The Division Impressions

Bad Christmas Simulator

The Division Impressions
Black Friday Ends in Tears

I have to say I was pretty sad when I found out that The Division beta would be going on the same weekend I would be in San Antonio at Pax South.  So when I heard that they planned on extending the deadlines, I have to say I was pretty pumped.  The Division is one of those games that has looked good on paper up, but I have been really questioning as to whether or not I will like it.  Call of Duty for example, is one of those series that I enjoyed when it first came out, but as it has evolved I have become less and less interested in the continued military operator fantasy.  I think a lot of it has come from the fact that every game seems to use exactly the same guns.  I mean I get why this is the case, since these guns are real world guns… that they are just trying to replicate in a game.  So when I started thinking about The Division versus Destiny…. I have to say I lean heavily towards crazy space guns over things that can actually exist in the world I happen to live in.  However I am also a huge fan of post apocalyptic settings…. and The Division seems like it might deliver on a near future version of that.  So to say I was fraught is an understatement, then over the weekend I ended up talking with a couple that told me who much they liked it, coming from a heavy Destiny background.  So when I got home Sunday night, I went upstairs started the hefty download.

The Division Impressions
Glad to see Television Still Works

So when I got up yesterday morning I finally got the chance to play the game.  I really was not sure what to expect, and I guess in all of the screenshots and video I had not really gotten it through my head that it was a third person shooter.  This has honestly been the biggest challenge for me when playing Warframe recently, because I am generally bad at playing a shooter from a third person perspective.  Third person definitely makes things easier to move around, but when it comes to aiming a gun…. I just find it awkward.  The fact that this is a game that relies heavily on ducking behind the next patch of cover, it almost HAS to be third person to make that work.  In many ways it reminds me of Gears of War, in that you are constantly rolling forward trying to move up on mobs while at the same time staying in safety.  The problem with that is… I am just not that kind of a player.  I tend to be very run and gun… and sure I use the hell out of cover but I am constantly zipping in and out of it.  This game feels more like a tactical RPG at times than it does a pure shooter, and I am not quite sure how I feel about that.  You have to understand… that I have never played any of the other Tom Clancy branded games, because that player fantasy never really appealed to me.  The fact that this game is an MMO Shooter of sorts… is really the part that places it in my wheelhouse rather than the content matter.

The Systems

The Division Impressions
Amazing Mapping System

The thing that I really want to talk about is just how damned good this games mapping system is.  When you pull it up it brings up a holographic representation of the area you are in, and it has various objectives marked.  You can go talk to an NPC inside each of the bases that gives you a situation report on the area, and as a result creates these little highlighted markers.  As you are running through the world, you can see every single blip on the map… but you get special visualization for whichever objective you happen to have highlighted.  In the various screenshots I am posting today, there will be these orange lines running down the street, and these serve to show you the best route to the location you are trying to reach.  This makes movement through the very dense sections of New York city pretty manageable.  What it does not take into account is that in many cases you can actually cut through buildings to get to your destiny and in doing so find all sorts of hidden resources.  As you are roaming around there are lots of caches that you can find, and these have everything from resources to weapons, and it feels like looting structures in a zombie survival game.  I am still not 100% certain what some of the resources are used for, but the obsessive side of me cannot leave a single bag sitting un-looted.

The Division Impressions
Ramshackle Bases

The gameplay for the most part resolves around expanding your reach and setting up these bases of operation in new areas.  At first you start out on the banks of the Hudson River, and you push into the city with the first mission based around driving away the hostiles and reclaiming a base.  From there you start retrieving people from the impromptu medical center set up in Madison Square garden.  So you rescue a virologist to take back to your base, and then that launches a sequence of quests that involve collecting additional resources to help set up your medical facilities.  The problem is for me at least that I cannot seem to stay on track, and that even though I have a giant orange line leading me to the objective…. I keep ending up going off the rails and looting every building that I happen to come across.  The other issue that I am having is that I struggle how to identify who is just a harmless bum roaming down the street…. and who is someone that will actually kill me.  I ended up wandering down this alleyway, without much options for cover… and next thing I know a patch of what I think are harmless survivors… ended up opening fire on me.  In the middle of the batch was apparently a major boss that straight up killed me.  So while the mapping system is amazing, the threat assessment portion seems to be kinda confusing at least for me… since everyone including me… dresses like they just came from a shelter.

Still on the Fence

The Division Impressions

Right now I am not sure if I am on board or not.  I played enough to decide that I mostly liked it…  but I still struggle with whole third person thing.  The big boss fights are pretty hectic, but I have learned that for the most part… I simply need to find a hidey hole and kill mobs until the boss finally comes to me.  It isn’t nearly as heroic as rushing in and dodging bullets…. but it seems to be more consistent than trying to run around and stay alive at the same time.  The other big take away…. is that gear is really damned expensive.  I am used to being able to buy upgrades pretty quickly in games… but I have sold a lot of random crap that I have found out in the world, but have been able to afford absolutely nothing.  One of the things that I love about Destiny is that I am constantly getting new weapons to play with… and if this game ends up keeping the same set of weapons around too long I am going to get bored.  What makes MMOs interesting for me… is the whole aspect of constantly upgrading gear.  I have learned over the years that characters get stale for me, when I stop getting upgrades.  So while I am getting drops that are upgrades are mostly armor, but I have yet to get a single interesting weapon drop.  So I think in the long run that might be an issue if the beta test is relevant to how the rest of the game is going to feel.  The other big problem for me is that I have a feeling that if folks get this…. we are going to be spread out between PC, PS4 and Xbox One… and I am certain that there will not be cross platform play.  Right now I am leaning towards the PS4 version… but I have a feeling that most of the AggroChat folks if they got this… would be playing it on the PC.  So now I just have to decide…. do I pick this up or do I wait, and while making this decision I should probably see how nice the pre-order bonuses are.

 

Efficiency

I’m really motivated by efficiency. I like to see how things can be done effectively, and once they’re done effectively, how to do them faster, using fewer resources, and in general, “better”. It’s rarely enough for me to get something done; I’d rather get it done well. I had someone the other day ask me about this, and ask me about my process for writing and working, so here we are.

Efficiency

I want to meet this guy’s tailor.

I’m big into efficiency because I’m fundamentally lazy. My mom is nodding her head right now and probably doesn’t know why, but her admonitions during my childhood were pretty much spot on. I don’t like to do unnecessary work, and I like to figure out ways in which I can do things that need doing quickly, because getting things done quickly means less time spent doing them. Speed isn’t everything, though, because getting something done fast but having to do it twice isn’t saving me any time, and I have to retread (boring!) work I’ve done already. “Measure twice, cut once” resonates with me because measuring is a lot less work than cutting, the savings in materials aside.

People ask me how long I spend doing various tasks, and tend to be surprised by my answer. I recently finished a paper for a class in about an hour and a half, for four pages. A classmate of mine expressed surprise that I was so quick; it didn’t seem particularly fast or slow for me. Part of it is that I’m used to writing– these blog posts are 700-1200ish words every day, and I rarely take more than 30-45 minutes writing them. A lot of it, though, is just writing efficiency. I write like I play Tetris, setting up a block of thoughts and massaging them until they’re complete, then moving on. It means I don’t have to keep the entire paper in my head at once and can focus on what I’m saying right now, because I’ve put the previous bits to bed, as it were. A lot of my editing is done on the fly, as I’m writing a sentence. If I’m editing something bigger or that needs deeper review, I ignore it for two or three days and return to it then– my mind is fresh and I’m not still thinking about the details of each paragraph, so I can review it more objectively.

My work process is similar; I look at a task and think about the minimum possible amount of work necessary to complete it, to establish a baseline. From there, I can then add content and broaden the scope reactively, as I work. A lot of times, I find that the parts I think are going to be time-consuming or have little room for further attention turn out to be easier than expected, and that parts I thought would be simple require a lot of careful thought and iteration. Knowing the minimum lets me get something in and functional quickly, then focus on where it can be improved effectively, without wasting time, effort, or resources.

All of this means that I have a long list of little ‘tricks’ to make my life easier, so when something requires a lot of focus and attention, I have the energy to spare. I never really know when these are going to come up, so I try to ensure that my daily energy expenditure is conservative, to keep that reserve going. I used to be apologetic about this, now I’m simply straightforward about it. Sometimes I don’t put in extra energy because that reserve is getting low, and that reserve is what allows me to keep a cool head in a crisis, or juggle lots of different things at once.

I’ve found it’s always worth taking the time to think about the process, because process is where a lot of work and time is lost. Sometimes the best solution isn’t necessarily the most complete one, just because the most complete one isn’t efficient. Coming up with a highly elegant, reusable and revisable script to automate a task I’m only going to do once isn’t terribly efficient; sure it does the work quickly, but I could do it by hand in about the same amount of time and run less risk of wasting a lot of effort. To that point, risk management is an important part of my process; if something I’m trying to make a task complete faster might end with me wasting a ton of time and not moving forward with the actual task, that’s a fairly high risk, and probably one I’ll avoid.

I don’t know how much of this is interesting or useful to anyone; all of the things I’m saying sound like really obvious, “duh tam, everyone knows that” kinds of thoughts. I’m still not yet great at getting out of my own head enough to know what things are obvious to everyone and which are obvious just to me and useful to others. Working on it, though, we’ll see.

D3: The Benefits of Friends

Time for an update on my D3 Season 5 progress. I feel like I’ve been flying though things this season.
1.    Hit level 70 on Friday night. Done!
2.    Complete the Seasonal Journey for the pet by the end of the weekend. Done!
3.    Reach solo greater rift 50. (My best last season was 45). At 46 now.
4.    Reach paragon level 400. (Last season I hit around 350). Done!
5.    Complete greater rift 30 with 2, 3, and 4 players. Done!
6.    Bonus goals: Reach level 70 on a hardcore wizard or complete at least one set dungeon on a witchdoctor. Still waiting on this one. I should really level a gem of ease I guess.

As you can see, I’m quite close to being finished with my goals, and we’re only a couple weeks into the season. How did this happen? I have been playing about the same amount I did last season. The big difference this time around is that I’ve spent a lot more time grouped up with friends. Even though grouping up can be a bit more stressful for me, the benefits are pretty obvious. The drops are better, everything goes much faster, and I can tackle higher difficulties than I could on my own.

This isn’t really new information. I’ve always known that grouping up in this game is way more lucrative. This is the first time I’ve had enough experience with it to really appreciate it though. As someone who still prefers playing solo it is a little overwhelming. And now we get to my next issue: the seasonal journey. Last season I got through the Champion rank, and last night I achieved this again for season 5. There are some parts that expressly have to be done solo, but I found that many of the goals were met easily during passive group play. I’m not sure whether to feel happy that I didn’t have to worry about them, or to feel robbed of any feeling of accomplishment. For now I think I’ll err on the side of being happy, because some of the upcoming goals are still going to be a real struggle for me.

You see I’ve decided to try to go for the extra stash tab you can unlock this season. It is locked up near the end of the season’s journey, behind things like “complete 2 conquests” and “solo greater rift level 60”, the kind of stuff I never even wanted to attempt in previous seasons. To be honest, I don’t really want to attempt it now. Trying to meet these goals feels way beyond my normal relaxed playstyle for D3. I’m afraid I might never be able to complete this, certainly not without help. I am nervous that I might not have a chance to knock out some goals that would be easier in a group before my friends lose interest in the game and move on. Mostly I feel resentful that something as desirable and useful as an extra stash tab is locked so high up the seasonal ladder.

I understand that a lot of people who play this game are more hardcore than me, but I always liked that in previous seasons the rewards for completing the higher levels of the journey were all cosmetic. You could push yourself as far as you wanted to but also feel comfortable stopping when you’ve had enough without feeling like you were missing out on something important. I’ve been playing Diablo 3 semi-regularly since it launched and have never even come close to achieving most of the things that are required to unlock the stash tab this season. Maybe that means I’m a terrible player and I’m ok with that because I’ve enjoyed the hell out of all the time I’ve spent with this game. I’m keeping my fingers crossed that pushing myself past my comfort zone to try to get some more room to throw my excess legendaries doesn’t end up souring this season for me. Hopefully I’ll still have good friends around for a while to help me along the way.


D3: The Benefits of Friends

Advocacy

I’ve spent a lot of time over the last year bridging the gap between two groups of people. I don’t have a good term for the first group– implementers, maybe. They describe themselves as the folks “in the trenches” actively making changes and additions to the project. Then there’s management– the producers, the leads, the people with direct reports, and increasingly, directors and executives.

Advocacy

The two groups tend to think of themselves as separate. I’ve noticed, at least in the games industry, that it’s much more pronounced on the implementer side than the management side. In games, the studio structure tends to mean that the management layers actually in the studio are often considered “in the trenches”, particularly since a lot of them do the same work as the implementers. Beyond that, though, you get what’s often termed “the publisher” or “corporate”. There tends to be a layer of distrust somewhere in there, on one side of which are the implementers and on the other side is “management”.

I remember a producer, once, who became a studio hero when she went to the publisher to fight for more time and resources for the team. I was relatively new to the industry, but I remember other people talking about how she was “one of the good ones” and similar positive associations with the implicit suggestion that she was the exception to the rule. I recently had a classmate, a senior manager, talk in glowing terms about one of his employees, someone who had taken some extra time to fill him in on the technical details of some project, and volunteered to join him in a meeting to explain them. He’d expressed that he often felt like his employees would exploit his lack of technical knowledge to get away with various things, and having someone take the time to explain and help out in a meeting was hugely valuable to him. Listening to him, I couldn’t shake the familiar sound of “this was one of the good ones” and that implication that the person was the exception.

At the same time, I’ve noticed something about the management sphere as I’ve entered it and spent more time there. Networking is hugely valuable, and almost ritualized. It’s rather more than just meeting people over drinks, although it’s often that also; there’s a structure to it that doesn’t exist in the meetings I’d often attend with game industry implementers. I’ve started to figure out what the difference is. It goes back to the examples above– the communication that is valuable and important. The old adage “talk is cheap” is misleading– it might be cheap, but it’s incredibly valuable. Having a producer go out and advocate for their team, or an employee advocate for their boss, is a hugely endearing thing. It bridges gaps, it forms bonds, and it galvanizes relationships.

Advocacy

I’m starting a new job this morning, and I have it through a series of people who have all advocated for me. A classmate who I got to know well put me in contact with a firm who, upon meeting and talking with me, advocated on my behalf for the company I’ll be working for. Rather than consigning endless resumes to the void and going through interminable interview sessions with very little give and take, I instead had a variety of conversations about what they were looking for, what I was looking for, and how we could meet in the middle, and had a verbal offer before leaving the one and only 90-minute interview I had. I benefited hugely from others advocating for me.

In games, it’s often said that it’s “all about who you know”, which is true– it’s much easier to get a job if you know someone at the studio you want to work for who will, as above, advocate for you. What I’ve noticed in the management sphere is that what that advocacy looks like is very different. The business world has an ingrained understanding of exchanges, and since so much of it is about communication, exchanges of social currency are often understood. Those networking meetings are effectively interviews without specific positions; you meet people with the goal of finding personalities and skills that fit with needs you can think of. When you find someone, you know who to talk to– often someone who you’ve got a relationship of some kind with. “I used to work for X, I know they’re looking to fill my old position, let me talk to a friend of mine there”.

I wondered, when I first started meeting people in the business sphere, why everyone was so enthusiastic about helping others find positions if they wanted them. When I’d see the conversations, I’d just assumed those people were close friends, and it wasn’t until I had people advocating for me that I realized what was going on. The advocacy helps both sides, and the advocate benefits twice. People are looking for opportunities to advocate for others. It mirrors what I’m used to in games, where everyone helps everyone else find jobs, because no one knows when it’ll be them looking for a job. For me, it was familiar, and comforting to know that the two groups were not that different; one just had words for what they were doing.

Advocacy

I think one of the most valuable things I’ve learned from my MBA program is this structure of advocacy and how to do it properly. I’ve started watching for open opportunities and developing a sense of fit– who might I recommend who would fit in this kind of position? Who I know is suddenly just as valuable as what I know, because once I’m no longer directly implementing, my job revolves around communication, and knowing lots of people is as important for a communication-focused job as technical skills are to an implementation-focused one.

One of the things I want to look into as I point my newfound business managment knowledge through the lens of the games industry is how to foster advocacy between groups that are usually separate and distrustful of one another. More than anything, that advocacy drives strong relationships, and fostering that kind of environment can only be good for communication and understanding.