Launch Hype Cycle

The Perfect Amount

Launch Hype Cycle

One of the subjects I have thinking about quite a bit this week is the video game hype cycle… namely the time from when a video game is announced to the time you can have it in your grubby little hands.  There are a lot of times that a game is announced with great fanfare and then when it actually releases two years later… the excitement has died down to a point where I rarely realize it has launched.  This is especially true with games that have an early access system, because quite literally in my mind they have been “out” from the moment they started taking money for the game.  I’ve come to a line of thinking that Fallout 4 pretty much represents the perfect amount of hype leading into a game launch.  While all manner of information was leaked about this game for a few years… there was no official acknowledgement of the game, nor any media floating around about it until June 2015 at E3.  At which point they announced that the game would be available in November of that same year.  This gave the game a focused four months to hype it up and get people read for it.

The truth is that most of the hype was fan created.  Bethesda themselves continued to release a slow trickle of information and trailers… large parts of which were simply recompiled from the demos given at E3.  But this constant trickle served to keep the fires ignited long enough that by the time the game actually launched a few months later… folks were still very much at the peak of excitement, rushing out into the store and buying damned near anything even vaguely related to the game.  As an example of this fever pitch I give to you exhibit A… the fact that the extremely limited edition Nuka Cola Quantum cases are going for over $1200 on Ebay.  They announced a game with lots of new features, and then delivered it a short period of time later as promised.  This sort of brevity is refreshing when it comes to video games, because we are simply used to it dragging on over the course of several years including extended alpha and beta phases which only serve to get the players bored with the title before they even lay their hands on it.

Beta is Not Beta

Launch Hype Cycle

Another huge problem that plagues the industry is the fact that Beta testing really doesn’t mean what it says it means.  What is ultimately spurring on this post is the launch of the World of Warcraft Legion Alpha yesterday to the press, streamers and a few fan sites.  While Fallout 4 had this nice clean short cycle, Legion is already setting up to have a considerably longer one.  We first got the official announcement of the rumored expansion at Gamescom in August, and post Blizzcon in early November we received our potential launch window of September 2016.  Now that we have an alpha circulating, we will now have plenty of hype inducing articles and videos circulating…  with ten months to go until the potential launch window.  While this is awesome to stoke the fires, the flames will have died down significantly by the time the game actually releases.  Right now I myself am riding this nostalgia buzz that has lead me to resubscribe to the game, but there is likely no way that the game can sustain my excitement until next year to keep the love going.

What I meant by the Beta not meaning what it used to, is the fact that we no longer have these cloistered NDA protected testing environments.  So in essence Beta becomes this time to allow streamers and the press to hype up the game for Blizzard, rather than the period of deeply focused testing.  Sure it is frustrating to be in something that is under NDA, and not be able to talk about it…  but games need an incubation period before the world gets to see them.  When I was testing Elder Scrolls Online I was quite literally in the closed testing process for a little bit over a year before the launch of that game.  I tested the hell out of it, and myself and Ashgar apparently developed a reputation for our prolific bug noting.  There were lots of things that I saw that would have freaked the hell out of the press and public if they saw them, but I simply calmly noted it and described as many details as I could and moved on.  As the builds changed we saw many of those bugs disappear… and often times other ones arise that we continued to note.  For me at least it was not about getting to play the game free or having something to fill my site with articles…  but instead about trying extremely hard to make sure the best possible game launched.

A Challenge

Launch Hype Cycle

So now is the point where I present a challenge to anyone with access to the World of Warcraft Legion alpha client.  Test the hell out of that game and submit bug notes for anything that even seems vaguely out of place.  I want each of you to be so prolific in your bug notes… that the developers behind the scenes know you by name and immediately start predicting what you might say.  The Warlords of Draenor testing process was not taken seriously by the developers or by the players… and most of us just used it as a way of showcasing what was coming out from the game.  What we ended up with was an expansion that did not quite feel right on so many levels, all of which were things that could have been addressed during the Alpha testing process.  By the time a game makes it into Beta… it is essentially in a polish phase, where the content gets the spelling errors ironed out, and cosmetic blemishes are fixed.  Alpha is the time when you can actually effect the way a game will play like at launch, and now that you have access to this client I expect each of you to do your job.  After all testing is a job, not a perk… or something that elevates you above other players.

Quite literally if Legion is not the best expansion that World of Warcraft has ever seen… we are in a lot of trouble.  You can have a single bad expansion and still turn around…  namely I am looking at Dark Age of Camelot and the horrible Trials of Atlantis expansion here.  They continued on to do a lot of really interesting things, but they absolutely had a misstep.  I feel like Warlords was without a doubt Blizzard’s misstep when it comes to the Warcraft franchise, and Legion is their chance to redeem themselves.  The problem being they need you the players to give honest and sometimes brutal feedback on what is working and what is not working.  There is a huge difference between the live client and the alpha client… and the alpha forums are this magical place where people actually talk about the serious issues of the game without resorting to hyperbole.  I expect each and every one of you that have access to this alpha to put that time to good use, and find every single bug in the game.  Sure you only have access to the Demon Hunter starting experience, but I expect you to help make that starting experience the best “newbie zone” in the game.  Now what are you doing reading my post… get to making bug notes people!

Mystara Monday: AC2 – Combat Shield and Mini-adventure

This week will likely be a short one, like the item we're taking a look at. AC2 is a DM's screen for the Basic and Expert rules and includes a short (8 page) booklet containing a short adventure that can be dropped in pretty much wherever the DM likes.

Mystara Monday: AC2 - Combat Shield and Mini-adventure
None of these monsters appear in the adventure.
Not even cut-rate Man-Thing

The combat shield is a pretty standard example, though a little boring for the players. Where later screens typically have art across the entire screen, this one only has the cover art. The middle part is the back of the item and has the typical back-cover blurb, and the final third has experience tables for all the character classes.

Mystara Monday: AC2 - Combat Shield and Mini-adventure
Okay, there is this little picture of a halfling running like mad.
The interior has all the typical tables; saving throws, to-hit rolls, rolls to turn undead, and so forth. Nothing special, but always useful to have at a glance. I'm not certain if this was released before or after the Companion rules set (which covers levels 15-25). Saving throw, hit roll, and thieves' skill tables go to level 25, so they must have had at least some of it ready. Other tables however, such as character levels, stop at 14. That may just have been for space reasons though.

The included adventure is titled The Treasure of the Hideous One and is a short wilderness adventure, written once again by David Cook, which leads the party into a swamp near the town of Luln in search of a treasure rumored to have been found there a century before. Luln is located in the westernmost part of the Grand Duchy of Karameikos, and mention is made of a 'Duke Stefan the Hermit' who was ruler 100 years ago. This gets retconned in later works, where it's established that the current Duke Stefan is the founder of the Duchy.

The way to the treasure takes the party through a few encounters including a vengeful ghost from a previous expedition and a group of bandits with a rather clever plan to ambush and rob the PCs. The treasure itself is found on an island inhabited by a vampire and a tribe of cay-men. Cay-men are a new monster in this adventure, one foot tall lizard men who live in a small village of dirt mounds. Much like the rakasta and aranea from The Isle of Dread, the cay-men show up again in later modules and are a uniquely Mystaran race. Eventually they even were given stats for use as PCs, although they were sized up to 2 foot tall by that point. I prefer the 1 foot tall version, as the idea of tiny lizard tribesmen with spears amuses me greatly. An adventuring party of nothing but cay-men would probably be very interesting to build a campaign around.

It's not a long adventure, but it is a well-written one with encounters that are more interesting than the typical "here's some monsters kill them" that we were used to at this point. There are a number of opportunities for player intelligence to factor in, and even if the DM doesn't want to run the overall treasure hunt the encounters would be pretty easy to drop in elsewhere with little modification.

Mystara Monday: AC2 – Combat Shield and Mini-adventure

This week will likely be a short one, like the item we're taking a look at. AC2 is a DM's screen for the Basic and Expert rules and includes a short (8 page) booklet containing a short adventure that can be dropped in pretty much wherever the DM likes.

None of these monsters appear in the adventure.
Not even cut-rate Man-Thing

The combat shield is a pretty standard example, though a little boring for the players. Where later screens typically have art across the entire screen, this one only has the cover art. The middle part is the back of the item and has the typical back-cover blurb, and the final third has experience tables for all the character classes.

Okay, there is this little picture of a halfling running like mad.
The interior has all the typical tables; saving throws, to-hit rolls, rolls to turn undead, and so forth. Nothing special, but always useful to have at a glance. I'm not certain if this was released before or after the Companion rules set (which covers levels 15-25). Saving throw, hit roll, and thieves' skill tables go to level 25, so they must have had at least some of it ready. Other tables however, such as character levels, stop at 14. That may just have been for space reasons though.

The included adventure is titled The Treasure of the Hideous One and is a short wilderness adventure, written once again by David Cook, which leads the party into a swamp near the town of Luln in search of a treasure rumored to have been found there a century before. Luln is located in the westernmost part of the Grand Duchy of Karameikos, and mention is made of a 'Duke Stefan the Hermit' who was ruler 100 years ago. This gets retconned in later works, where it's established that the current Duke Stefan is the founder of the Duchy.

The way to the treasure takes the party through a few encounters including a vengeful ghost from a previous expedition and a group of bandits with a rather clever plan to ambush and rob the PCs. The treasure itself is found on an island inhabited by a vampire and a tribe of cay-men. Cay-men are a new monster in this adventure, one foot tall lizard men who live in a small village of dirt mounds. Much like the rakasta and aranea from The Isle of Dread, the cay-men show up again in later modules and are a uniquely Mystaran race. Eventually they even were given stats for use as PCs, although they were sized up to 2 foot tall by that point. I prefer the 1 foot tall version, as the idea of tiny lizard tribesmen with spears amuses me greatly. An adventuring party of nothing but cay-men would probably be very interesting to build a campaign around.

It's not a long adventure, but it is a well-written one with encounters that are more interesting than the typical "here's some monsters kill them" that we were used to at this point. There are a number of opportunities for player intelligence to factor in, and even if the DM doesn't want to run the overall treasure hunt the encounters would be pretty easy to drop in elsewhere with little modification.

Equating Rarity With Power

So, I’m done with Lords of Verminion, after less than a week. It’s an interesting game with some crippling pitfalls. I’ll probably still play around with the AI and replay some of the more interesting puzzle challenge battles, but it suffers from a severe problem when playing against other players.

Equating Rarity With Power

The rarest minions are, by far, the best, with very few exceptions. If it’s a rare drop from a dungeon or from treasure maps, it’s an absolute killer. Essentially, if it sold for several million gil prior to the patch, it’s now a top-tier minion (again, with very few exceptions). Possibly you’re reading this and saying “well, yeah, of course the rarest ones are the best, that’s how it works in other games, like Magic”.

Unfortunately, one of the things that Lords of Verminion does that’s interesting is also the problem with this. There’s nothing stopping you from running an entire field full of a single, rare minion. I’ll use Nutkin as an example, because it’s basically caused the end of every match I’ve lost. It’s a Critter-type minion, with outrageous stats, for 30 points (the highest possible point cost, out of 240). In theory, it’s balanced by the fact that you have relatively few of them. However, a single Nutkin can win against 4-6 other minions, regardless of type. I’ve watched two Nutkin (60 points) rip apart 6 Bombs (also 60 points) despite the Bombs having a type advantage and using Bomb abilities, without the Nutkin using anything. One Nutkin was low, the other was full.

Equating Rarity With Power

Seeing this in a couple of games, I figured perhaps throwing other big minions against the Nutkin would work. Clockwork Twintania is another monster-type, which is presumably strong against Nutkin, and is 25 points. Three Nutkin beat four Twintania, handily, despite Twintania’s defense boost. Nutkin are also fast, either 3 or 4 stars, so they can move all over the map relatively easily.

In a game ostensibly about exploiting type weaknesses, this is a problem. It means that the rare minions determine the match, and because there’s no limiter on how many of these powerful rare minions are on the field, if they can win out even against type there’s no real way to fight them. In theory, swarms should be able to win out against smaller groups of powerful minions, but a powerful enough minion with just enough in a group will kill swarms faster than they can do damage.

The idea, I suppose, is to drive players to seek out the rare minions in order to compete, but mostly it seems to have a cooling effect on the playing field. Three times this weekend I showed up to play and saw a group of about 10-15 people all at the consoles. Within a handful of matches, it had boiled down to myself and one other person, throwing out rare minions and generally using the same strategy every time. Varying my own strategy accomplished basically nothing. Watching groups of players evaporate against what appears to be an unbeatable strategy (or one that’s being enabled just through access to already rare and hotly desired minions) is disheartening– it’s telling to me that on our entire server, fewer than twenty people are signed up for the tournament, and at least four of them are using Nutkin spam.

Equating Rarity With Power

Other games have pursued a similar tack– several prepainted miniatures games put random figures in the box, and many card games have explicitly “rare” cards, which are often (albiet not always) straight up better than the more common ones. The “right” answer, in all of these cases, is to not bother with the usual delivery system and simply buy the models/cards you want straight up, then use those to win against people who didn’t do that.

I don’t much care for relying on random luck to acquire something crucial that you need to keep playing the game. It makes me feel very strongly that the game doesn’t respect either my time or my money, whichever is being used to generate more rolls on the random table. I understand that a lot of people keep rolling because that rare thing is an exciting surprise– for me it’s simply the thing I already knew I needed, so every roll that doesn’t come up with the thing I need was a waste of time/money.

I’ve noticed that the design of important things in games has shifted to agree with me, as well. Token and currency systems are the norm, removing the random bad luck of drop rates from the equation. Sometimes there are still random luck rolls, but they’re often for secondary sources, and much easier. FFXIV has currency for its “main” upgrades, but also supplies random secondary loot drops. It’s a good system, because you’re not relying on a lucky drop.

Equating Rarity With Power

A lot of this is that my appreciation for random loot was burned away from me in my time helping run LNR. Random loot meant everyone was always unhappy– people who didn’t complete their set from the previous dungeon were annoyed when we moved on, people who badly needed a particular upgrade were frustrated when it never dropped, entire class teams would grumble when yet another week went by without any loot for them, and everyone sighed when the same item dropped yet again, when no one needed it.

What bothers me especially about Lords of Verminion is that it could have been a good excuse to break out those common minions that no one really used. It’s a simple game, but in theory a deceptively deep one, it just falls apart when it can be easily reduced to “spam this one powerful minion”. Players will always try to find the easiest possible way to win, and LoV does very little to force the issue.

Equating Rarity With Power

As a result, pubstomping with a single, out-of-band minion is the norm, and it’s easy to watch it drive players away from the game. It’s a pity, because it’s a really neat game with a lot of cool ideas, it just falls apart when it comes to rare minions. The matches I play that aren’t ruined by rare drop minions are FANTASTIC, and almost fun enough for me to deal with the matches where I lose simply because I didn’t feel like shelling out 7mil for a minipet. However, those players leave after losing repeatedly to rare minions, and there’s no incentive for the rare-minion player to give up their advantage.

Instead, the winning move is not to play, and the forlorn tournament board registers 17 players on the entire server who have opted in. We stand around, hoping that this next match won’t be dictated by rares. It’s sapped the fun out of the game more or less instantly.