AoC sounds like the right place to do it. We're also planning a little more roleplay in our experience than previously, although I doubt we'll become hardcore RPers it should be fun to have the options to interact that way.

We still have a fair bit to accomplish in WoW though, so I don't want to project any feelings of abandoning our guild there. In fact, adding guild forums to support us the Gloomy Bears should be a benefit too. All current guild members should sign up on the new site.

(4:04 am)

Wed
12
Sep '07

Social Consequences of Online Gaming


I've met most of my current friends online, in one form or another (some as far back as the BBS days), so I think the cliché of the anti-social geek is a lie. In fact, the primary usage of any network is exactly that: networking. Socially, business and otherwise.

But the social value of different networks is not equal. For instance, I don't lend much credit to the so-called "social network" websites: The MySpace, Friendster, LiveJournal, Facebook, Orkut, etc.-- perhaps because there are too many of them, making it easy to be a tourist or transient. When the temporary visitors far outnumber the core citizens, social value can get drowned in a sea of nonsense. It all depends on how well the network handles the different kinds of traffic. Regardless, it's a place to interact and that's the core.

The same is true for online games.

Games are a more specific interest that can strengthen social value. When I recommended to my girlfriend that we start playing City of Heroes rather than just chat on MSN, she was wary. Soon enough though, she developed connections with my other friends that were playing, plus now she agrees that chatting while fighting evil villains is more fun than just chatting.

On the other hand, game activity as community has limitations, similar to the way Flickr brings together Photographers but is not likely to be used for other purposes. It works if most of your friends are Photogaphers / Gamers.

Social value also may not be the prime directive for a game developer, which can lead to conflicting results. We've been playing World of Warcraft for almost 3 years now and some social implications have become evident.

The downsides with WoW.

The first, most obvious social problem with WoW is how impossible it is for players of disparate levels to spend quality time together within the game. If I'm level 40 and my friend is level 65, the only way we can quest together is if he "powerlevels" in level 40 areas with me, making my quests trivial with his ease of completing them.

Even once the "Endgame" is reached at max level, WoW's content divides like a pyramid to the top tier of players. Content is restricted based on achieving goals of faction-reputations, quality of gear, attunements, etc.. Finally, the highest tier content is WoW's raiding system, which requires almost military-like adherence to schedules that just aren't realistic for many people.

Getting the most from WoW, then migrating.

Personally, I've tried very hard to make my social circle work within WoW's limitations. I've held back to let others catch up, helping where I can. Our group of guild leaders have attempted to stick to the Endgame content which keeps most of us at an even pace, but that also has the side effect that some players may feel like they are held back. Most of us have also given up on raiding content which we could enjoy if it were more reasonable to play with friends.

In the long run though, we've had friends (some which had played with us across many other games) leave WoW because of these exact problems. The core of our group has decided it's soon time to migrate to another MMO more likely to strengthen our social bonds again. City of Heroes had a "Sidekick" feature that made leveling characters much more positive as a group and that was a very big difference, but it had a lack of great content overall. Age of Conan reportedly has a similar feature (called Master / Apprentice), but that's just one reason we're looking at that game, it seems full of community-building features.

It's important to me that I'm able to keep up with my friends. Not just the hardcore gamer ones either, but the ones I see occasionally. I like to bump into them in real life, but it's even more likely that if we have a common online "home" we'll see each there too. And when we do, let's fight a few baddies.

. . .
(PS: Our guild has launched a new forums site to assist in our little migration from WoW to Age of Conan @ path.gameslate.com.)

(8:50 pm)

Fri
7
Sep '07

Devouring votes for millenia

Rog posted in

He's got devoured my vote soul.

Cthulhu 2008

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(7:09 am)

Wed
5
Sep '07

Should WoW stay at Endgame?

Rog posted in

Since it was announced at Blizzcon, player response to Wrath of the Lich King has been mixed. What surprised me most was the large number of players that have balked that the new expansion may be coming too soon.

Too soon?

More content is always needed and Blizzard thus far has been poor at keeping up with the rate players churn through the existing content.

So what's too soon about it? I started asking some in-game friends and it's become clear: They still haven't fully settled into the Endgame of Burning Crusade and it's too soon to start the process of leveling all over again. Even with the expansion coming in a year or more, they're not comfortable with the reset switch it will come with, following Blizzards formula with Burning Crusade.

That "reset switch" sucks

Blizzard is still rebalancing classes for level 70. Arena PvP is just hitting its stride now. Most raiders still haven't killed Vashj, let alone done much in Black Temple. Zul'aman is on the horizon. But meanwhile, there's a lack of small team content and areas to satisfy the explorers among us. Wouldn't it be great if Northrend could be added while Outland is still content at the same level?

Do we really want to level to 80? Do we need that as an excuse to add new gear, new progression, new professions and a new class? Are we really lacking in powers / abilities that we need more of them and additional talents as well? I understand the idea of progression, but we all know we have that with gear. Why couldn't Northrend just have higher quality gear?

Blizz needs a new paradigm

The real problem here is Blizzard's leveling system, how it's designed to work best as solo content. When Burning Crusade was released, it tore apart many guilds and raiding groups as they had to put their teamwork on hold and it went back to everyman for himself for awhile. Some of them pushed to 70 as fast as possible, but this divided friends as others (myself included) took time to explore the Outland quests at the levels they were designed for.

I really think Blizzard should take another look at whether they need to push the level cap up to 80 at all. Is level 80 just a way to force players to buy the expansion to be able to catch up to the new Endgame?

(6:09 am)