Showing posts with label development houses. Show all posts
Showing posts with label development houses. Show all posts

Friday, August 8, 2025

Giddyup

It's amazing how quickly you can rocket forward once you gain access to the Scarlet Monastery instances.

Yeah, I need to work on getting Cardwyn 
a Robe of Power. It should take me an evening
to accumulate the materials.
This is the status as of August 7, 2025.


Yes, I've gotten five toons to L40, and four of the five have mounts. My Questing Buddy was looking at the materials her guild would need for AQ40, and she figured that they'd need about 400 Nightfin for their use. To help her out, we worked out an arrangement where I'd fish for 20 stacks of 20 Nightfin, and she'd pay me 10 gold per stack. Right now, Nightfin is going for about 16-20 gold per stack, so I cut her a discount --she didn't know this until now, assuming she reads this post-- and provided her with all of the fish over the course of 3-4 weeks. However, I didn't take into account all of the training I'd have to do on 5 toons once I hit L40, so I had less gold at the end than I thought.

But that's not a big deal, since I've been fishing the past few nights to get my gold supply back up. 

I'm thinking that I'm going to stick with these 5 toons going forward, and if I get the chance I'll work on the Shadow Priest along the way. Once these toons start reaching 60 I'll double back and tinker with the rest, assuming there's time before the TBC pre-patch. 

I've discovered that I really enjoy more classes than strictly the Mage and Rogue, which surprised me a lot. I think that the lack of complexity in Vanilla Classic works in my favor, as I'm able to relax and enjoy things without stressing out so much or requiring the soon-to-appear single button attack in Retail WoW. 

So, I ain't dead in the water yet. 

Oh yeah, I suppose I ought to mention the elephant in the room: the WoW Classic Anniversary Servers allow a player to enable Dual Specification once they hit L40. That sounds great in theory, but I really don't have any desire to configure Dual Spec for any of my toons anytime soon. The DPS toons --Rogue, Mage, Warlock, Hunter-- don't really need it, and the Paladin I intend to keep as Retribution anyway. Plus, to me it's a gold sink right now, so I'd rather save my gold for training which is infinitely more useful. 

Onward and upward, I suppose...

#Blaugust2025

Friday, March 30, 2018

Enough to Give You Flashbacks

I spent this past week sick. As in, "I should have been in bed but work wouldn't let me" sort of sick.*

While that didn't exactly help me with keeping up with the blog (as well as playing games), I did have time to finish up a book on the video game industry. For people who read Kotaku, the name Jason Schreier should sound familiar, and his book Blood, Sweat, and Pixels is a look behind the development of several video games. While none of the games featured were MMOs, several of the games were those developed by game companies that do develop MMOs, such as Bioware and Blizzard.

And if I thought that his article on the disaster behind Mass Effect: Andromeda gave me flashbacks, this entire book was akin to reliving a five year stretch of my life.
This pic popped up when I searched Google for
"generic software developer working photo".
In my experience, these people can't be
actually coding at that time because they're
all smiling. (From thebalance.com.)

Video game developers are a breed apart of most other software developers. While I used to hear stories of the earlier days of Microsoft when upper level managers would roam the hallways, complaining that too many people had gotten married or had families for Microsoft to keep their edge, video game developers pretty much lived for writing code 24x7. A coworker of mine was once on the dev staff for Betrayal at Krondor, and the stories he told of the insane hours worked made for good lunch discussion.**

And the stories that Jason told in his novel really hit home for me, such as:

  • The doomed Star Wars 1313, the game that was going to restore LucasArts to its former glory but was destroyed by micromanagement from the top (George Lucas) and the sale of LucasFilm to Disney. This reminded me of my company's attempt to capitalize on the rush to get everything on the web by creating a "web based midrange CAD program"***; which was great in theory but was about 10+ years away in terms of bandwidth and raw computing power. All his initiative did was suck up resources when they were much better spent getting the last major release of our CAD software bug free (it wasn't, and the product when shipped was a disaster). There was even a last ditch effort by a sympathetic EA executive to try and save the LucasArts team and 1313 by arranging a 1313 presentation to another of their studios, but that ended in defeat when the head of the studio was only interested in acquiring the talent and not the product. And that reminded me of when my company was finally acquired, and I could only watch from afar as friends I'd known for years were let go in the massive bloodletting at was once a proud development and engineering house.
  • The redemption of Dragon Age: Inquisition, after the poorly received and hastily thrown together release of Dragon Age 2 (which was originally intended by Bioware to be called Dragon Age: Exodus, but EA forced them to say "2"). The original sequel to Dragon Age: Origins was meant to be Inquisition, but because SWTOR was slipping in the release schedule the corporate parent EA wanted to release another Bioware game instead, and so the dev team had to rush in and create what became DA2. The failures behind DA2 really weighed on every aspect of the work on Inquisition, as Bioware wanted to prove that they were more than just a Mass Effect studio with some other games of lesser quality. As a side effect of both DA2 and ME3, Bioware also had to handle corporate pushback as to whether they should really do the ME3 extended ending. Bioware wanted to get it right, but corporate looked at it as essentially feeding the trolls.
  • The lonely development process of Stardew Valley, where Eric Barone labored for years to get what he felt was a "good enough" product for release, to the point of nearly working himself to death. Even when he released Stardew Valley, he had no idea whether the public would think his labor of love to be any good. That crippling self-doubt plagues a lot of creative types; I see it from software developers to musicians to actors to painters, and yes, I've seen it in the perfectionism of the mini-Reds when they practice their instruments.
  • The eventual trainwreck behind Destiny, and the real reason behind why Peter Dinklage sounded like he mailed it in during the voice acting. (Not Quite A Spoiler Alert: it wasn't his fault.) As well as Activision/Blizzard's corporate handled the Diablo 3 fiasco (another chapter), it didn't handle Destiny's problems quite so well.
  • The soul crushing doubts that drove the Witcher III development, and whether the game would be good enough to meet the standards of Western RPG developers/fans, not to mention whether there would actually be enough content in the game to not have long stretches of simply "not doing anything".
I could go on and on, but the entire book is filled with stories about many games we video game players know, and yet don't truly know because we've not peeled back the curtain to what lies behind the game.

Blood, Sweat, and Pixels provided me with a bit of catharsis. I used to work in the software industry, so I know what it was like to be in their shoes. At the same time, I realize that is the sort of work that is by far a young person's game, because I'm more interested in trying to keep my work hours down to reasonable levels. I have become the "married guy with kids" that so upset Microsoft's old management, and as a consequence I want to step back from the intensity (and insanity) behind software development and enjoy more of the fruits of their labor.

But it has also increased the respect I have for the devs who make these games. I already had a lot of respect for their work having lived it, but you'd have to take my old job and crank it up to eleven to get what crunch**** is like for them.

So I'll raise a glass to Jason for a very well written book, and another glass to the devs who put together these games.





*We do have "sick days", but there were too many deadlines that were suddenly foisted on us this past week to take time off.

**He also used to tell us "you don't know how good you have it here, as we'd be sleeping on cots to finish the release."

***The midrange CAD/CAM/CAE market was above the level of Autodesk. Software in that range is what is used by major corporations to design products, such as CATIA or Pro/Engineer or Unigraphics. These are the software packages that auto companies use to design cars and electronics firms use to design televisions.

****Another dev term. We used to simply call it "hell", as in "we've got another hell week ahead if we want to lower the amount of bugs to acceptable levels."

Friday, July 21, 2017

The Chrysler Effect and Gaming

For those of you outside the US, there is a consumer publication called Consumer Reports that tests and evaluates products. They do not accept advertising dollars, and the entire enterprise is funded by their subscriber base. Their testing is considered top notch, particularly with household appliances and cars.* If you end up looking for a new (or used) car in the US, odds are very good that you'll have at least one Consumer Reports magazine with you as part of the process.

As part of the review process, Consumers Union (the entity that publishes CR) not only covers the specifics of how an item behaves, but also provides clues on how well an item will last. They send out annual surveys to their subscribers to provide input on items they own, as well as whether they would purchase that item again. This last one gives CU a decent idea as to whether people are happy with their purchase decision, which when we're talking about cars is a multi-thousand dollar purchase that people may own for over a decade.

This brings me to Chrysler.

Chrysler, the US manufacturer now owned by Fiat, has had a checkered history. Chrysler created the minivan**, and were among the first car manufacturers to add standard airbags. At the same time, Chrysler has been in bankruptcy more than once, and that last bout of bankruptcy ending in the purchase of Chrysler by Fiat.

Why, you may ask? Partially it is due to the economic meltdown of the late 2000s, but also because Chrysler cars have a reputation for poor quality.

Both word of mouth and data acquired by CU point to Chrysler having --by far-- the worst quality results of all US domestic automakers. Even when Chrysler makes a well received vehicle, such as the newly released Chrysler Pacifica minivan, in the new car issue of Consumer Reports CU hedges their bets on the quality of the new vehicle, saying they expect it to have poorer than average quality. Essentially, it's a "until you prove to me otherwise, we'll assume that this is going to be a car that will be in the repair shop a lot."

***

When I posted my review of Rift the other day, I knew peripherally about how Rift had gone F2P and how it had burned through its fanbase's support by moving in the direction of a more "pay to win" cash shop. Still, I decided to post without dredging that up. However, Shintar's comments about how she felt that Trion had turned Rift into a cautionary tale about how to destroy a fanbase's goodwill, I felt that it is important to address the elephant in the room.

Should a development house's or game's reputation/behavior have an impact on game reviews? I'm not talking about specific posts about a company, because I've got tons of those over the years that are critical of development houses, but rather a review of the game itself. In other words, should the previous actions/reputation of a development house be reason to dismiss a game, or at the very least give the player pause before deciding to play?

In a way, this is the Playstation/XBox debate in a nutshell, where people take sides and sit in their glass houses, lobbing grenades at each other. This could also describe how people respond to EA or Ubisoft games*** with the "burn it all down!!" or worse. (Much much worse.)

But at the same time, a development house's reputation can't be ignored, because there's frequently a reason why a company/dev house has that reputation. If a coworker has a great reputation, you're likely to cut that employee some slack if they screw up. And on the flip side, if you've a coworker with a reputation as being a screw-up, you're thinking "yep, expected that" when things don't go well.

Look at Blizzard. When Cataclysm launched, it got a lot of nice reviews. I distinctly remember one review saying that the only real drawback to Cata was that you had to subscribe and have the previous expacs. But now, looking back on it from a 5+ year distance, Cataclysm was the expac that began the slow descent of WoW.**** It broke the story continuity, it had several meh major content patches that didn't excite the base, and the changes to the guts of WoW disappointed many who complained that WoW was being "dumbed down." Blizzard's reputation was such that it took a long time to admit that Blizzard could still lay an egg.

***

So what to do about Trion, and these reviews in general?

In this case I believe it is best to separate the game from the development house, and examine the game on its own terms. I can't control what Trion does and how the community reacts, but I can report on what I find in the game. If the game feels empty, I'll report that. If the community is toxic, I'll report that. And if I find bugs and crashes in what ought to be basic stuff, I'll report that too.

But I shouldn't let dev companies off the hook for their product, either. So another series, examining the dev houses behind the games, would be a good idea.

As for my statement about Rift being a survivor, I still stand by that statement. A six year old game still getting expac releases is not a small feat. I work in an industry that considers three year old equipment "ancient" and "in need of replacement", so anything that lasts six years is an impressive achievement.

Shintar, however, is also right in that Trion Worlds made some bad decisions that will likely jeopardize Rift's ability to be around another six years, which is a shame because the game right now is pretty darn good.

The review of the game still stands, but a study of the dev house... That still needs to happen.




*Back in 1988, it was their review of the Suzuki Samurai that exposed the rollover problem of the Samurai during certain avoidance maneuvers, and their "not acceptable" rating of the car helped kill the Samurai in the NA market.

**I know that minivans are not well liked, but I like them. They work and they get the job done. When our old minivan died last year, I missed it.

***Think of the reaction to the buggy Mass Effect: Andromeda or Assassin's Creed Unity (or Syndicate).

****To borrow a Boromir quote in Fellowship of the Ring, "WoW wanes, you say. But WoW stands, and even at the end of its strength it is still very strong." WoW still likely has more regular players than the #2-#10 MMOs put together. MOBAs, on the other hand, are a completely different thing.