Unsustainable Shadow Clans

I feel like at this point my attachment to Diablo Immortal is very much the definition of a “guilty pleasure”. I feel fairly guilty for continuing to play it, but I am having quite a bit of fun with it. The problem however is that none of the systems of this game seems sustainable. The core long-term rhythm of the social side of the game centers around the “cycle of strife”. Last Sunday across the world the very first Immortals were crowned, and on Monday following that everyone that was in a shadow clan was unceremoniously booted back to Adventurer status. This begins the Shadow Lottery all over again as folks start to build up a critical mass of players in order to challenge the Immortals for their status.
It feels very much like folks fought their way to “server first” in trying to claim that Immortal throne, and now have stopped playing. Megashield, the Immortal for Doombringer the server that I play on… is more or less absent from the leaderboards right now whereas he previously dominated them. It is more than that, however. The dungeon queues seem to take much longer than they did, and there are just lacking a critical mass of players to do several of the more difficult zone events like the Blood Rose. There was a push to be first, and anyone who did not manage to get that title has seemingly moved on with their lives. The restarting of the cycle is asking an awful lot of players.
I wish I had a screenshot of the original “Become a Dark Clan” page, but I appear to have failed to snap a picture. Right now we have collected 6 out of 30 signets, which means that three of our members have managed to get through the Shadow Lottery. In order to convert our clan into a Dark Clan once again, we will need to get 12 more players through the Shadow Lottery and have them choose to turn in the two Akeba Signets that they get in order to finally convert the entire clan. I am pretty sure the first time we did this the number we needed was either six or eight in total. This means every few weeks… each clan is going to have to grind once again in order to convert to a Dark Clan and gain access to the benefits of being a shadow. I have a feeling that before too much longer folks are just going to stop going through these motions.
The problem with this however is that by NOT being a Shadow, you are missing out on a large number of activities that you could be participating in. In theory, if you forgo the clan experience… you can spend a single one of the two signets you get and join the Shadows on your own. I did not choose to do this, unfortunately, and I donated my signets before realizing just how many we needed. Right now there are three members in the clan who are actively playing, with a fourth on vacation. However, that means it is entirely unlikely that we will manage to convert the entire clan before this current cycle is over. That also means that if I am still playing the game when the time next Cycle of Strife begins… that I will probably just go solo missing out on the entire clan experience. I feel like this entire design is centered around a critical mass of players joining giant cattle call clans and deeply harms any smaller more chill groups from ever participating.
All of this is unfortunate, as is the horrible monetization scheme that I have not forgotten or forgiven… because the game is rather fun. I rolled a Barbarian alt the other night just to see how that class plays in contrast to my experiences with the Crusader. I have to say it is equally enjoyable and apparently now that the Server Paragon level has been increased to 40… everyone is getting a massive dose of catch-up experience. I managed to get to 30 in about an hour of playtime just poking around and following the quest chain. If this leveling rate is sustainable, I will easily ding 60 long before I finish the main story quest. It seems like the Server Paragon level is playing the role of boosting anyone who happens to be lagging behind the pack and funneling everyone towards a shared level bracket. I mean this is good for grouping purposes, but even with that in place… I am still finding it pretty hard to find any groups as I work through the story dungeons.
Given that we are already seeing a massive drop-off in player interest, I do wonder how long before server mergers are happening. The viewers on Twitch continue to drop as do the total number of channels streaming Diablo Immortal, and it seems like the zeitgeist is starting to move past it. There was a reported $24 million dollar earnings within the first two weeks, but I do wonder how much of that profit is legitimate. I watched a streamer yesterday for a little bit that was running $25 rifts… but was going through a money laundering shuffle of taking WoW gold, converting it to tokens, then converting those tokens to Blizzard Balance… and using the Blizzard Balance to buy the Legendary Crests for the runs. Then he converted any gems that he did not need to Platinum through the in-game auction house to purchase the things he actually needed. There is an awful lot of liquid World of Warcraft gold out there, especially among those communities that sell in-game runs for gold. There is no real way for someone to “cash out” other than selling an account, but it does make me wonder how much of that “revenue” was the recycling of existing “blizzard currency”. Anyways I am still enjoying the actual gameplay, and still following the drama surrounding it. I do think that if this game is going to exist in six months, there will need to be some serious system redesign because the current structure is unsustainable as player interest plummets. The post Unsustainable Shadow Clans appeared first on Tales of the Aggronaut.

Respect Your Casuals

So this is a bit of a weird tangent, and I am not even certain where it is going to end up… but here we go. I’ve been seeing sentiments for years expressed each time a game fails or a game flounders and I think in large part they point at a larger misunderstanding by a segment of the gaming community. More recently this has been happening quite a bit in the New World community, where everyone can for the most part agree now that the game is failing or is in a failed state… but no one can agree as to why. I’ve seen lots of people point at the game’s failure because one of several reasons… here are some summary takes that I have read: The game is failing because…
  • it abandoned hardcore dark souls combat
  • it did not focus solely on open-world PVP
  • it did not focus solely on arena combat
  • there isn’t enough endgame PVE content
There are of course other takes that I could include, but I am largely focusing on these four takes because I have seen them the most. My feeling is that New World is failing because it did not create an ecosystem that was friendly to casual players and did not give them a reason to stick around. It launched with a poor server design that had a cap of 1500 players, making it deeply difficult for people to get logged in and actually play on the same server as the rest of their early adopter friends. They created a dungeon design system that made it difficult for players to group up and do things together and a questing system that literally made it impossible to help someone out with key gating quests after you had completed it yourself. Then when the most hardcore of players had “finished the game” by rushing ahead in the first day or two… a patch was released that moved the goal posts for more casual players to where they might never be able to accomplish the same things actively breaking some of the most casual friendly content in the game.
Basically, my takeaway as to why the game failed is that it did not respect its casual population. Please note I am not a casual gamer. I spend a truly stupid amount of time playing whatever game I happen to be hyper-fixated on. I am no longer full-on Hardcore, but I live in a comfortably Mediumcore existence where I cherry-pick the activities that I care enough about to actually focus and gear for. However, one thing I have noticed over the years, is that that games that ultimately thrive… are the games that respect the casual player base the most.
What I mean by this is these are the games that make it easy for you to drop in, play with your friends if you have them, or still get content done if you are a purely solo player. As much as the more serious gamers lament the existence of LFR in World of Warcraft, it allows players to see end-game stories without having to deal with the treadmill of endgame progression. Similarly, I think the big open-world boss battles in Guild Wars 2 are a testament to just how good a game can feel when it has respect for its casual player population.
The problem here however is that the Hardcores are always a vocal minority in any game that they are playing, and they are ultimately trying to skew things towards their own demographic. I specifically called out Guild Wars 2 because that game implemented a very casual unfriendly world game event in the Dragon’s End zone, that also gates access to one of the key features of the End of Dragons expansion. This has started discussions within that community, specifically among the content creators about how exactly they can make players hardcore like themselves, and take all of the endgame progression seriously. The thing is… this is not a battle that they can win and if the game clamps down to focus more on serious content… the player numbers that they rely on will dwindle.
I feel like we have been watching this play out without realizing it in World of Warcraft. That game starting with Burning Crusade has become more and more a game that slowly pushes you onto one of several endgame onramps. You currently have three competitive communities of Raiding, PVP, and Mythic progression. I think there is a large group of players who come in at an expansion launch, play through the story, level a few alts, and are not seen again until the launch of the next expansion. What is left outside of the three competitive communities, is largely unrewarding and repetitive world content. Guild Wars 2 has shined in this department in that there are multiple paths to the best stuff in the game, one of which is a very serious crafting process that requires no endgame participation in order to accomplish it, just copious hours of gathering or gold.
Honestly, Final Fantasy XIV has the same problem of players bouncing when they complete the story content. I am very much one of these people, in spite also having been someone effectively playing the game many times in the past when it was considered to be in a content lull. The difference with FFXIV though is that they have a large number of systems not tied to the core game that folks seem to enjoy engaging with. You have the minigame-laden gold saucer, housing extreme if you can luck into winning a plot, the deep dungeon systems, and even the “limited job” of Blue Mage which effectively is a spell collection minigame. Even though there are still players that come and go with the content tides, there is way more content to keep folks engaged that is not directly tied to the core pillars of dungeons, raids, and ultimate. The most thriving game is ultimately the one that respects its casual players the most and makes them feel like a part of the larger community… without asking them to conform to some specific ideas. I think the thing that the Hardcore player base needs to understand, is that they are very much in the minority and that not everyone views the games that they play as a competition. Please for the love of god let the casual players just enjoy the game, and stop trying to change them. This “change” takes place in two ways, indirectly by appealing constantly to the devs to make mechanics more punishing and more tailored to your specific interests. The other key way that change is invoked in a community is by creating an atmosphere that is hostile or toxic to anyone who does not perform in a specific manner under specific conditions.
I remember reading a specific article back in the day as to the small portion of the player base that ever experienced Naxxramas in World of Warcraft. While I could not find the specific article as I was writing this, I did find a YouTuber that tried to do some math on the percentage of players that saw a full clear of Naxxramas before Burning Crusade. This YouTuber clocks it at 0.07% of the total player population had a verified clear of Naxxramas before the Burning Crusade pre-patch. While raiding is significantly more popular today than it was at the time… you are still talking about a very small segment of the total player base that plays the game seriously enough to clear end-game content. I am not saying that end game content does not have a place, but the players who are actively engaged in it… need to understand the perspective that even today they represent a small minority of the total player base. The success of a game over the long term… is in large part about the retention of your casual players. So when I read comments that a game is failing because it was not “hardcore enough” in one area or another I struggle to take them seriously. I’ve yet to see a game survive solely on their most hardcore players. If I could change anything about the larger community discourse, it would be to show a little respect for the players who are just playing the game to have fun. Maybe stop shaming them for not turning in the DPS you are expecting, or not having the right gear. Maybe just let them play the damned game and do whatever it is that is bringing them joy. The more welcoming the game is to casuals… the more casuals will ultimately decide on their own that they want to get serious about the game. Broadening the player base will also by side effect broaden the pool of players that eventually trickle up into the more serious content.
So again when I hear about some game failing, my takeaway is generally going to be that they did not support the more casual gamers enough. A game.. especially one with social aspects to it… needs to be super easy to engage with. Possibly even more important however is that games need to allow you to engage with your friends instantly. Too many games are situations where you need to get to some arbitrary objective where the “real game” begins before you can actually play with those who were early adopters. As someone who is often one of those early adopters, please give me ways to take my friends along in the journey rather than having to come up with ways to gently pressure them into focusing on leveling to the point where I can actually start helping them. I want my friends to love the game as much as I do… so please make it easy to love. Anyways I have rambled enough for one post, and I am not sure I have a succinct point to wrap up. Basically, respect the casual gamers out there, and stop trying to change them. Let them engage with games in whatever method they choose, and stop shaming them along the way. The post Respect Your Casuals appeared first on Tales of the Aggronaut.

Barrel Bomb Bonanza

Good Morning Folks! This morning I am coming back from five days off and it is going to be weird as hell to actually “punch the clock” again. Five days was plenty of time for me to get my sleep schedule completely mixed up. My “bladder alarm clock” wakes me up around 5, but actually getting up at that time is a whole other story. What I would have talked about yesterday had I posted though is the end of my Diablo III Seasonal Journey. The pied piper song I sing… managed to ensnare a handful of other people into this madness including Thalen and Grace, and Sunday we had a blast running around together and doing “Diabble” nonsense.
The funniest part of the journey however has to have been Saturday night while we were recording the podcast… I was trying to carry Grace to 70 and knock out a good chunk of the seasonal boss kills. The problem with this is the fact that Akkhan Invoker Bombardment is a weird build and is highly unpredictable. Essentially my gameplay pattern was to run around with horsey until I found a champ/elite pack and wait for the bombardment to clear everything before moving to the next pack. At low-level rifts, the Thorn’s damage from the partial Invoker set was enough to have some “on demand” killing power, but there really is no way to really quickly clear stragglers which meant I left a minefield of death for anyone getting drug along. Granted Grace knew what they were getting themselves in for, but it was still hilarious the number of times we both died. See the other side effect of this specific build is the fact that it is fairly squishy. Every four seconds I rained death down from above, but the other three seconds… I was mostly just trying to stay alive which meant I spent an exceptional amount of time in horse form trying not to stand still. Granted I managed to clear a solo GR90 with this build and probably could have easily cleared higher, but it is maybe the worst pulling experience I have ever had, and eventually rotated out to a more standard Invoker build.
The other part of the season that was interesting was the inclusion of Petrified Screams which open a special kind of Rift called an Echoing Nightmare. This effectively is a horde mode wave clear sort of encounter and the number of waves you successfully clear gives you a gem with a matching level. In practice, these are a way of cheating your way through attunements, but you would also need a great source of raw gems in order to fuel them. What I did not expect however is for these to count towards seasonal achievements. By this point, I had already finished leveling my gems to 75 but when we ran down all of the Petrified Screams that each of us had gathered up on Sunday… it instantly completed a large number of seasonal achievements including a few conquests for Grace and Thalen. We also tried for a speed demon run and nailed it on the first attempt, and as such… while Grace only started Saturday night, they managed to wrap up their seasonal journey Sunday afternoon as well.
I had a blast working my way through this season, and while I will likely never use the ugly Lollipop pet, there is a sense of accomplishment in checking all of the boxes. In theory, there should be a new season starting before too much longer given that this current one started in April. Diablo III really is getting more creative in the sorts of things they are attempting during seasonal play, which reminds me quite a bit of the broad changes that take place during a Path of Exile league. The only thing that I wish is that all of the things they add in for seasons… stuck around during non-seasonal play essentially slowly adding more content to the game. The Echoing Nightmares are a really fun game mode, and I could see people doing these if the petrified screams continued to drop. I briefly contemplated starting a Hardcore seasonal character, because I have never done such a thing… but that is a doubtful proposition.
In other Diablo news, I continue to poke and prod at Diablo Immortal. The truth is it is actually a really good game if you can somehow look past the monetization scheme. I’ve spent zero dollars and I absolutely feel like I am at a lower power level than a good number of people in my level bracket. However, it doesn’t seem to be really impacting what I could be doing right now. Sure if I had some of them fancy legendary gems, I could probably be farming Hell II difficulty right now instead of Hell I, but then again I still need gear from Hell I. This has very much turned into a before bedtime game for me as I fairly casually complete content and do bounties on my phone and using the Gamesir X2 controller. All in all, this runs pretty well on my phone, or well enough to be doing any of the content I have encountered thus far.
I have to say though there is this weird uncanny valley going on where I know I am playing a Diablo game, on some level I would think I was playing a traditional MMORPG like World of Warcraft. The whole aspect of always encountering other players everywhere I go, and the fact that I am effectively running dungeons the same way that folks run dungeons in WoW, triggers that experience. Yesterday there was bonus loot for Forgotten Tower, and essentially we would pull everything up to the next barrier and burn it down there just like you would run a dungeon in WoW or FFXIV. Given however that every class is effectively self-sustaining… it also gives me deep Guild Wars 2 vibes when it comes to doing large group content. When a zone event is happening there ends up being a huge swarm of players… and there are even mechanics that you have to pay attention to in order to succeed.
We also saw the end of the first Cycle of Strife, which crowned the Dark Clan Eden as the new Immortals and the massive whale Megashield as the new server Immortal. If you are curious you can watch the video of the final battle where Megashield won on our server. He reportedly spent 100k on that character, which seems like complete madness to me. That is honestly one of the most disturbing elements of this game is how expensive it is. When Techtone talked about spending 20,000 in a few months of Genshin Impact I thought that was complete madness, but this takes it to a whole new level. Streamer Quin (aka the same dude who boosted in FFXIV then got mad that he struggled to play the game) was doing 10 crest runs attempting to get a 5-star gem. It reportedly cost him $15,870.66 before getting one or roughly 635 10 Legendary Crest greater rift runs.
Admittedly this is a bit of a false narrative, but it makes for good headlines. Just like boosting in FFXIV and then complaining about not understanding anything… doing nothing but 10 crest runs over and over is a bit of a “wrong way to play the game” scenario. He specifically was chasing a natural drop of a 5-star gem with all 5 stars populated. However, in those 635 runs, it is extremely likely that he managed to get multiple copies of Echoing Shade, and probably enough to have made a 5/5 star version of that a long time ago. I think at least on some level… a lot of the spending associated with this game is players trying to brute force their way to ultimate victory. Paying no money… I am still getting an awful lot of enjoyment out of the game on its own merits without feeling the need to chase these Legendary Gems. Please note… I do not exclude any of the monetizations that are going on. This is absolutely a game that was designed to prey on the worst instincts of gamblers. While watching the Immortal Battle from a few different perspectives, I spent some time watching a Twitch stream of a clan made up of almost nothing but massive whales. Listening to those guys goading each other into spending money on voice chat… felt sickening. At the same time, there were multiple references of the same folks doing crypto gambling, which I did not even know was a thing and seems like a really great way to lose a lot of money. In just the fifteen minutes or so that I watched, it was very clear that the folks talking were gambling addicts. There were folks talking about spending at least $250 to $1000 a day on the game… and that just isn’t sustainable by anyone for long. The post Barrel Bomb Bonanza appeared first on Tales of the Aggronaut.

AggroChat #393 – Ethically Funding Games

Featuring: Ammosart, Ashgar, Belghast, Grace, Kodra, Tamrielo, and Thalen
Tonight was a weird show.  Firstly we are recording this show on Belghast’s Birthday, which in our almost 400 episodes I am not sure we have actually recorded on one of our Birthdays before.  We set out with the mission of recording a show about the “Not E3” festivities that have been going on but get sidetracked as one does.  Instead, we go down a path of talking about Diablo Immortal once again, but from the standpoint of how exactly one should be funding game development.  Clearly, the NetEase and Blizzard team chose violence, but how exactly does one fund modern game development costs when the market has shown that if the price trickles up from $60…  folks freak out.  From there we do eventually return to talking about Sony, Microsoft, and whatever Geoff Keighly is running that now serves as the replacement for E3.

Topics Discussed

  • Bel’s Birthday
  • Diablo Immortal Again
  • Funding Games Ethically
  • Gamepass Model
  • Microsoft Show
  • Silksong
  • Valheim Cross Play between Gamepass and Steam
  • Star Citizen, Starfield, and the era of Space Games
  • Redfall
  • The Gamesir X2 controller reprised
The post AggroChat #393 – Ethically Funding Games appeared first on Tales of the Aggronaut.