DAW2016: Blizzard Entertainment

DAW2016: Blizzard Entertainment

Developer Appreciation Week is here!  For the uninitiated the concept of Developer Appreciation week dates back to 2010 and was started by Couture Gaming the Blogger formerly known as Scarybooster.  The idea was simple, spend a week talking about all of the things you love about various game development companies and studios.  As a blogger we spend plenty of time pointing out what is wrong in the games we love, and talking about ways that they could be better.  That said it is important to understand that for most of us this critique comes from being a huge fan of the games and genres as a whole.  So during this week we point out the things that are going right and make a point of mentioning all the things we really appreciate out there.  If you too are a blogger please feel free to join in by posting your own Developer Appreciation Week ideas.

DAW2016: Blizzard Entertainment

This morning marks the conclusion of three years of daily blog posts, and the beginning of year four.  As a result I thought it was fitting to do Blizzard Entertainment today since it is one of the companies that I have the most longevity with.  I have a complicated relationship with this company, and if you scroll through the back log of this blog you will find times when I am bashing them and times when I am praising them.  While I knew of the existence of Orcs vs Humans, I didn’t really come into the fold until Warcraft II:  Tides of Darkness.  I wasn’t exactly the biggest fan of RTS gameplay, but the thing that sold me on this game and the company as a whole was the level editor.  Prior to WC2, my life pretty much revolved around Doom II and making custom maps for it using MapEdit for windows.  Trying to get things to work as I hoped they would was always a struggle, and MapEdit had this nasty habit of completely destroying maps in the process of making them.  That said I didn’t want to mess with constantly having to shell out into DOS to get the “good” Doom map editors to work.  So when I encountered a “good” windows map editor for Warcraft 2 I was enthralled and hooked, and began churning out “PUD” files left and right.  To be honest I spent far more time in the level editor than I actually did playing the game.

However when I truly became sold on Blizzard as a company was with the release of Diablo.  They essentially took everything I ever wanted in a hack and slash dungeon crawler and made it work in vibrant isometric rendered 3D glory.  I can remember many an hour in the Art Department lab that I was supposed to be monitoring playing Diablo, or fiddling with the meager modding tools available for it.  I even own a copy of the barely mentioned Hellfire expansion that allowed players to crawl through the dungeon as a Monk.  What made this game so revolutionary however was the introduction of Battle.net.  Prior to Diablo networking in games was pretty much limited to IPX/SPX which meant that you had to more than likely be sitting on a corporate or college Novell network to play them properly.  There were clients that you could use like Kali that you could run to emulate IPX/SPX networking over TCP/IP, but in doing so you also added a bunch of lag to the process.  The introduction of Battle.net meant that over a TCP/IP connection you could dial into a server and play in a hosted environment… and it just worked with minimal fiddling.  So much of that time sitting in the lab was because I was connected to the college T1 line and able to play lag free on the Battle.net servers.

Later on with the release of Starcraft I ended up building my own windows network back at the trailer my wife and I lived in during the last years of college.  The middle bedroom was my computer room and in it were two desks with two computers connected together over a super cheap coax peer to peer network.  With this setup my cousin and I played so many co-op and versus games, but the majority of these were afternoon long matches of Starcraft.  We were both base builders, and in the process kept trying to build impregnable fortresses to keep the other out.  There was a sweet joy in sneaking that ghost over and listening to him scream obscenities as the game told him “Nuclear Launch Detected”.  The next big game that I devoted large chunks of my life to was Diablo 2 which launched shortly after I entered the work world, and what was ultimately my second job out of college.  I had by then been pulled heavily back into console gaming, devoting most of my time to playing the Sony Playstation and imports on the Sega Saturn.  When Diablo 2 launched however all of that halted and I was back to being chained to the PC, devoting every moment to figuring out the inner workings of this new game.  When the expansion launched and the Druid class was released, that became my jam.  I am really hoping that at some point down the line they give us another druid to play with because that class was insanely fun.  I loved having the various animal companions fighting with me, which in part is why the World of Warcraft Hunter class appealed to me so much at first.

In large part by the time Warcraft 3 was released, I was largely tired of the RTS genre and instead addicted beyond reason to a series of MMO games…. starting with Everquest, continuing into Dark Age of Camelot, Horizons, and ultimately City of Heroes.  We were happily playing CoH when everyone started talking about the next Blizzard game…  The World of Warcraft.  At first I was super snarky about it, joking that I didn’t see how Blizzard could do an MMO given that most of their games only had just enough story to keep them from falling flat on their faces.  Then I got to see the game when a friend of mine got into the closed beta and he brought the client up to work.  I was completely and totally hooked and wanted more.  Most of us managed to get into a stress test weekend, and I remember that it was the weekend of my ten year high school reunion.  All I could think about was getting home and playing more with my friends.  During the beta weekend I played a paladin and a friend of mine played a holy priest, and those two classes had this amazing synergy together.  I would crusader strike things, debuffing them against holy damage… and he would burn them down with smite.  Sadly this ultimately died by the time the game was launched, but it hooked me on the concept of the game…  so much so that when I returned to playing City of Heroes after that weekend it had just lost its luster.

I was a devoted acolyte of World of Warcraft from the day it launched, forming House Stalwart that morning by creating a couple of throw away characters to generate the money needed to buy that guild charter.  From there I stayed happy and engaged through two expansions, and it was ultimately not until the sweeping changes of Cataclysm and several years worth of pent up frustrations and drama that ultimately caused me to leave the game.  Now World of Warcraft is much like a friend from High School that you get along with extremely well… in small doses.  This is the part of my relationship with Blizzard where things get complicated, because it is hard sometimes for me to remember that they are not the “World of Warcraft Company” but instead this company I have had this storied history with since 1995.  They are this friend that has given me countless hours of enjoyment and wonder as I wander around the the worlds they have created.  So while the shine on Warcraft has dimmed for me… it is still polished to a sheen on Diablo 3 and Overwatch and I hungrily gobble up every last morsel of information on them both.  I also greatly appreciate games like Hearthstone and Heroes of the Storm, even though I am not really regularly playing them.

The truth of Blizzard is they have this innate ability to take an idea, and render it down to only the bones…  and then build back upon that notion this fun and polished experience.  The RTS genre was cludgy and unwieldy before Warcraft.  As much as I adore Baldur’s Gate… it is not the clean and easy to pick up experience that Diablo was.  Similarly Everquest and Dark Age of Camelot were these arcane and difficult to begin experiences, and World of Warcraft finally brought MMORPG gaming to the masses.  This invokes so many different feelings in people, but you have to respect their ability to distill the pure essence of a thing and then amplify those “best characteristics” into a finished product.  For me this is exactly what they have done with Hearthstone, Heroes of the Storm and ultimately Overwatch.  Even though I sometimes am critical of Blizzard, I will always be among their biggest fans.

DAW2016: Blizzard Entertainment

DAW2016: Blizzard Entertainment

Developer Appreciation Week is here!  For the uninitiated the concept of Developer Appreciation week dates back to 2010 and was started by Couture Gaming the Blogger formerly known as Scarybooster.  The idea was simple, spend a week talking about all of the things you love about various game development companies and studios.  As a blogger we spend plenty of time pointing out what is wrong in the games we love, and talking about ways that they could be better.  That said it is important to understand that for most of us this critique comes from being a huge fan of the games and genres as a whole.  So during this week we point out the things that are going right and make a point of mentioning all the things we really appreciate out there.  If you too are a blogger please feel free to join in by posting your own Developer Appreciation Week ideas.

DAW2016: Blizzard Entertainment

This morning marks the conclusion of three years of daily blog posts, and the beginning of year four.  As a result I thought it was fitting to do Blizzard Entertainment today since it is one of the companies that I have the most longevity with.  I have a complicated relationship with this company, and if you scroll through the back log of this blog you will find times when I am bashing them and times when I am praising them.  While I knew of the existence of Orcs vs Humans, I didn’t really come into the fold until Warcraft II:  Tides of Darkness.  I wasn’t exactly the biggest fan of RTS gameplay, but the thing that sold me on this game and the company as a whole was the level editor.  Prior to WC2, my life pretty much revolved around Doom II and making custom maps for it using MapEdit for windows.  Trying to get things to work as I hoped they would was always a struggle, and MapEdit had this nasty habit of completely destroying maps in the process of making them.  That said I didn’t want to mess with constantly having to shell out into DOS to get the “good” Doom map editors to work.  So when I encountered a “good” windows map editor for Warcraft 2 I was enthralled and hooked, and began churning out “PUD” files left and right.  To be honest I spent far more time in the level editor than I actually did playing the game.

However when I truly became sold on Blizzard as a company was with the release of Diablo.  They essentially took everything I ever wanted in a hack and slash dungeon crawler and made it work in vibrant isometric rendered 3D glory.  I can remember many an hour in the Art Department lab that I was supposed to be monitoring playing Diablo, or fiddling with the meager modding tools available for it.  I even own a copy of the barely mentioned Hellfire expansion that allowed players to crawl through the dungeon as a Monk.  What made this game so revolutionary however was the introduction of Battle.net.  Prior to Diablo networking in games was pretty much limited to IPX/SPX which meant that you had to more than likely be sitting on a corporate or college Novell network to play them properly.  There were clients that you could use like Kali that you could run to emulate IPX/SPX networking over TCP/IP, but in doing so you also added a bunch of lag to the process.  The introduction of Battle.net meant that over a TCP/IP connection you could dial into a server and play in a hosted environment… and it just worked with minimal fiddling.  So much of that time sitting in the lab was because I was connected to the college T1 line and able to play lag free on the Battle.net servers.

Later on with the release of Starcraft I ended up building my own windows network back at the trailer my wife and I lived in during the last years of college.  The middle bedroom was my computer room and in it were two desks with two computers connected together over a super cheap coax peer to peer network.  With this setup my cousin and I played so many co-op and versus games, but the majority of these were afternoon long matches of Starcraft.  We were both base builders, and in the process kept trying to build impregnable fortresses to keep the other out.  There was a sweet joy in sneaking that ghost over and listening to him scream obscenities as the game told him “Nuclear Launch Detected”.  The next big game that I devoted large chunks of my life to was Diablo 2 which launched shortly after I entered the work world, and what was ultimately my second job out of college.  I had by then been pulled heavily back into console gaming, devoting most of my time to playing the Sony Playstation and imports on the Sega Saturn.  When Diablo 2 launched however all of that halted and I was back to being chained to the PC, devoting every moment to figuring out the inner workings of this new game.  When the expansion launched and the Druid class was released, that became my jam.  I am really hoping that at some point down the line they give us another druid to play with because that class was insanely fun.  I loved having the various animal companions fighting with me, which in part is why the World of Warcraft Hunter class appealed to me so much at first.

In large part by the time Warcraft 3 was released, I was largely tired of the RTS genre and instead addicted beyond reason to a series of MMO games…. starting with Everquest, continuing into Dark Age of Camelot, Horizons, and ultimately City of Heroes.  We were happily playing CoH when everyone started talking about the next Blizzard game…  The World of Warcraft.  At first I was super snarky about it, joking that I didn’t see how Blizzard could do an MMO given that most of their games only had just enough story to keep them from falling flat on their faces.  Then I got to see the game when a friend of mine got into the closed beta and he brought the client up to work.  I was completely and totally hooked and wanted more.  Most of us managed to get into a stress test weekend, and I remember that it was the weekend of my ten year high school reunion.  All I could think about was getting home and playing more with my friends.  During the beta weekend I played a paladin and a friend of mine played a holy priest, and those two classes had this amazing synergy together.  I would crusader strike things, debuffing them against holy damage… and he would burn them down with smite.  Sadly this ultimately died by the time the game was launched, but it hooked me on the concept of the game…  so much so that when I returned to playing City of Heroes after that weekend it had just lost its luster.

I was a devoted acolyte of World of Warcraft from the day it launched, forming House Stalwart that morning by creating a couple of throw away characters to generate the money needed to buy that guild charter.  From there I stayed happy and engaged through two expansions, and it was ultimately not until the sweeping changes of Cataclysm and several years worth of pent up frustrations and drama that ultimately caused me to leave the game.  Now World of Warcraft is much like a friend from High School that you get along with extremely well… in small doses.  This is the part of my relationship with Blizzard where things get complicated, because it is hard sometimes for me to remember that they are not the “World of Warcraft Company” but instead this company I have had this storied history with since 1995.  They are this friend that has given me countless hours of enjoyment and wonder as I wander around the the worlds they have created.  So while the shine on Warcraft has dimmed for me… it is still polished to a sheen on Diablo 3 and Overwatch and I hungrily gobble up every last morsel of information on them both.  I also greatly appreciate games like Hearthstone and Heroes of the Storm, even though I am not really regularly playing them.

The truth of Blizzard is they have this innate ability to take an idea, and render it down to only the bones…  and then build back upon that notion this fun and polished experience.  The RTS genre was cludgy and unwieldy before Warcraft.  As much as I adore Baldur’s Gate… it is not the clean and easy to pick up experience that Diablo was.  Similarly Everquest and Dark Age of Camelot were these arcane and difficult to begin experiences, and World of Warcraft finally brought MMORPG gaming to the masses.  This invokes so many different feelings in people, but you have to respect their ability to distill the pure essence of a thing and then amplify those “best characteristics” into a finished product.  For me this is exactly what they have done with Hearthstone, Heroes of the Storm and ultimately Overwatch.  Even though I sometimes am critical of Blizzard, I will always be among their biggest fans.

Company and Misery (and also Fun!)

I’ve been playing WildStar and WoW mostly solo the past few weeks, and have recently resolved to at least make an effort to be more social again. So when I saw my buddy Lonomonkey (sorry for revealing your WoW shame, friend!) had logged into WoW for the first time in a year or so I grabbed him for some legacy raid silliness. Not only was I being social for a change, but it also kept both of us from just sitting around in our garrisons being bored and boring. I had been meaning to try soloing Elegon for the fancy celestial cloud serpent mount, so I dragged him along to pandaland to try it together. There were a few missteps due to him being out of practice and me playing a mage I hadn’t taken out of the garrison in a few months but we eventually killed Elegon and unsurprisingly there was no mount.

This is the moment where the afternoon started going off the rails. We decided to keep going to kill the last boss because neither of us was sure we had ever finished the place outside of LFR. Unfortunately between our lack of gear and our rustiness with our characters we just couldn’t get it down. Having resolved to be more social, I decided to reach out to Belghast to see if he could come help finish this fight with us. The three of us were more than a match for it, and killed it easily on the first try. Delirious from our victory, we decided to move on to Dragon Soul, which Lono had never completed on any difficulty. Since that raid was 2 expansions ago you’d think it would be a piece of cake, and it was…except for Spine of Deathwing. That fight has way too many needlessly fiddly moving parts, and is one of those sad circumstances where soloing it is easier than doing it with a couple friends because of the way the mechanics work. We died an awful lot, and there were a few way too close attempts where the last person standing got rolled off before they could finish the encounter. At this point I’m regretting my social attempts because after this everyone is about to murder each other. We did eventually win, no thanks to my squishy mage who ended up dying almost every attempt. Killing the final boss in that place always feels so anticlimactic after the stress of Spine.

Now in a flash of utter stupidity I decided that the best thing to follow that up with is a quick jaunt to ICC to get my blood infusion, a part of the legendary quest line from the Wrath of the Lich King expansion that my paladin has been sitting stuck on for forever. It required a lot of silly antics with mechanics again, and poor Lono had to keep dying multiple times each attempt on his warlock. It took fewer attempts than Spine of Deathwing, but felt even worse since this time my friends were dying for a silly quest for me. I’m so grateful that they both stuck around until we succeeded. After we won everyone seemed to disappear very quickly, I think we were all really eager for a break after so much frustration.

I still think that my social attempt was a success though. It is funny how even doing something kinda awful with friends was more fun than soloing dailies in WildStar or rotating through a dozen garrisons all day in WoW. I certainly wouldn’t want to make a habit of this exact choice of activities or we all might not remain friends for very long I think.

P.S. Speaking of social, don’t forget that the Diablo 3 season 6 is about to start this Friday evening! Leveling is way faster and more fun with friends, and I’ll be rolling around in a ball of murder with various folks all night until I get to 70. Are you excited about Season 6 too?


Company and Misery (and also Fun!)

DAW2016 – Undead Labs

DAW2016 – Undead Labs

Developer Appreciation Week is here!  For the uninitiated the concept of Developer Appreciation week dates back to 2010 and was started by Couture Gaming the Blogger formerly known as Scarybooster.  The idea was simple, spend a week talking about all of the things you love about various game development companies and studios.  As a blogger we spend plenty of time pointing out what is wrong in the games we love, and talking about ways that they could be better.  That said it is important to understand that for most of us this critique comes from being a huge fan of the games and genres as a whole.  So during this week we point out the things that are going right and make a point of mentioning all the things we really appreciate out there.  If you too are a blogger please feel free to join in by posting your own Developer Appreciation Week ideas.

DAW2016 – Undead Labs

I was first aware of the existence of Undead Labs back in November of 2009 when articles started filtering onto the various MMO news sites that this company had spun off of ArenaNet to create a zombie themed MMO.  Firstly I am a huge fan of all things Undead, and I started watching any news about this upstart company to try and glean bits of information about the upcoming game.  Few things make me happier than slashing my way through hordes of the walking dead, and I’m enough of a fan of the George Romero movies that I have a vial of dirt from the graveyard that the original Night of the Living Dead was filmed in.  With time it was announced that they had set their sights on creating a really solid single player experience instead of an MMO, which honestly was probably a really solid move given that by the time the game would have released…  the MMO market was looking a little shaky.  On June 5th of 2013 the resulting game, State of Decay was released exclusively on the Xbox Live Arcade, and I bought it the moment it was available for purchase.  If you were to craft a perfect Zombie game…  you’d have State of Decay.  I loved everything about it… minus one little detail.  The game felt like it was originally designed to have co-op support if not a fully fleshed out MMO experience.  However as excited as I was about the game I took to my blog and made a post talking about my day one impressions.

Shortly after making the post I had Annie Strain the wife of Undead Labs founder Jeff Strain interacting with me on twitter.  This really told me that this game studio was a little different than the big polished institutions I was used to interacting with.  Everything about Undead Labs seemed like a big family, rather than a business.  I had the fortune to interact with a handful of them at Pax South 2015, as they were ramping up to launch both their pokemon-esc mobile MMO Moonrise and the State of Decay: Year One Survivor Edition.  Just talking with them really brings home this feeling of them all being in this together.  The best part however is that they really do make amazing games, and over the years since State of Decay has launched I have purchased it for so many of my friends.  I even purchased the disc copy of YOSE for my boss, when I found out he had just purchased a Xbox One.  While he is not a big gamer, he was a huge fan of The Walking Dead… and as a result is now also a huge fan of State of Decay.  Once again… the only problem with the game is that it begs to be a multiplayer experience.  We’ve talked about this before on our podcast, but if we could explore that game world with friends it would truly be one of the best games released on any platform.

Another huge boon about Undead Labs is the insanely hard working Sanya Weathers.  If you have been around the MMO industry since the early days, there is a large chance you know that name.  I became aware of her during my time playing Dark Age of Camelot, and always appreciated the job she did trying to wrangle the crazies and help out the folks who really needed assistance.  Within the community management circles she is a bit “infamous” for her blogging days.  Regardless of how you might remember her, she is one of those forces that it wouldn’t matter what company she was working with… I would pay attention to them from that point on.  I am hugely thankful of my own interactions with her during the lead up to, and after Pax South 2015.  I would not have actually had the interview with Undead Labs were it not for her reaching out to me on twitter, and that sort of proactive nature is just awesome.  It was heartbreaking when the Studio announced that they would be cancelling Moonrise because I was right there with them pulling for it to be the next big breakout hit.

One of the folks that I met with during Pax South was Geoffrey Card the Lead Designer for State of Decay.  Since the convention I’ve followed his movement a little more closely and found that he does this amazing series of live streams.  What is awesome about these streams is that he tends to grab various folks from Undead Labs and streams over the pacific timezone lunchtime.  The thing that I find valuable about them is the way that the various folks end up breaking down the games as they are playing them, and deconstruct what elements are really well done and what elements could use improvement.  A lot of the games that I have seen him play are other zombie genre titles, and it feels like he is trying to grok everything that is going on in the title so that he can absorb it like a sponge and burn it down to the purist element to use for inspiration on State of Decay.  As someone who has always been a bit of an armchair designer myself, I find the process valuable and it also serves to give the watchers a bit of a glimpse into the inner workings of the game studio itself at times.  If you are into that sort of thing, I highly suggest you check the stream out sometime.

The best thing about the Developer Appreciation Week construct, is it gives me open season to write love letters to the various companies that I really respect and appreciate.  Undead Labs is one that I knew without a doubt that I would be touching on during this week, and I am really excited to see whatever the next thing is that they are working on.  Part of me is crossing my fingers hoping that we finally get either a co-op experience or a full fledged MMOized State of Decay.  Regardless I will be watching any news about this great studio with interest.