Stop Personifying Game Studios

This morning’s blog post is admittedly going to be a bit of a wild ride. It is a topic that I have been kicking around in my skull for a few weeks now. I hope to do it even half the justice it deserves. Lately, I have been on this binge of consuming the Old Man’s War series by John Scalzi. I’ve been listening to these in Audiobook form while playing Path of Exile, and I love this so much. While I still read books, there is something about listening to the narration while my nervous energies are channeled into a video game that has largely been committed to muscle memory at this point. I feel fully engaged, and it has rapidly become my “happy place”. It also helps that so far this series has been amazing.
I was looking forward to this series because John Scalzi at this point was a known property. I backed into his works differently than most, and the very first novel that I read was Kaiju Preservation Society. I consumed this over the course of a few evenings of staying up well past midnight reading from bed. A few months later I did the same with Redshirts, and after having consumed both… I knew that at some point I would have to read the series he is most known for “Old Man’s War”. This made logical sense because at this point I had consumed two different books from the same author, so it was highly likely that I enjoyed their particular writing style. It was a safe bet because well-established authors tend to bring with them a similar vision to the material that they write.
This does not work for video games. Video Games are a combination of lots of different creatives pouring their energies into a single project. While we love to elevate a single figurehead at a given studio… each game is a snapshot of the state of that company at that very moment. While there are certain tropes that a given studio might have… I can say that Starfield feels like a very “Bethesda” game. I can say this because it is approaching problem-solving in the same way I have experienced in other Bethesda titles. I cannot however state that Starfield is a great experience, because Bethesda created it. It was created by a wide number of individuals who took inspiration from previous titles, but the game being fun and engaging was not a certain thing. I would be surprised if anyone that worked on Fallout New Vegas for example, worked on Starfield. The games were created by wildly different casts of individuals, but we as gamers… have this bad habit of trying to compare them as equivalent products.
So when I approached Diablo IV, I brought with me all of the emotional baggage of having played thousands of hours of games in the Diablo franchise. I also brought with me the emotional baggage of having grown up idolizing Blizzard as a studio. So when I played the game, and it felt bad… it was very hard for me to reign in my disappointment and keep myself from turning into a rabid poo-flinging monkey. I still think that Diablo IV is a bad game, and I think that because I am a core ARPG gamer… and quite frankly the game was never targeting me in the first place. I also think of Blizzard as this storied monolith of a company that encompasses so many fond memories… when in reality they have not produced a new game that I enjoyed since 2013. Sure I enjoyed the heck out of Legion, but that was an expansion to a game that came out in 2004.
Similarly when I approached Mass Effect Andromeda or even Anthem… I brought with me the memories of hundreds of hours spent with each and every Bioware game to that point (save for Jade Empire, I never got into that). I enjoyed Andromeda quite a bit, but it was a pale comparison to the greatness that was achieved over the course of the three games in the Mass Effect trilogy… and even then… they didn’t really stick the landing in that third game. With Anthem I brought my expectations of what a Bioware MMORPG looks like… because Star Wars The Old Republic was a phenomenal experience… and once again I was sadly disappointed. While there was some cross-over between these teams… each game represented a brand new version of what the studio was trying to produce, and as a result, was a completely different product offering.
As gamers, we have this bad habit of personifying Game Studios. We treat them as though the organizational structure itself is capable of pooping out phenomenal game experiences that are similar to those we have had in the past. Sometimes even studios believe this themselves… see the information that came out about the launch of Andromeda and how it was expected that the “Bioware Magic” would somehow pull together a brilliant product in the end. The games that we have loved were snapshots of a moment in time… that may or may not ever happen again. Personifying the Studio as having these indelible properties that can recreate that experience… is only setting us up for heartbreak, disappointment, and eventually failure.
Truth be told… we as gamers with our unrealistic expectations are not entirely to blame for this problem. Game Studios themselves and games media in general are also stoking this fire. How many times have you seen a project being marketed based on where the devs working on it came from before? Hell, the entirety of studios like Dreamhaven seems to be a large dish full of member berries trying to stoke nostalgia about the imagined “good ole days” of a specific studio. The thing is… You would be hard-pressed to find a single game studio out there that does not at least have one person who used to work for Blizzard or Bethesda or Bioware, etc. The game development community is extremely fluid and because of the lack of stability and the tendency to burn a team down after release… means that folks have to go whenever they can to keep a paycheck coming in. Since around 2005, there has never been a time where I have not had at least one close friend working for Blizzard… but the thing is… none of them have really stuck around for more than a few years at a time.
We would be so much better off if we could approach each game that gets released with a fresh set of eyes, and ignore the many-tentacled hype machine. This is part of the reason why folks seem to respond so glowingly to anything that is truly new to them. For example, we are seeing this sort of glow-up happening right now with Baldur’s Gate III, because for so many people Larian Studios was an unknown property. However, for me, I have been playing their games since at least Divinity II, and was definitely there for the fledgling roots of what we are seeing in BG3 with Divinity Original Sin. All of that said though, it is so pure to watch players embrace a game on its own terms… and for its own merit. It is equally heartbreaking when a game that is genuinely good but still a little rough around the edges due to launch constraints, gets memed into oblivion by Streamers and YouTubers.
The hype cycle sometimes inflates a game to proportions that it never could have lived up to. Cyberpunk 2077 is one of these situations, but quite frankly… so was Mass Effect Andromeda. Both were games that given time and attention could be turned into something beautiful. We are seeing this redemption arc with Cyberpunk, but given the financial backlash instead saw with Andromeda the entire Mass Effect series killed off for the better part of a decade. So while I lay the blame squarely at the feet of the gamers for trying to treat the game studios in the same way that I am treating books by a single author… aka John Scalzi. I also blame the studios themselves, the marketing departments, and the 24-hour gaming news cycle desperately seeking anything that even smells a little bit like news in order to fill content deadlines. I fail miserably myself at this all the time, but I also know I would be far happier, or at least less grumpy if I allowed myself to approach everything without expectations.
That is it… that is my soapbox and now I will stand down from it. Expect more blog posts about me talking about some nonsense that I am up to in Path of Exile tomorrow. I can only handle so much seriousness at once, and even with Path of Exile, I have had to deliver myself a dose of realism. I had a lot of hype built up going into the Path of Exile II announcement, only to walk away disappointed and afraid that this game I was pinning my hopes on… was not really going to be what I wanted to play. Instead, now I am trying to stop thinking about it and just enjoy what I enjoy. It feels deeply weird that I am not engaged in the Zeitgeist right now, and not feverishly playing either Baldur’s Gate III or Starfield… while having at the same time enjoyed both. I’m trying to plot my own course independent of FOMO, and right now… my brain craves the familiar rhythms of Path of Exile. I have no clue what point I was really trying to make this morning, and I definitely doubt that it will make any difference. I hope you have a most excellent day… but now my cats want me to feed them. The post Stop Personifying Game Studios appeared first on Tales of the Aggronaut.

Loot Problems

Loot Problems

Shocking to no one I spent the majority of my weekend playing Anthem again.  It was a bizarre weekend for those of us who spent both Friday night and Saturday playing because some things happened.  Firstly the the 1.0.3 patch that we were expecting to land on the 12th launched a bit early on the 9th around 7 am, meaning when I woke up for the day I had a significant patch to download.  However Friday night…  they did the thing where they accidentally set the loot drops too high and we were getting Masterworks left and right.  Once again the community thought this was intentional…  because ultimately it is what we have been clamoring for all this time.  However with the launch of the patch it was rolled back…  and it has been a bit hard to separate the good of the patch with the bad of having loot nerfed again.

Loot Problems

Anthem has a loot problem, namely that it is way too stingy with Masterworks but more importantly too stingy with Legendaries.  All told I have gotten 4 Legendary drops in what is now 164 hours worth of play time.  Dividing that out it is me seeing a Legendary drop every 41 hours of play time.  There are folks out there who have racked up similar hours and have yet to see a single one.  It was the futile hope of the player base that when we removed Whites and Greens from dropping in post 30 content… that it would have a positive effect of skewing the number of Masterworks and Legendaries we would get.  However as some testing has shown…  essentially every green and white drop was replaced by a purple…  which is awesome if you are just getting started but more disenchant fodder once you enter the hunt for Orange and Lime (that’s what I am deciding to call legendary green).  There is an interesting post that was up on the reddit over the weekend…  where a player farmed 200 drops with +95 luck before and after the patch, linking to the original thread but going to post the data here for reference.

Pre-Patch Numbers

  • Common: 17 items at 8.5%
  • Uncommon: 24 items at 12%
  • Rare: 34 items at 17%
  • Epic: 102 items at 51%
  • Masterwork: 21 items at 10.5%
  • Legendary: 2 items at 1%

Post-Patch Numbers

  • Rare: 28 items at 14%
  • Epic: 163 items at 81.5%
  • Masterwork: 7 items at 3.5%
  • Legendary: 2 items at 1%

The original poster went to the trouble of documenting all of their loot with screenshots, but accounting for randomness it does appear that the Common and Uncommon slots are now just Epic items, which again is great for people getting a start in the game but bad for anyone who has collected a set of epic gear which now happens frighteningly fast under the current loot environment.

Loot Problems

All of that said… I am still enjoying myself and have managed to cobble together gear for three different javelins at this point.  I will probably be starting on the Storm at some point soon once I have spent a bit more time fine tuning the Interceptor.  Right now I have something that I would call a proper build on both the Ranger and the Colossus, and I will be farming content until I reach that point on the Interceptor as well.  How I am getting there…  is because I am exploiting the fact that Strongholds drop a guaranteed ability and Legendary contracts drop a guaranteed component.  While I only have three legendary contracts available to me each day, it seems that Quickplay on Grandmaster 1 difficulty tends to place you into a Legendary Contract more often than not…  and doing this nets you a guaranteed component as well.  Stronghold Quickplay similarly nets you a guaranteed ability drop…  however in my experience this is bugged out the vast majority of the time and not really worth your effort.

Loot Problems

Now I realize there are a lot of players out there that have been having issues with the game nonstop since release.  However for the most part I had not…  until this weekend when I started heavily relying on Quickplay.  That functionality seems to be far more buggy than the rest of the game, and I am wondering if the majority of the issues that players have been encountering have revolved around trying to do this abbreviated path to loot.  Normal Quickplay seemed to stick me in far fewer bugged out instances than it did before the patch, however when something went wrong… it went REALLY wrong often times causing me to have to either go through a loop of being bounced back to the loading screen like the above screenshot… or having to hard kill the client.  Starting Missions, Contracts, Strongholds and Freeplay myself all resulted in predictably smooth gameplay…   however any time I dared to mess with Quickplay I was effectively playing with fire.

Loot Problems

Another byproduct of the patch is that overall Javelin power feels like it has increased, and a side effect of that is that none of the lower difficulty ranks seem to be anywhere near as populated as they were.  Thalen reported issues getting full groups on normal difficulty as he was playing through the story and leveling, and I personally experienced a challenge getting groups at hard difficulty when I was attempting to finish getting the epics on my Interceptor.  So one of two things has happened… either the average player has released that they can now crush Grandmaster 1 thanks to the power scaling, or more likely a lot of players have just stopped messing with the game out of frustration over various issues.  Neither case is great for the game as a whole because it makes it harder and harder to onboard a supply of new players.  Grace will be starting up this week and I will be curious to see how that experience is as a new player and whether or not the matchmaking is as quick as it was for the rest of us that started out.  Side note since I have done this pretty much every week, throwing out a screenshot of the Alliance contribution screen…  I have yet to hit the hard cap for the week.

Loot Problems

One final screenshot of note…  since I played a bit of Warframe this weekend…  I am pretty sure these two chests in the hanger area are a nod to that game.  Anyone has played much Warframe will notice that they have a lot of lockers scattered throughout the ships that look suspiciously similar to these.  Also oddly enough playing a lot of Anthem has somehow made Warframe feel more manageable?  I was not nearly as motion sick playing it yesterday as I have been in the past, and the way too zoomed in perspective did not feel anywhere near as bad as it had after playing the whirling ball of death that is the Interceptor.  I still greatly prefer Anthem, but I have a feeling I could probably start to finally delve into Warframe if I so choose.

So where we are left is that Anthem needs to make a lot of changes quickly.  Chad Robertson the Head of Live Services chimed in over on twitter with some comments to this whole situation.  It spans several tweets so quoting rather than just pasting the thread for ease of consumption.

We appreciate all the feedback from the community on the game. We love the passion and share it. We’re not yet fully happy with the game’s loot behavior either. One of the downsides of moving so fast to improve is that we’re making changes to complex loot systems in several areas and it’s then harder to know how it’s performing. In the next few months, we’re expecting to make significant changes, but we’re starting with some incremental ones so we can better navigate that evolution. Our goal is to ensure the best possible player experience.

So while I appreciate this comment, because they are actually saying words in reference to problems…  which is a step above a lot of studios out there.  The biggest problem that I have with this comment is the fact that he mentions the time frame of “the next few months”.  I am not entirely certain that they have months…  and more likely have weeks to sort this out before players simply give up and file this game in the bin of “check back for year two” like so many of us did with Destiny.  We already see the signs in matchmaking of players dropping out of the system, which is a bad sign.  Additionally the temperature of the Reddit has shifted drastically over the last few days, which was a different situation than the inflammatory YouTube community…  they were positive and hopeful and I think were pinning their hopes on the patch from March 12th fixing a lot of the major issues…  namely with loot drops.  That however has drastically shifted to a community demanding fixes now, because Patch 1.0.3 did not deliver the solace they were hoping for.  While I am still playing the hell out of this game… I cannot say they are necessarily wrong in their frustrations.

There have been two situations where supposedly accidental loot changes have “fixed” the game.  In both times the game felt so much better because it didn’t feel bad when you got another Masterwork with crappy rolls, because you knew another one was right around the corner.  The unbridled excitement of actually seeing a legendary drop, and knowing that this wasn’t a once in a career thing…  made you care less about also getting crappy rolls on it too.  Loot needs to flow like water Diablo 3 style so you can pick through the dross and cobble together something resembling a proper build.  Nothing is more frustrating than getting a bunch of abilities you don’t care about… when you have a specific style of play that you enjoy on your character…  but feel forced to use the Masterworks because the item level increase makes them just flat out superior to using a proper build.  All of this felt less of the case when the loot was accidentally generous…  and the players will not be satisfied until we get something resembling that state again.

AggroChat #241 – Sexy Bad Choices

Featuring:  Ashgar, Belghast, Kodra and Thalen

aggrochat241

This week we are still down a Grace but also down a Tamrielo because work travel happens.  Tonight we start the show with a discussion of Civilization VI and its new Gathering Storm expansion.  This introduces the fearful Hockey Rink building and Mountie fielding Canadian Army… and also natural disasters.  Then we get into a discussion about Anthem and our feelings about the release. I think as a whole we are largely enjoying it, but even at that we talk a bit about the problems the game is having.

Topics Discussed:

  • Civilization VI
    • Gathering Storm Expansion
  • Anthem
    • What we are enjoying
    • What we problems exist

AggroChat #240 – The UnHollow Knight

Featuring:  Ashgar, Belghast, Kodra, Tamrielo and Thalen

aggrochat240

This evening we discuss the Anthem “Launch” and the spreadsheet that is required to understand it.  We give a quick summary of our experiences and how it is turning out to be really freaking good. From there we dive into Silksong the Hornet DLC that has turned into its own larger than the original Hollow Knight game.  We also talk about the first Nintendo Direct of the new year and all of the games that got announced. Bel tortures Kodra with some brief discussion about Keen Dreams showing up on the Switch. Finally we dive into a topic about playing games for what they are actually good at rather than trying to bend them to our will.

Topics Discussed:

  • Anthem “Launch”
    • Spreadsheet Launches
    • Improvements over Demo
    • Very Much a Bioware Game in a Good Way
  • Hollow Knight:  Silksong Announcement
  • Nintendo Direct
    • Mario Maker 2
    • Link’s Awakening
    • Various Final Fantasy Releases
    • Fire Emblem: Three Houses
    • Captain Toad DLC
    • Tetris 99
      • Did Tetris Need Battle Royale Mode?
    • Bloodstained: Ritual of the Night
    • Boxboy + Boxgirl
    • Yoshi’s Crafted World
    • Astral Chain
    • Deltarune
  • Keen Dreams on Switch
  • Playing Games for What They Are Good At
    • The Struggle with MMOs