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What are Raid Lockouts, why do they matter, and how do they work?

Whew, what a loaded series of questions!

Raid lockouts were originally a Raid ID that said “This raid is this much completed, and can be completed later.” The problem was, people would raid on Tuesday, get X# of bosses in, then plan on coming back the next day, or later in the week. Then some a-hole in that raid would come back early, with different people, and clear to the end. Blizzard fixed this by effectively giving each person on the raid team a unique lockout. So when you can back, the raid leader would zone in, and that was the same raid they had worked on before.

Players could run raids that had downed bosses they hadn’t, but not raids that went earlier than their own lockout. Yes it’s confusing, so here’s an example:

Trial of the Champions – 10 man:

There are 10 raiders and they raid on Tuesday and killed the first 2 bosses (Beasts and Champions) on Tuesday. Wednesday, they come back, but two of their raiders are out. They grab a guildie and a pug. The guildie hasn’t cleared ANY bosses, but because the raid leader is one of the original 8, he zones in to see the Valkyr up and is asked if he wants to be saved to 2/4. The Pug has cleared Beasts, but not Champions, so he also zones in to see the Valkyr up and is asked if he wants to be saved to 2/4.

This gives the players a clear picture of what is going on, where they are starting, and what they are potentially skipping. So the guildie in this example is passing up the chance of loot from the first two bosses. Once he kills the valkyr, he would not be able to go back and do them later. The two members who DIDN’T make the raid could zone in with an entirely new group and would also be 2/4.

Raid lockouts matter to players because it allows us to take the raid in a series of chunks that are better for our specific playstyle. So like Weeping Angels, we raid 2 nights a week, 2 hours apiece. If we don’t clear the raid in that time, we don’t clear the raid. No running over, no extra nights. We all have kids, and spouses we want to see. WoW is a big deal, but not the highest priority. When we got to Garrosh, we held the lockout even when we would have reset because we wanted to kill him without starting all the way at the beginning of the raid.

So how did this change in WoD?

Well, it got a lot more complicated for one. (Bad designer, no twinkie! Simplicity is a goal over complexity.) Now, the lockout is per BOSS per character. So to reuse the above example, I decide to go into a raid that is 2 of 4. We kill the 3rd boss. I am now “saved” to the third boss. But I have to go, so I leave. I am saved to JUST the Valkyr though. So if I try to start a raid later, it puts me at the FIRST BOSS I haven’t defeated. Which is Beasts, the first boss. When I get to the Valkyr again, I just don’t get loot, but I still have to kill them again.

This is a TERRIBLE design.

Players use raid lockouts to skip bosses they need nothing from. So a guild will run SoO, get to the final “wing” and switch an alt out. This allows that character to “hold” the lockout. So the next week, they can start at Blackfuse and finish the raid faster. Get to the meat and potatoes faster. Get to the new loot – FASTER.

The only reason for changing this would be if Blizzard didn’t WANT players skipping bosses like this. But the problem is, their “fix” for that didn’t change that. it just made it clunkier! Now if we want to save a lockout, we have to bring an alt for the first 11 bosses, then switch that alt out, and have them be raid leader the next week, instead of just switching an alt out for a single boss.

I don’t understand the logic behind this. It doesn’t make sense in the scheme of raid lockouts and progression. Following the “new” method, it should just put the players at the boss directly AFTER the last boss the raid leader defeated. If we really wanted a fresh raid, we wouldn’t be extending the lockout! If we wanted a fresh raid later in the week, just have the raid leader be someone who hasn’t run!

I would even like to see the ability to “jump to wing” for raiding. As long as everyone in the raid has previously cleared all of those bosses, when we get ready to go in, the raid leader can choose to start at a specific boss or wing.

You met me at a very weird time in my life.

It never fails. Someone says “I cannot wait until we get a new raid… I am bored/hate this one.” This always sparks the conversation of favorite raids and most hated raids. (For the record, mine are Naxx and ICC.)

Someone always brings up ICC. You know how when you smell something distinct and suddenly you are launched backwards in time to a significant moment – that happens to me every time someone mentions ICC or when I step inside the instance.

I was raiding on the Alliance side for the first time. I was healing for my raid. I was raiding with co-workers. We worked at Sega and it was fun. We would play at night, then in the morning there would be long discussions about what we did, and what we should be doing.

During this time, we were a team of 9 players. We needed another dps, so we stopped by Dalaran, pinged trade chat, and picked up a warrior. How was I to know that the pug we just picked up would end up not only joining our guild, but so would his wife. They would become friends. Fortunately they didn’t live that far away, so we even got to hang out in real life.

Then life happened. Sega closed our studio. People went to new jobs, with weird crunch schedules. Things… drifted away. But from that point on, meeting Misstorgo, raiding ICC, downing the Lich King, and working at Sega on Iron Man 2, all of these things were intertwined in my brain.

The real oddity is… this has happened before. Black Temple and Hyjal are intertwined with working at Mind Control. Kara was when I was at TG. Since then, raiding Cataclysm was a period when I was at TfB, but not raiding with co-workers.

It is odd to realize I am in the midst of creating another connection. My TfB raid team, finishing SoO, finishing Trap Team… it’s all interconnected now. My life is a series of events blended with in game events.

When I return to these raids or talk about them, I will have that moment of nostalgia. I will have that reminder of my life from that time. I wonder if other players have similar experiences, both in WoW and in other games.

The Moment of Longing

As always, WoWInsider has inspired me to write a blog post, discussing WoW and how entwined my life is with it.

Expansion launches are always a weird time for me. I am so incredibly excited for the new thing. I can’t wait to meet new NPCs, see new zones, conquer new raids… But… I will miss the old stuff. Even now, I go back to Dalaran, and I have this moment, right when I load in, where I feel that familiarity. The soft comfort of a place I know well and rarely see anymore.

It’s like going home.

I return to my parents town and home, and everything is hearthbreakingly familiar. So similar to how it used to be. The pond is covered in green algae. The roads are as twisty as they have always been. The cows still munch at the edge of the road, balefully watching cars, trucks, and the occasional tractor drive by. That one guy still washes his old red truck every day and waves at cars as they drive down the road.

Everything seems the same. But as I look closer, there are small differences. The Walmart has been rearranged. There is a new restaurant in the old Shoneys. A new fast food place opened up on the edge of town (but it’s not very good my mother tells me). That one friend now has 4 kids instead of 3. So and so married so and so. Those people got divorced (are we at all surprised?) But even with the changes… it’s still that same place.

The feeling that always strikes me though… I don’t fit. I don’t belong here anymore. I haven’t lived there in 10 years. I thought at first it was the time I had been gone, but even spending a more extended time there, I realized… I was different. I had changed in my time away. I grew as a person, I gained awareness of others, I learned about the world at large, far beyond the microcosm of my home town.

In a way, I feel this same emotion every time I return to old expansions. These cities, zones, quests, and raids were once my home. But I have grown up. I have changed and seen bigger bosses, and bigger trials. I have explored more interesting zones. My old haunts, while still beautiful and wonderful in many ways… they are a place a visit. I don’t live here anymore. This is not my home.

I move forward to something new and exciting, and yet… I will do many of the same things. I will make new friends, and old ones will drift away. A new expansion is still just that, an expansion of the journey we have been on. The adage says – the more things change the more they stay the same.

Oh Pandaria – I loved you. Thank you for being my home for two years. A source of joy and comfort, a balm for my sadness and heartbreak. I will move forward, but you will stay behind. I will return on occasion – to visit, finish achievements, perhaps even to farm up a piece of gear… but it won’t be the same. I have outgrown you, and while that is sad, it is for the best. Let us enjoy this one last hurrah and see Garrosh fall a few more times. (Also give me an heirloom.)

Flying, Riding, and Exploring

It was announced that Warlords of Draenor would not include flight at “the beginning”. Players complained, as always, and discussions were had. Several things came up I wanted to think/write about.

In previous expansions, players had to get to level cap first, then they could purchase the ability to fly. This usually came a high-ish price. This is good design, in my opinion, for many reasons.

1. It forces the player to ride through the world for an extended period. It has been proven that people who fly from one place to another don’t feel the “distance” the way someone who drives does. By forcing players to level until they can get off the ground, they generally feel the vastness of the expansion world.

2. It allows for funneling the players to locations. Level design is all about how to get the player to stay within the game area and how to get where we want them to go. Keeping them grounded allows for this. It makes it so the designer can be reasonably certain the player enters a zone from a specific point, and the gameplay can be tailored to match the leveling player.

3. It’s a gold sink. If it’s something WoW needs, it’s more gold sinks. Anything that takes gold out of the economy is good.

4. They see the monsters, NPCs, hidden things much better from the ground. It goes back to exploring, but it makes it worth it to spend dev time on doing silly things like the hidden treasures of Pandaria.

Now, having said that… I am strongly opposed to the idea of waiting for flight until AFTER the first content patch of WoD. As any long time WoW player will say, the game is very different when leveling versus when at level cap.

So why is it a bad idea to be level cap and not have flying?

1. Playing with Purpose.

It’s pointless-ish for level capped characters to kill monsters. We get no exp, the gold and drops aren’t worth it, since we get more in dungeons, and generally, we are never in danger – so it’s really just a slog that takes up time. Level capped players who are doing dailies just want to get their stuff done and move on to more important things, like dungeon runs. So I timed it. It takes me about 20 minutes to fly over, do the Shado-Pan dailies, and get back to the flight path. If I only play WoW an hour a day, that’s a 1/3rd of my play time burned doing what is effectively a chore. To test, I decided to do it on mount/foot. It took me 48 minutes. MORE THAN TWICE the time. A majority of the extra time was spent riding over and back, and dealing with extra mobs in the way, since the bug island is DENSE with monsters.

2. Designed for Reality not for Flow

Stormwind is a very interesting city. So is Ironforge. Both of them are sprawling and believable cities. They have houses, shops, districts, and dozens of landmarks. But in the terms of playing a game, these are terrible areas. Logically, in a game, there would be none of the wasted space. The Auction House, Inn, Vendors, and Flight Point would all be gathered together right inside the door. Now that’s not to say they should change these cities, but rather that they need to “lessen” the impact on the players. The ability to fly over the buildings and canals in Stormwind helps ease the players passage while allowing the city to look realistic.

3. Travel Time is Wasted Time.

You know that one person, who is always late? They are constantly running behind, to the point you tell them to be somewhere 30 minutes early so they will be even remotely close to on time? Now imagine you are waiting on someone to run dailies… Or a dungeon… or a raid… WoW is a game best played with friends, but always having to wait on someone is just as frustrating as it is in real life. We have things to do! And waiting about, or just riding through the world is not those things.

Why do flight paths not fill this need? Well for one, there are never enough of them. Two, they take some of the most meandering paths. Three, it’s dead time. You can’t DO anything while flying. I am not here to watch a bird fly, I am here to do interesting things. Also, everyone has had the experience of accidentally clicking the wrong destination and having to wait even LONGER to get where you wanted to go. On my own mount, if I see an herb, rare, or battle pet along the way, I can stop and engage.

Not having flight wouldn’t bother me as much if I knew that it was going to be reasonably easy to get where I wanted to go. But spend some time in Pandaria and realize how unlikely that is. The flight path from the Shrine to Half Hill takes twice the amount of time as just flying over the mountains.

At 90 (and 100 in WoD) the player isn’t playing to explore anymore. They don’t need to kill monsters for exp. They are trying to get the things they need to raid or pvp. That does not include spending hours of time traveling about. Players will take the path of least resistance and it’s a designers job to make sure that path isn’t quitting playing. To give an example, I started playing Hearthstone one night while taking a flight path. I didn’t notice I had reached my destination until the game auto logged me out for being afk for 20 MINUTES. Having a long flight path and travel time meant I stepped away from the game, and potentially would not come back.

Time spent in the game is valuable. There is so much to do and so many goals, for players, time is at a premium. The designers need to take this into account when making decisions. Make a game, not a jogging simulator.

WoD Beta Impressions

I am fortunate in that I got to play the WoD build at BlizzCon last year, and then got into what appears to be the first wave for the WoD beta.

First things first – When I saw WoD back in November, I remember thinking it wasn’t nearly as far along as MoP was at the same time. (I also got to play MoP at BlizzCon when it was announced.)

It was clearly unfinished, textures missing, no world critters, very little set dressing. Only two zones, both of which felt very empty.

The beta isn’t much better. They re-wired the way the area starts. There is a strange event at the Dark Portal, then an event in the Tanaan Jungle, then it’s off to Shadowmoon Valley. But oddly, instead of going to Karabor immediately, as we did at BlizzCon, it was a crash landing on the coast. We started by building our Garrison Outpost and questing into Draenai territory. Why are the Draenai okay with us hacking down their trees and building an outpost? We’re just as bad as the Horde in Ashenvale here.

The beta is buggy, unstable, and there is a ton of missing stuff. (Enchanting mats, trainers, etc.)

Here is my bullet list of issues though – not QA issues, but player issues:

  • The animation on the follower when dragging them from the follower pane to the mission pane in the garrison needs to be LITERALLY anything else. The strangle animation is NOT the one to use here. I picked up the night elf and she was literally struggling for her LIFE. No no no.
  • Why change the order that things are added to bags? Why not allow up to decide which direction it goes in? We have been playing one way for 10 years – you can’t just change it now.
  • So objectives are just like…. quests without the quest text?
  • The way things complete is wildly inconsistent. Some mobs are multi-tap, some aren’t, some items are player specific, some aren’t… Seriously guys, we have solved this problem. PICK a solution.
  • Reminder – Escort Quests are the WOOOOOORST.

Now about Garrisons…

I haven’t played Wildstar, but I see the pictures. These Garrisons are not comparable. Blizzard is strangling player choice in the name of their desire for telling their own story. The Garrison was supposed to be optional – now it’s a part of the storyline as it progresses through Draenor. The Garrisons are a pale shadow imitation of the player housing in other games. And the way it looks/feels in the Beta does NOT comfort me that it will get any better.

If Blizzard does this – releases Garrisons as their answer to Wildstar – I am afraid Wildstar is going to win the argument. And unfortunately, that will be the beginning of the end. You can’t be the 600lb gorilla in the room, if everyone else has corgis and kittens and you keep insisting they play with your gorilla.

Players in MMOs want choice. We want to make our characters look the way we want to look, dress the way we would dress, live in places we would live. Every choice you let the player make is validating them and allowing them to be a part of the story and game. Every choice you take away because you think it should be about you not the player is a stepping away point. And so many players are stepping away. The thing that made WoW the 600lb gorilla is the people playing who convinced their friends to play, drive them away – and you lose those pounds.

Understanding the Other Self

I remember the first time I showed my dad WoW. He didn’t really get it. I explained that the green named people were other players. I explained that the game couldn’t be paused. I explained how we moved through the world and did quests, killing monsters. He never seemed to quite understand. He kept asking me, but what was my character’s name? Was I saving the princess? His understanding of games was narrow, and I didn’t know the correct words at the time to explain the difference.

My son, by virtue of being a game developer’s kid, has been exposed to games from the very beginning. Before he was even a year old, he watched me play things like Skylanders on our living room TV. At around 11 months, he realized for the first time that putting something on the portal of power caused the TV to change. He did this for hours. Skylanders on and off, looking up at the TV to watch the change.

The next, the real magic happened. Tiny Pittman took the portal off the coffee table, set it on the floor, then carefully stepped up on it. He looked at the TV. Of course, nothing happened. Despite the fact that I call him a Skylander, he isn’t actually. He tried a few more times, even testing the portal with Skylanders, but he couldn’t get the TV to change when he stepped on the portal. He seemed disappointed. His understanding was that anything placed on the portal appeared on the screen. Our magic for Skylanders is limited, but it wasn’t in his head.

The next time he really began to interact with games was several months later, while he sat on my lap while I played WoW. I mounted up on a flying dragon and Tiny pointed at it, then loudly exclaimed “Birdy!” I laughed and replied, yes, that was Mommy’s birdy. I kept playing, and he reached out and pressed the space bar. My character reacted by jumping in the air. His response: “WHOA!” He began pressing the space bar repeatedly. Watching intently as my character jumped around Azeroth. Finally, I zoomed in on my character, and he said “Mommy!” Yes, my character is a red headed human, so it makes sense he would recognize her as me. I nodded, and agreed. Yes, that was Mommy.

What really got me was watching him completely understand and accept, not only that my online avatar was me, but that I was also in control of her. At 1 year, and 8 months, Tiny understood that the characters on the screen were merely extensions of the people behind the keyboard.

I look forward to seeing him grow and discover virtual worlds. I also wonder what kind of expectations this will create in him. What things will he understand that will be outside of my grasp? What will those virtual worlds look like when he gets there?

New Game Smell

I have many thoughts about Warlords of Draenor. I think there should be more women in the marketing. I think there is a noticeable lack of characters we can find heroic. I think their healing blog on the changes has me not wanting to heal.

When pre-orders went up for WoD though, I didn’t blink, I paid my $70 for the Digital Deluxe Version, and immediately started thinking about who I wanted to boost to 90. Today a Breakfast Topic on WI discussed the pricing of WoD. It’s the fifth WoW expansion, all previous expansions were $40, but WoD is $50.

The more cynical people think it’s “charging” $10 for the “free” level 90 boost. The more economics knowledgeable people point to inflation. But I am a game developer, so my first thought was – Yep, that price sounds about right, for a WoW expansion. But I was astonished at several responses, but none as much as this one “$50? That’s almost the price of a new game!” (Some used the CE pricing and said it was as much as a new game.) This was followed by claims of less content, subscriptions funding the expansion development, and comparisons to new games.

I am baffled by how many people commenting seemed to have no knowledge of game development, or even WoW’s development.

So here’s some food for thought, on why a mere expansion should cost the same as a “new” game.

First, I want to bring issue with the term expansion and the belief that our subs fund the development of expansions. Expansion is a word that is used to describe additions to a game that require the base game to play. Expansion does NOT necessarily indicate the number of hours of play added or the amount of content. There also seems to be some misconception about subs being used to support development, and while it’s possible they do, they are also used to pay for servers (and any upgrades over the years), server power, GMs, CMs, Customer Service, and all those other pesky things that come from running a massive live game like WoW. Then, any left over money likely gets split between investors and Blizzard, with a larger cut going to investors. (I heard rumors back in 2008 from a good source that indicated that the original deal of how sub fees got split actually meant Blizzard got very very little from it, but that is probably outdated now as those kinds of thing are occasionally renegotiated.) Regardless, that money doesn’t necessarily get spent on the development of expansions. Nor is Blizzard under any obligation to do so. Read the ToS. It says nothing about Subscription Fees or where they will be spent. You are paying for access, and nothing else. (Although the more I think about it, the more I expect that our sub does pay for the content we receive in patches, while the expansion price is paying for the huge drop of leveling content at the start.)

Second, the cost of everything rises and games are no exception. I remember when the price on console games went from 50 to 60, and everyone threw a fit. But it stuck, and eventually everyone accepted it. Even at the time, the developer response to the cost increase was art. I am a game developer and I have shipped 4 titles, in addition to knowing dozens of game developers from games of all sizes. One universal truth is – art is expensive. Exponentially so. The higher the fidelity, the higher the cost. Artists make up more than half of the company at every company I have worked at. Creating a single environmental object for a game, like a tombstone or barrel, can take 8 hours, based on the complexity of the model, the detail in the texture, how long it takes to unwrap, etc. Then every piece of art has to be reviewed and approved. Things like characters can take several WEEKS to model and texture, then a few more to rig and animate. Once a piece of art is finished, it has to go to programmers or designers to be implemented and placed in the game.

So from Skylanders, here’s how it goes with a SINGLE destructible item. I needed a barrel for the Darklight Crypt level. That was 4 hours of an artist’s time. Then he sent the barrel model and the models for the 5 pieces of it that show up when it breaks. It takes me about an hour to get them loaded into a destructible level, with proper collision and that’s AFTER a great deal of development time spent setting up the “pipeline” so I just have to plug stuff in, as opposed to scripting it up by hand. But then depending on the item I might have to do more special case scripting on top. Let’s say I don’t, so now it’s up to 5 hours. Then I send an email to vfx, so they can add particles when it explodes that match the item exploding. They spend about 2-4 hours doing that. (A barrel is likely 2.) Then sound has to go in and add explosion sounds and adjust those for the specific item. (About an hour.) And here we are, a barrel, in the game exploding, right at about 8 hours. Oh, but this was Darklight Crypt… and there is a world swapping mechanic, so I need that same barrel, only for the other world, so it’s going to need to look different… Two days, minimum of four employees, for TWO art assets that are as simple as it gets in games. Imagine doing hundreds of these. How many different barrels and crates have you seen in WoW?

As the items get bigger and more complex, they take more time. Oh and on a game like WoW, where they are updating the graphics engine with each expansion they have to go back and re-do art to make it look better and fit with the new graphics. Otherwise you have the problem all over the game that you can see by simply standing a human next to a panda. Not to mention that graphics engine that got updated probably had a few programmers working on it. (I would bet Blizzard has between 5-10 at least.) I know how many people work on Skylanders (although, that’s JUST TfB, technically people at Beenox and Vicarious Visions are working on it too…) so I can just imagine WoW’s team must be at least 150-200 people – JUST for development. Do you realize how much MONEY it takes to PAY that many people? And these aren’t minimum wage employees either. These are highly specialized, talented people. If Blizzard isn’t paying them well, someone else will, and they will lose their talent. Game Career Guide does a salary survey every year. Programmers with 6+ years of experience get ~106k. Artists – 76K. Designers – 82K. Producers 66K. Audio – 93K. So if we average that, we get (round down) 84k. 84k x 200 people… That’s over 17 MILLION a year – JUST on salaries. And I am positive that number is low. Really low. Because that’s not taking into account leads, people with 10+ years of experience, or things like QA. Obviously, if we had more data, we would have a more accurate picture, but making games is expensive! (Here’s another post on this exact same thing.)

Now, to my biggest bone of contention, and the one comment that made my teeth grind. “But it’s almost as much as a WHOLE NEW GAME!”

How do you know?

We haven’t seen all of Draenor yet. We don’t know how big the space is. We don’t know how many “skins” the garrison has. (Blizzard calls them kits.) We don’t know how many quests there are. We don’t know the number of new pets, mounts, armor, etc. We only know the number of dungeons and raid bosses. We don’t know the time it will take to get to 100. You are speculating on content size without having seen it! Okay, fine, let’s make the assumption it is as big as Pandaria. (With equal numbers of quests, dungeons, etc etc.)

Alright – but how big are new games? People like comparing it to ESO or WildStar, but those games aren’t out yet either. (I would like to cut the speculation down as much as possible.) I didn’t play SWTOR, so I can’t speak to it either. So let’s look at some new games I did play. Dishonored! Great game, I highly recommend it. It took me 15 hours to beat. Content wise though, it has about the equivalent of Jade Forest. What about Skyrim, another excellent game I highly recommend? (Thank you Reddit dudes for actually timing this.) It takes about 30 minutes to run from one end to the other. So if we run from one end of Pandaria to the other… and it takes about 30 minutes (on the ground, not flying or flight paths). Hum.

Okay okay, what about GAMEPLAY. That’s what’s important right? So Skyrim, I played for ~300 hours. My /played in Pandaria (since you can see how long it has been at this level) is… 22 DAYS? Honestly I expected more. I have 5 other characters at 90 too. Quests! Skyrim has ~300 quests. Here they are – all listed on one page. Pandaria has 1551. (I am skipping dungeons as they don’t really compare easily – Skyrim has over 100, but they are significantly shorter, use modular art, and do not generally have boss fights for all of them.) How many animals? Mounts? Pets? Buildings? All of these take time to make and then implement. You can’t just reuse assets either, or players complain, or it just looks silly. You can’t use regular mailboxes in Pandaria, they have to match the aesthetic of the world.

In the game industry, you will often hear the saying “Good, Fast, or Cheap. Pick two.” This is why Skyrim took ~5 years to make. It’s a great game. It’s a big game. It took a long time. (I’d bet money it wasn’t cheap either.) Pandaria, as a stand alone game, has just as much as Skyrim in terms of content, gameplay, and awesomeness. But took 3 less years to make and cost $20 less. That kind of turn around is not cheap. That means overtime. That means more people. That means talented people who cost more but do the work right the first time. Consider that Vanilla took at least 4 years to make. And yet they are churning out MORE content in the expansions than they did in Vanilla.

I also see people saying because there isn’t a new race or class, it’s not as “much” as before. UH. You’re getting effectively 5 races this expansion. When they “rework” models, they aren’t faster and easier because they have been done before. You have to start fresh and the new ones are so much more complex. And goodness, who actually wants a new class? I don’t have time to play the ones we HAVE! Monks are still a fraction of the player base as compared to the older classes. So logically, why would Blizzard spend 100s of hours making and balancing a new class when it’s not going to be played? Many decisions made in game development change based on how much something costs to do versus how many players actually do it. (Why 100s of hours? Well first you have to think it up, then implement it – which could take a month or so, then art it just enough to figure out if it works/is fun/feels like WoW, then iteration to make it GOOD, then more art to make it LOOK good, then more iteration to make it balanced… so much TIME! Wouldn’t that time be better spent on things people who don’t want alts can also play with? Like… Garrisons? :))

So is WoD worth the extra $10? Is it comparable to a new game? Of course it is. It has far more content and gameplay than most games. The comparable games, like Skyrim, are known for being “massive” among gamers. Honestly, Blizzard could be charging $60 for it. We call it an expansion because it builds on WoW, but in terms of scope, it’s bigger than most new games.

If you take into account the time spent in the game, the “return on investment” says they could be charging even more, and it would still be worth it. I paid $60 for Dishonored and got 15 hours out of it (that’s about $4 an hour, not bad). I paid $120 (two copies, xbox and pc) for Skyrim and got 300 hours out of it (40 cents per hour, really great return). My time in WoW though… $60 for Vanilla, $40 for BC/Wrath/Cata/MoP each (really $70 because I get the CEs), plus $13/month since August 2005… ($340 for the games, $13×103 months = $1339, grand total – $1679) with a /played across my account (we’re going to ignore the SECOND account I also have that has been subbed continuously since 2007) of 432+ days. That’s over 10k hours. It ends up being… about 15 cents PER HOUR of enjoyment in WoW. Is WoD worth it?

If making games were easy, everyone would do it. If making money making games was easy, you wouldn’t see things like studio closures. If making GOOD games like Blizzard does was easy, you wouldn’t see games with sub 80 scores on Metacritic. $50 for a game the size/quality of Pandaria is a bargain. It’s possible the sales of the expansion alone won’t even cover the full development costs (especially if the game is purchased as a physical copy over the digital versions – Blizzard likely gets 100% on the digital sales, but about 50% on sales through retailers). The people developing this game (all of them from Metzen down to QA dude #300) don’t work for free. They deserve to get paid. Game sales, mounts, pets, services, and subs make sure they get paid and the game keeps getting worked on. In the end, game companies are trying to make money which means charging enough to make more than they spent on their specialized product.

Just like every other creative art product, if you want the artist to keep producing new stuff, you have to buy the old stuff. It’s why I buy albums, movies, books, and games from people who’s work I love. It’s why I buy books on my iPad AND physical copies. It’s why I buy tv shows on DVD. I want the people who make these things to make more, and that means supporting them now. I want to be playing WoW when I am 80, and if that means paying $50 over $40 for an expansion now, shut up and take my money Blizzard.

Proving Your Way to … Rares?!?!

Blizzard added Proving Grounds in MoP. These were solo battles intended to prove your skill with a specific role. But very few people used them. They awarded you nothing other than an achievement, which is not a carrot most people care about.

The progression of leveling/loot currently goes like this:

Level -> Normal Dungeons -> Heroic Dungeons -> LFR -> Flex Raids -> Normal Raids -> Heroic Raids.

Each of the stages up through Flex raids requires an item level to queue unless you are running with a pre-made group. The purpose of the item level requirement is to check that you are geared and prepared for the dungeon/raid you are about to go in. Does this work? Not really. Dungeons, after the first two months of the expac or so, people outgear them, so even a terrible player will just be carried through on the backs of their group. The same goes for LFR. In a group of 25, there are usually up to about 5 or so people who are just completely worthless and they get carried through.

Does this create frustrating or difficult times? Yes. Should Blizzard be attempting to fix it? Yes.

Well now, Blizzard has announced that Proving Ground will be REQUIRED to queue for Heroic Dungeons in WoD as a fix for the above problem. And I think it is not only the wrong fix, but also shows a lack of understanding as to the problem.

My experience with Proving grounds was I walked in, tried the Bronze, one shot it. Cool. I tried Silver. I got to the final wave (10) and was overwhelmed. So I checked WoWhead, and sure enough, as a Warlock, I *have* to spec into certain skills to be able to succeed. Because you can’t out-gear the encounter, you are literally LOCKED into certain skills and talents. I didn’t have tomes, and I didn’t care enough, so I left.

Two other times in WoW I have been in a similar position – The Legendary Nexus quest in Cata and the Legendary Cloak quest in MoP. I was trying a thing, I couldn’t have help, and I needed to literally change the way my character played to succeed. Both times it was annoying, frustrating, and felt like Blizzard was telling me “We gave you all these choices of ways to play your character, but haha, most of those were wrong and this is the only way to play.” Both times it took me several hours of frustration that I was being forced to SOLO extremely difficult content when I had a GUILD full of people willing and wishing they could help. (It’s especially odd when for the Legendary staff, I literally COULD NOT have done the entire rest of the questline without a guild.)

The problem with random groups is not specifically that people don’t know how to play their class, but rather with the ways of gaming the ilevel system. First off, items in the bags count, meaning many people are queuing based on their off spec gear or pvp pieces they have their bag. Or just flat out wearing pvp pieces. Or they will game the system and queue wearing gear that has no business being worn in that instance. (I am not even kidding, I had a tank in LFR one time who was wearing a GREEN 432 weapon – when the ilvl to queue was over 520 – and no one was willing to kick him because of how long it took to find tanks, so we struggled through a 3 hour LFR instead.)

Further this, the kick timers and troll prevention are needlessly obfuscated, and the punishment timer goes on the person doing the kicking and not the idiot getting kicked. In a 5 man it’s actually not hard to kick people. In an LFR it is. I was in an LFR where we had TWO dps who were in tank spec, one of whom was actively taunting off the tanks and throwing off the rotations. We couldn’t kick both, just one, because the people willing to do something all had timers. Another time I was healing, and the death knight tank was THIRD on the healing list. The other people were just farting around. It had ZERO to do with skill and more to do with them not giving a shit.

See why requiring a proving grounds medal does this not actually address the problem?

There are also other reasons, like: people don’t play solo the way they would in a random dungeon or lfr. Proving grounds is also not balanced for all classes and specs. If it’s not an account wide thing, it means people will have to do it over and over again on their alts.

It’s gatekeeping. This has been proven to be a POOR choice every single time it has been used in WoW. Attunement quest chains? Discovering the instance portal? Even the item level thing has not worked out as intended.

What did work? 1. Luck of the Draw. 2. Determination. 3. Bonus Bags.

So what would I do?

First – require all dungeons be completed in normal IN THE ROLE YOU QUEUE FOR. So with this requirement, it’s like the achievement requirements for LFR. First off, it solves the issue of group play vs solo play. A guild can carry someone through. Even if you are running with your guild, if you are healing, you learn a bit about healing the fights. If I want to queue for heroic dungeons as a healer, I have to heal all the dungeons in normal first. To me, this upholds the pillar of multiplayer, allows for help from a guild, and also allows a path for people who play less seriously to get there without the frustration of gear scaling/spec changing.

Second – WoD’s gear “adaptation” is already going to fix *some* of the ilvl gaming going on. But I honestly feel unless an item is equipped, it shouldn’t count. This comes from someone who has BOUGHT blue pvp gear, held it in my bags just long enough to queue, gotten a drop or two, then re-sold it on the AH. Never equipped, but used for the purpose of queuing.

Third – Change the vote kicking system. You should be able to know if you have a timer because of “too many vote kicks initiated”.  For every completed instance, you should get the ability to vote kick without messing up this timer. For every wipe, you should get to vtk without affecting this timer. In LFR, it should take more than 5 kicks in a single LFR to affect this timer. If you are the person kicked, you should get a 30 minute debuff JUST LIKE THE DESERTERS.

 

There are other small tweaks that could be done, but these are big ones. Also, does anyone else notice, this whole thing seems to be “fixing” heroic dungeons when the real problem is LFR, WHICH IS NOT GOING TO REQUIRE SILVER? What are they even thinking? Is LFR going to be removed from the gearing steps? If so, it will have to be the same gear as drops in Heroics, in which case, people will just stop outright, as LFR takes far longer, and you have a greater chance of getting asshats. Not to mention, Heroics drop RARE items… RARES. We have to do jump through how many crazy hoops to get RARES?!? Why? At least in LFR it’s epics! Heroics, even Stonecore, was only awful for the first two months of the expac or so, then the number of people who outgeared it had hit critical mass and it became fairly easy.

It’s all a matter of perspective

I decided to stay.

WoW is so deeply ingrained in my life at this point, I am positive I couldn’t leave without feeling it’s loss more strongly than… well none of the comparisons I could make would sound very good. WoW is more than a game for me, it’s a hobby and a connection to my life. Where was I when I worked at Sega? Raiding in ICC. Where was I when I got hired at TfB? Waiting for the Cataclysm. When my son was born? Prepping for Mists of Pandaria.

More than that, it’s a connection to people. I am an extrovert. I love being around people and feed off talking and interacting with people. WoW lets me do that every single day. I have so many friends that I would not have if not for WoW.

So where does that leave me on the topic of sexism in WoW?

Freaking pissed still that’s where.

I won a trip to BlizzCon this year, again. I know! I KNOW. It’s weird right? The only thing I can ever win is trips to BlizzCon. Eh, I’ll take it. So I went. And of course, they announced a new expansion.

Warlords of Draenor.

And they did it with a big picture of all the Orc Warlords. My very first thought when I saw the picture was, “Oh lovely… a bunch of dudes.” As they did the initial – Things that are happening in WoW panel, that immediate reaction got even worse. I was so excited about Draenor, New Character Models, Garrisons, LEVEL 100!!!! and they were systematically stomping on that excitement by showing they were continuing down the path of not supporting the ladies.

None of the lore characters mentioned were women. There were no women sitting on stage. The character model updates they showed off were all males. The story was dudes, doing manly men things with other dudes. I tweeted each thought more and more furiously. I was excited and yet angry. Why? WHY was it SO ONE SIDED?!?

But I wasn’t the only one tweeting. There were a few. Then a few more. THEN MORE. The flood of tweets loaded with people asking where the women were. After that panel, I went to the lore one. There Metzen did something really stupid.

Someone asked about Aggra and where she would be when Thrall went to Draenor. He said she would be staying in Azeroth, as she had a kid. The “boys club” would be going on the trip to Draenor.

How many people can you offend in ONE statement?

Yes, they also talked about a Joan of Arc character. (Though really, thanks for telling us she’s going to die after being called crazy. Women LOVE that. As far as heroic females, can we not use her? She’s a trope AND well… look at how her life went?) Drakka was mentioned, but only in relation to Durotan.

Here’s the thing… Women are wives. Women are daughters. Women are mothers. Women are also warriors. Women are also stubborn. Women are also capable of violence. I am a mother. But I found someone to watch my kid and went to BlizzCon.

Metzen implied that the reason Aggra would be staying home is because she was a mother. No other explanation or reasoning, just because she was a mom, and that’s what moms do. They stay home and take care of the kiddos.

Oh boy. Queue shit storm. That’s when it hit me. That was the BEST thing he could have said. Absolute best. Why? Why would that be the best? This. And This. And THIS. Especially THIS ONE. (Oh wow, I missed this one – GLORIOUS!) And it just keeps going. Here we are, a week after the con, and people are STILL talking about Aggra. Not Thrall, Durotan, Gul’dan, or any of those other dudes, but Aggra. *silent cheer*

People are being loud and vocal. People are directly messaging Metzen, Ghostcrawler, Kosak, ALL OF THEM. Telling them, that we weren’t happy with the gender imbalance BEFORE, and we sure as hell aren’t going to take them relegating one of our favorite characters to the sidelines. Someone asked about Moira at the Q&A. They had said nothing about her before that point. Turns out, she has some major plot going on in WoD!!!

Now, I do want to address WHY this is such a big issue. The ratio of males to female in the lore characters is about 7 to 1, so about 86% male to 14% female. If that were the real world there would be a CRISIS on our hands. In China, it’s split about 52% to 48% male to female and it’s ALREADY CAUSING PROBLEMS.

The WoW player base is speculated to be between 30-40% female. (My anecdotal data backs that up.) That means there are a ton of people out there, like me, who are playing this game. They raid, they quest, they level. They are heroes, and yet, in game, they have very very few female leads to look up to. And every time there is one, they are overshadowed by the males in the game. Where is our Thrall to look up to?

Even more worrisome is the systematic destruction of the females we DID have. We have so few to begin with, so losing some to plot lines is problematic unless there are new ones to replace them. We need lots of new ones. That is why the loss of Aggra to something so stupid is so frustrating. They took away one of our good female characters for an incredibly sexist reason.

Okay, before the response – is being a stay at home mom not heroic? I would NEVER say that. I stayed home with my kid for 3 months, and at the end of it, I was a basket case. BASKET CASE. Being a stay at home mom is quite possibly the most insane thankless job ever. But having said that, this isn’t an issue of staying home and raising your child instead of going to work. This is a matter of SAVING THE WORLD. If you don’t, it doesn’t MATTER if you raised your kid, THERE WON’T BE A WORLD FOR HIM TO GROW UP IN. Not to mention, Aggra has never backed down from a fight before, why would she start now? Draenor was her HOME after all. She had to live/grow up on the shattered remains of it.

I was happy at the Art panel they showed off the female models a bit. Their work on the female dwarves is nothing short of astonishing (they are so beautiful now!). I also noted that was the first panel with a woman on it (hurray!). As the weekend went on, I heard and saw all the many responses and so many of them are people talking about these issues. I think I made the right decision. Stay, speak, fight.

And I think, they might be listening.

Free to Play Vs Subs

During my Game Design 1 class this week, I talked about WoW. As a part of this, one of the students asked a question:

“Yes, but how do you feel about the subscription fee?”

Then he made a comment that he just couldn’t get past the sub.

So here’s my answer, that I feel is very important for any person who considers subscription games.

  • This month I bought Gone Home for $20. I played it for 3 hours. It was great, and totally worth it.
  • I got into the Hearthstone Beta, and bought $50 worth of cards. I have played it probably about 30 hours. Totally worth it.
  • I bought Dishonored for $60, played it for about 10 hours, and it was totally worth it.
  • When I go to the movies, I pay $10-12 for a 2 hour experience. Totally worth it.

So the question becomes, what is the value of WoW at $15/month?

Well first off, I only pay $13/month. I pay in 6 month blocks. So it takes about 2 and 1/2 games to equal the amount of money I spend playing WoW.

Let’s see… I got Dishonored, got 10 hours worth of play. XCOM, 36 hours. Borderlands 2, 4 hours. So all told about 50 hours worth of play for more money than I spend on WoW in a year.

I play WoW, on average, 3 hours a day. (From 7:15 ish to about 10:30-11 most nights.) That means in 17 days, I have already played more WoW than I would THREE other games I bought at $60 each.

The only single player game in recent memory that even comes close to WoW is Skyrim. I have about 240+ hours. Totally worth it.

But even so, these games can’t compare to WoW because I play WoW with friends. I enjoy hanging out with them. Killing Internet Dragons with them. Griping about quests and LFRs.

I am not saying that one type of game should be played over the other. I loved Dishonored, XCOM, and Skyrim. I want to replay all 3. But at a purely cost vs time played, WoW wins, hands down, regardless of the subscription.