Farewell to WoW Mobile

For a while now we have known that Blizzard was working on a game with Net Ease that would translate the World of Warcraft experience to the mobile platform. I think many of us became deeply concerned about what this might look like when Diablo Immortal launched and turned out to be the egregious money grab that it was. Yesterday Bloomberg broke the news that it seems like the partnership between Netease and Blizzard is strained and the World of Warcraft mobile project has been canceled. This game had reportedly been in development for three years and the only reason reported was a “conflict about financial terms”. So this leaves us to speculate exactly what happened and given that I like theorizing things I can see three paths that might have taken place. I have no knowledge if what I am about to say is true, but I am just theory-crafting the downfall of this game.

The Backlash from Diablo Immortal

Giving Blizzard the benefit of the doubt, it is entirely possible that they were caught off guard by the negative reaction towards Diablo Immortal by the traditional gaming audience. It is possible that they thought they were releasing a game that would play by mobile gaming practices and it would have no blowback on their existing franchise. This was wrong and Diablo as a brand has been deeply tarnished by this game. So for theory number one, it could be that folks inside of Blizzard realize this and do not want to do anything to harm the recovery trajectory of World of Warcraft. Interest in Diablo 4 has seemingly fallen as a result of Diablo Immortal, and there is no way that the Warcraft brand can sustain another hit to the player base. So it is entirely possible that WoW Mobile has had the plug pulled on it to stem the bleeding and signal a shift in direction.

NetEase in Hot Water

Anytime you talk about Chinese politics, things get confusing quickly. Right now both NetEase and Tencent seem to be singled out by China as “problem children”. There have been several stories indicating this including one from June where those two publishers were specifically excluded from getting games approved by the regulatory bodies. Video Games in general is getting caught up in a sweep of things being deemed harmful to “cultural unity”, and I do not have enough time to really address this point today. However, if you are curious look up the Tang Ping aka “lying flat” movement, and Bai Lan or “let it rot” movement. Essentially there is a group of disaffected youth that are actively rebelling against the “996” culture or 9 am to 9 pm 6 days a week. As a result video games, take-out food, and social media are being blamed… and the Chinese government has been actively targeting these sectors. Diablo Immortal was clearly banking on the mobile game spending habits of the Chinese market for success and in order to bring a game into that market, you need to partner with a Chinese company. Generally speaking, this is required to navigate the regulatory red tape in order to get a green light. However, with NetEase already being shunned by these regulators, it is entirely possible that Blizzard is considering this a risky proposition and actively chopping for another company to collaborate with that is not being actively targeted.

Doing It On Their Own

I am certain that part of the equation with NetEase is also that they acted as a springboard to develop a mobile title. Diablo Immortal for example was built using the existing NetEase Messiah engine which likely sped up the development time considerably. Blizzard had released a few mobile apps but never anything to the level of a fully 3D action RPG, and as such, they were able to lean on a company that had released several. In the meantime, Blizzard has seemingly been actively building ArcLight Rumble, which itself is rather impressive graphically and by all accounts runs beautifully on various mobile devices. This appears to either be their own engine or leaning heavily on some tech from King, but whatever the case is not tied to NetEase. So this makes me wonder if the canceling of WoW Mobile is a signal that they feel like they can do this on their own now. Granted this does nothing to help with the Chinese regulatory hurdles, but it seems as though as a company they are feeling like they may have mastered mobile development. With some experience in building a mobile title, maybe the company views it as a little less daunting. Maybe there are even direct assets that they would want to reuse given that ArcLight Rumble is set in the Warcraft universe. I’ve not personally had a chance to play the game but from what I have heard from friends it really is a solid outing.

Bits and Pieces of the Above

It could be bits and pieces of everything that I just talked about. I would love to think that Diablo Immortal was a bit of a wake-up call that while it quite literally is a machine for printing money, it is also damaging the company as a brand. I do not think Blizzard could survive another fiasco this time centered around the, even more, beloved brand of World of Warcraft. Even if you are not actively playing the game you have nostalgia for it, and that nostalgia can be weaponized if it is handled improperly. I also think that the current state of NetEase in Chinese politics is probably a non-starter as well. There is significant cultural turmoil happening and video games are getting caught up in the mix. Finally, I do think that after ArcLight Rumble, Blizzard as a whole is in a better state to take on their own mobile development. As a result, I would probably bank that it is a little bit of each of the above topics wrapped up into one mix that lead to the cancellation of this project. Then again… as I said before I know nothing about this situation other than what I have read in the reporting so it could genuinely be none of the above. It could simply be as simple as what was stated that it was a “conflict about financial terms”. Maybe NetEase simply demanded a bigger cut of profits and that was enough to sever the relationship on this project. The post Farewell to WoW Mobile appeared first on Tales of the Aggronaut.

Warriors Are Good

Yesterday I really did not have any firm plans for my evening, so when I saw that there was a new Alpha update for Dragonflight I thought I would spend my night testing that. With this update brought the Warrior talent trees, which shifted my focus to spending the evening on a Warrior trying out the current state of protection. At this point I have played through the Dracthyr starter area twice and then Waking Shores twice: Once as a Blood Deathknight and once as a Protection Paladin. As I have said before the game is in a very rough alpha state but I have enjoyed my experiences so far. With the opening of Thaldraszus I also got to spend some time in Valdrakken, the new hub city of the expansion. The above screenshot is from the central area of the city staring up at the seat of the aspects. As far as cities go, this one feels like a blending of the Shrines from Pandaria and the Guardian Faction Capitol from Rift in that you have a central tower with a bunch of other buildings spread around it forming a larger campus. As far as scale goes think of something about the area of Zuldazar, but this time Dragon Flying helps you zip around various destinations rather quickly. The central tower is accessed through a portal/lift and then can be used as a launchpad to easily use dragon flying to get out to the other zones. So far it seems like a really great hub city, with more than enough room to keep it from feeling terribly cramped as players flood into it.
As far as Warriors go, each expansion seems to be a gamble. There are some times they feel great and other times they feel less so as they sort of vacillating between feeling like a god and feeling like a puny mortal. Right now Protection Warriors feel more on the god-tier spectrum and I had more than enough interesting choices to be made while building out my character. Sadly Gladiator Stance is not bad and my daydreams of returning to being a sword and board dps character have flown out the window. I do however seem to have some of the trappings of that era at least in the form of Shield Charge. Reportedly some of the abilities are currently not replacing other abilities, so I am wondering what the final form will end up feeling like. Right now it feels like I need way more Hotbars than I currently have easy keybind access to. Essentially I had to spend quite a bit of time setting up macros to put shield charge and charge on the same button or to have a modifier swap between thunderclap and shockwave. That is maybe not optimal because I firmly believe that the core of every class should be able to function on a single Hotbar. Maybe this is my great experience with action RPG-style combat flavoring my opinions, but it would be great if your spec narrowed the number of buttons you needed more than it currently does. Essentially I want one Hotbar for active abilities and maybe a second Hotbar for cooldowns… and that is it.
Have you ever heard about a sculptor talking about being able to see the outline of their figure buried deep within the stone? I feel like that with the Dragonflight expansion. There is a lot of rough here currently because it is in this “very alpha” state, but I can see greatness lying there just under the surface. The Thaldraszus zone is legitimately great. I mean I would stack this zone up with some of the better zones that the World of Warcraft team has ever created in the past. I really enjoyed the story… or what I got to see of it in its very unfinished form. I think this is setting up some interesting conflicts for this expansion.
It also seems to be doing a better job of teeing up the first raid than most final zones have done to this point. Sadly there was no party with Captain Placeholder and a bunch of monkeys… but instead, the Thaldraszus quest just sorta died out at the gates of the first raid area. I am very interested in seeing how these zones play out with full cutscenes and dialog included. Right now we are in a state where you are essentially having to talk to Captain Exposition each time you finish a major quest chain that would have had a cutscene sequence in order to get the necessary quest flags to move on to the next step. Like I said “very alpha” but the raw stuff that I am seeing and what I can imagine being there in the final polished version… looks promising.
December is not a very long way off, and that is still the piece of this equation that concerns me. There is so much work that will have to be finished before this expansion ships. However after two “bad” expansions… it feels like maybe just maybe Blizzard is going to pull this one off. If things continue to progress along at the pace that they seem to be… I think Dragonflight might be ushering in a new era for World of Warcraft. I’ve said it before that I was honestly surprised that I was in this alpha given that I have been pretty hard on this game in the past. However, I do think this is a step in the right direction and might be something heralded as the next great expansion. There is so much work to be done but for the first time in a very long time, I have hope about this game. The post Warriors Are Good appeared first on Tales of the Aggronaut.

It Actually Worked

Yesterday was a bit of a ride. I have to admit it has been a while since I have seen quite this much excitement and activity around Blaugust. Since 2016 the last time the Newbie Blogger Initiative took place, I have personally focused a lot more of my effort on the whole “getting new bloggers” aspect of this event. I am not sure what combination of events actually triggered this but this year we have more folks who have never participated in Blaugust than I think we have ever had… past that very first year. We still continue to have a trickle of new signups and since yesterday’s post, we added eleven. The number that I am staggered by is we have had twenty-two people sign up that have never participated in this event before.
It does make me wonder if the whole “Blaugchievements” concept is actually working as intended. Essentially there are two specifically that could be triggering this, the first being that there is an achievement for promoting the event and the second being actually recruiting a friend. Whatever the case I am pleased as punch because this event as a whole has sort of turned into my counterargument to “blogs are dead”. In order for that to be true, we are going to need to keep refreshing our numbers with new blood flowing into the blogosphere. If nothing else… this year seems to be doing that and I am thrilled beyond intelligible words. I’ve been trying to keep my blogroll updated with the new signups each day and similarly, I am keeping the list on the media kit updated as well. However this morning I wanted to take a minute to highlight all of the first-timers who decided to do this thing. What I find most impressive however is that most of these fine folks have no connection back to me. If anything I love that this is maybe becoming less about me and more about the community that we are building. I think a few of these sites might be still in progress, but I applaud the start nonetheless. I still remember my very first blog and getting it started and the struggle it was to muster the courage to post anything. Technically speaking I think Tales of the Aggronaut is my fourth blog in the grand scheme of things, with the others long lost to the sands of time. There are times I wish I had landed on something back when I first started and stuck with it. Not that I think I would have enjoyed e-fame, but I might have even been as well known as someone like Lum the Mad.
I have a new side project that was inspired by the discord yesterday. This version of Blaugust ran in 2014, 2015, 2016, 2018, 2019, 2020, 2021, and 2022 with a weird thing called Blapril also happening in 2020. During all of this, I have kept a series of spreadsheets keeping track of the blogs that were participating and a number of other details. I think my new goal is to take all of this mess, normalize it, and then create a master spreadsheet to track who participated in which years. This is honestly going to be a bit daunting because each year I have mixed things up a bit and it is not like all of the spreadsheets contain the same data. I hope to at least by the end of this current event to have cobbled together something for tracking purposes.
Other than all of this… I honestly am feeling a bit rudderless when it comes to gaming. I know in a few weeks I will be back to Path of Exile with the start of a brand new league, but in the meantime, I am not sure exactly what I want to play. I am picking away at Dragonflight Alpha but with the limited testing that is going on, I have already played through the two zones I have seen twice and left relevant comments. I’ve been playing quite a bit of Red Dead Redemption II and then last night for whatever reason I landed in Outriders. I hate when I am going through one of those “I have nothing to play” phases which is clearly wrong given my massive steam backlog. Once the new PoE League starts I will have that sense of purpose again and all will be well. For now, I am just going to play whatever happens to suit my fancy. The post It Actually Worked appeared first on Tales of the Aggronaut.

First of Blaugust

Good Morning Friends! Today is the first official day of Blaugust and we are already starting to see a great number of posts trickling out into the ether on the #Blaugust2022 hashtag among other sources. If you are curious about what Blaugust is, you can check out the official announcement page. However, if you don’t want to click through at its core it is a festival of blogging designed in part to spur folks back into regular blogging. It began its life as a challenge to try and get people to blog 31 times during the month of August. Over the years it has morphed and changed as needed and now is more a general stirring of activity with the hopes of keeping the fires of blogging lit. Every year we get a new think piece talking about how blogging is dead, and we serve as an anachronistic wall attempting to keep it all live. I know for me my blog ceased to become something I did for others and now is something I do for me and my own sanity. My blog is effectively a daily journal of what is going on in my life and helps to serve as a temporal anchor. So often every week looks like every other week, but when I commit my thoughts to the blog, I can always go back in time and find out when this item happened. From there I can often reconstruct a matrix of sorts of events that happened in sequence near each other. Generally speaking, if something was significant, I probably wrote about it. So this blog started in 2009 and captures the death of family members, the arrival of new pets into my life, and all sorts of other key events that I might want to remember at a later date. Which I guess is weird considering all of this started its life as a World of Warcraft Warrior Tanking blog.
The Truth About MMO Content Creators by Josh Strife Hayes
I often listen to YouTube videos as though they were podcasts while doing other things, and last night I listened most of the way through “The Truth About MMO Content Creators” by Josh Strife Hayes. In the video, he gets a good number of YouTubers that over MMO content to sit down and answer some questions. Towards the end of the video, he tackles the concept of whether or not to specialize and this really hit home for me. This is a topic that I see coming up almost every Blaugust, especially as folks start new blogs. Essentially there is a double-edged sword that if you specialize in a specific MMORPG or other game, you are likely going to inherit a baked-in audience of folks who are interested in content about that game. If you really get engaged with that community it might even open up other opportunities for special content creator events or maybe even further down the line… some sort of official community management position. Those of us who have been at this blog game for a while have known MANY bloggers who have eventually found their ways into the ranks of a specific game company that they were covering. It is absolutely an exit strategy from blogging that can and does happen. However, I took the other path because I knew that as my own interests changed if I was going to keep a blog going… the blog itself needed to change with me. The life of a generalist however is a weird one, because people have to essentially stick around because of you… instead of the content that you happen to be creating at a given time. I have a massive bounce rate among my readers because I tend to go through periods where I hyper-fixate on a specific game and create a significant amount of content for it.
A Random Photo from Outriders
So if we take Outriders for example as a random game that popped into my head. When I have been going through one of my periods where I am playing a lot of it, I might legitimately write something about the game every single day. During these periods of fixation, this means that someone might stumble across my posts and follow me because they too are super interested in this game. However, when eventually I move on to talking about something else, it can lead to a pretty jarring experience when I randomly shift to talking about building things in Minecraft for example. To the consumers of your content, you are often viewed as a monolith attached to a specific topic that they first engaged with. I’ve seen this play out not only in my own audience but in the audience of countless YouTubers that shift between games.
A very early Genshin Impact Video by Demone Kim.
A prime example of this playing out is something I have seen with the YouTuber Demone Kim. I originally started following his content when I was super into Genshin Impact and then as I lost interest in that game I stopped clicking through to his videos quite so much. I know when he too fell always from the game he got a good deal of backlash from the Genshin community for abandoning the game that made him popular. When he shifted to New World and I eventually caught back up with his content, it was a regular occurrence during his live streams of someone popping in to berate him for not playing Genshin. Then again when he shifted from New World to V Rising… the same happened but this time with New World fans. The more tightly you associate with a specific game the harder it is for you to eventually pivot and move away from it. I went through my own version of this when I stopped playing World of Warcraft for the first time and transitioned in a big way to Rift. I know my Twitter account lost what felt like half of my followers when I started talking about how great of a game Rift was. At this point, I am some thirteen years into this journey and have come to the realization that if someone is still reading my content, it means that they are here for me. If they wanted to jump away I have given them countless reasons over the years to stop reading. I realize that I will never reach the level of saturation that a devoted blog might get, but I also know that my content will effectively remain evergreen for those who are interested in it. So essentially the choice between being a specialist and being a generalist is that you are either pinning your fate to the success of a specific game or franchise, or you are taking a chance on folks sticking around for you the person behind the screen tickitytacking away at the keyboard.
Gracie snoozing on my wife’s lap
There is also the distinct possibility that folks stick around here for the eventual adorable animal photos as well. So with that, I welcome you all to Blaugust. As always if you want more information about the event then check out the announcement post or the media kit page that has all of the relevant links. I am trying to keep my blog roll updated with all of the folks running in the event but given that there were four signups while I slept, I am certain to be lagging behind. There is still plenty of time to join in this nonsense and I look forward to seeing the overwhelming flurry of posting. Thanks to everyone who shows up and makes this event interesting each year. You, fine folks, are Blaugust and I am merely the person who lights the fuse each year. The post First of Blaugust appeared first on Tales of the Aggronaut.