Friday, July 20, 2007

Dreamblade: Organized Play Canceled

It is a sad day for any fans of the Dreamblade CMG from Wizards of the Coast. WotC has decided to cancel the 1k and 10k tournaments and other mainstream Organized Play aspects. Here is the Dear John letter:
Dear Dreamblade Players:

As you prepare your warbands for Augusts’ Dreamblade 50K championship, many of you may be wondering about the future of Dreamblade Organized Play (OP).

When we designed this game, we envisioned highly competitive organized play as one of the key things that makes the game great, and we provided robust organized play with Dreamblade. Despite our best efforts however, we didn’t get enough tournament players, and we can’t continue supporting the game with the same depth of OP that we’ve offered in the past. As a result, we will no longer be supporting the 1K and 10K events. The August 50K event will continue as scheduled, as will Edge Tournaments. We love this game and we know you do too. It’s a painful change but a necessary one.

Night Fusion, Dreamblade’s fifth set, releases in September and promises to be our most exciting set to date. It includes a number of new features that we have been reserving for Dreamblade’s second year. The success of Night Fusion will be very telling for Dreamblade as we gauge demand for the future. We hope fans come out in droves to support it!

Thank you for your passionate support of Dreamblade and your patience during this time. We hope to have the opportunity to continue to bring you this innovative and revolutionary game experience for some time to come.
Does this spell the end for Dreamblade? Not yet. Local Edge tournaments will still be supported, but historically they have been hard to maintain. The prizes for Edge events are sub par. Plus Edge events are easily ruined by veteran players playing top tier warbands forcing newer players to "buy up" or "ship out".

This is not a surprising announcement, but it is a sad one. Dreamblade is a great game that only suffers from a fairly high price point and low player population.

Thursday, July 19, 2007

Grimwell Interview

Allakhazam has an interview with Grimwell, the Everquest 2 Community Manager. I just wanted to quote a couple answers he gave:
Allakhazam: You worked at and ran fan sites for some years before signing on with SOE. What's it like to be on the other end of the journalistic "mic?"

Grimwell: It's a lot easier to get into tradeshows and conferences, that's for sure! I love being on the 'other side of the mic' mostly because I have not forgotten what it is like to work so hard on a fansite. Everyone who has a fansite and works on it is doing so out of passion. Yes, there are those who are lucky enough to also draw a paycheck from it, but there is also a lot of passion.

I find that my position allows me not to just remember what it was like, but also to try to provide things that I always wished the game companies would do for and with fansites. That's an advantage because it makes it very easy to know exactly why a particular site is asking for specific information on a Game Update, or an interview, or a screen shot, or any other resource for their site. They just want to do a good job covering the game.


Allakhazam: Do you feel like your background working on fansites gives you a unique perspective as the Community Manager in contrast to your predecessors?

Grimwell: It definitely works in terms of my relationship with the fansites, but it's not something I can rest my hat on and then relax. The fansites are constantly evolving and needing new and different things to meet their goals. Plus, there is a lot to being a Community Manager that working on fansites does not prepare you for. There is a huge difference between being able to say "Wouldn't it be cool if?" or "If I was ever working on a game I'd…" and being on the other side of the coin and realizing just how wide of an impact even a small design change can have.
Go ahead and read the rest.

Friday, July 13, 2007

World of Warcraft: Possible PvP Changes?

Blue poster, Nethaera, commented on the official World of Warcraft forums that there are possible PvP changes in the pipeline.
We do have plans to add more battlegrounds in the future. How many, I couldn't answer for you at this time.

There is a method to the madness, however. Mostly, it has to do with making sure there is a healthy population of people to take part in the battlegrounds. If we have too many battlegrounds, the population will thin out and queues will go up. Where Arenas are quick battles that don't need a lot of time commitment (based on limiting how many games a team may choose to play beyond the minimum), battlegrounds tend to take a bit more time and have no real downside for playing them almost exclusively if people choose to.

We have more plans in the future in general for PvP though nothing more concrete that I can share with you right now. It's common knowledge that an expansion is in the works. More on the details will come in time as to what all will be included in it.
It is interesting how the last paragraph is worded. The tidbit about the expansion is mentioned after the part about possible general PvP changes. Could this mean that the next expansion will focus more heavily on the Alliance vs. Horde battle? It may just be wild speculation, but I don't think Blizzard wants to get tagged as "lazy" by just producing another expansion featuring just ten levels of content.

However, Blizzard usually sticks to what they do best and rarely stray from the beaten path. On top of this, it does not make much sense to release a PvP expansion when so many players enjoy WoW's casual quest based leveling.

Hopefully Blizzard will be a little quicker releasing the next expansion. Even though I haven't touched The Burning Crusade yet, I still want to see what Blizzard has in store for everyone.

Wednesday, July 11, 2007

Enchanting vs. Mining

I am at a crossroads with my shaman in World of Warcraft. I have been an enchanter since I created the character. My enchanting skill currently sits at 300. It was a great money maker at one time, but without having The Burning Crusade, I am unsure if it still is. Not having TBC also limits my available clients. There is little to no work available for an out of date enchanter stuck at 300 skill.

I recently dropped my engineering skill that was going unused, to pursue blacksmithing. However, I find that without the ability to mine my own ore, smithing is damn expensive. I have an alt that can mine basic copper, tin, and silver, but I don't plan to level him.

This leaves me stuck at a crossroads. Should I drop my 300 enchanting for mining, or should I just suck it up and pay my way through the grind for blacksmithing? I want to lean towards mining, because it can be a great source of revenue. At the same time, I know how to work the auction house with dis-enchanting to make gold. Also, it sucks not being able to disenchant soul bound items that you finish using.

Eventually, it all really boils down to whether or not I am going to get The Burning Crusade. There are great level 70 axes available for master axesmiths that fit perfectly into my melee shaman's build. If I start leveling, there will always be ore to mine, smelt, and sell. However, if I am leveling, there will be tons of gear I will want to disenchant. Having to make decisions sucks!

Update: 12 July, 2007 - Mining won out, and I am slogging through the grind as I type this.

Tuesday, July 10, 2007

Website of the Moment: WoWBreak

I have started using the website, WoWBreak, to get my World of Warcraft news. There are tons of WoW news sites, but this one is built on the same idea as Digg, which happens to be another favorite website of mine. Users submit stories and then "vote" for them to appear on the homepage.

The site works relatively well and provides a good daily dose of news for WoW. Sign up and check it out.

Friday, July 06, 2007

2008: Year of Linux?

MaximumPC is touting 2008 as the year of Linux as most people are just sick of Windows.
Fortunately for open-source addicts, there are several signs that the coming year could bring a sea-change among end users, making 2008 the year of the Linux desktop.

There's nothing bold about pointing out that modern Linux distros have made leaps and bounds in usability in the past couple of years.
However, there is one catch: Linux sucks for gaming.
For me, the real hitch in the switch is gaming. While Wine and other Windows compatibility utilities do a great job of running productivity apps, they have less success with the hottest new gaming titles. And as long as Windows retains its utter domination of the PC gaming scene, gamers will always need Windows PCs.
Now that I have some Linux experience under my belt, I can admit that being able to get up and running for free is great. Constantly searching for information to accomplish basic tasks is not. Linux is a double-sided sword; stable and secure, but clunky and diversified amongst a thousand distributions with a thousand different ways to make things work.

Linux does have inroads into gaming. Linux is by far the preferred hosting solution for multi-player shooters like Counterstrike. Having helped foot the bill for a few servers in the past, I can attest to that fact. This is Linux's main boon to gaming.

However, having a knowledgeable Linux guru is where the real savings are at. The second a server renter/owner has to sign up for a "support plan", is the second Linux servers begin draining Mr. Piggybank.

Also, World of Warcraft runs easily on Linux. It sets a standard that other developers should follow. Good things happen for games that support Linux.

NOTE: I don't want to be misquoted here. World of Warcraft does not have a native Linux client, but Blizzard's adhearance to standards makes it very easy for their games to be run through Linux applications like WINE or Cedega.

World of Warcraft, Shadowbane, etc.

I am a gamer. A gamer plays games. I will now be gallivanting around in several worlds on a purely casual basis.

Yes, I am back in World of Warcraft. No, I still do not have The Burning Crusade, or plans to pick it up.

I am also back playing Shadowbane, well, because it's free.

On top of this, I am still trudging through Neverwinter Nights 2 single-player campaign and plan to finish it.

PS. I have a new laptop, which just might let me play games when I am out of town. Shhh... don't tell my wife.

World of Warcraft Loot

Wolfgang raises a good point over on his blog, Wolfgang Chronicles, about World of Warcraft's loot.
I would just like to say thank you to Blizzard for designing a PVE loot system that encourages drama and player frustration while simultaneously designing a PVP loot system that allows players to gain epics by AFK honor farming.
In World of Warcraft's current PvP implementation, player's set a goal to get a certain PvP reward, they grind, and they achieve. Just as player's pick a quest, see the possible rewards, and then determine if it is really worth their trouble. However, this breaks down when it comes to randomly dropped equipment in dungeons. A player could be lucky and get it the first time through, while another player could do several runs before even having a chance at the item in question.

Now, players know all of this before picking what equipment goals they want to chase. It is no surprise that a lot of players choose PvP. I don't believe this is because these players love PvP. There are a couple reasons hiding behind these players.

First off, PvP gear attainment, for the most part, can be done solo. A player can join a random pick up group (PUG) and still end up with a decent amount of advancement towards their goal. In PvE dungeons, a PUG is a 50/50 chance at frustration vs. success. Combine that with random drops and you have an inferior system to the PvP rewards.

Secondly, PvP has a metric, honor points, that tells a player how far they are from their set goal. It is only a matter of time before it will be achieved. A player can average their honor point gains for a week and determine approximately how long it will take them to get to the end. Compared to the PvE random loot, this is a far superior method.

So, what is the solution? As I've talked about before, dungeons need to focus more on quests. This way, players can look at what quest leads to what gear and plan appropriately. At most, a player would be forced to run the dungeon a few times to complete the various tiers of the quest. Then it is a simple trip back to the quest giver for a reward. After all, this is about REWARDING players.

In the end, as players become more geared, the more they will be drawn towards participating in the end game raiding scene. While I don't agree with raid dungeons being the end-game, I can't hide the fact that Blizzard believes they are. Blizzard's job should be to make sure player's have a clear and identifiable path to get there. If there is no path for the general populous; Blizzard is just wasting development time on the wrong crowd.

Thursday, July 05, 2007

World of Warcraft: Climbing Again

Rollie has posted his June concurrency numbers for World of Warcraft over at WarcraftRealms.com. The numbers indicate that the drop in activity in May has ended with a turnaround in June. June player activity is up sharply and WoW is still maintaining a higher player activity level than prior to The Burning Crusade's launch. All positive signs that TBC is being played more often and by more players than the original game.

The numbers are based off data collected via the CensusPlus UI mod and thousands of users across nearly every WoW server. Rollie has been dealing with WoW population numbers since the game launched, so his data and analysis is fairly useful.

Without confirmation directly from Blizzard, the noted trend is speculation. However, given a couple more months of data collection and analysis we should be getting a relatively reliable pattern. Rollie already has two years worth of back-logged data to work with.

It will be interesting to see who picks this month's information up and compares it to the May numbers. A lot of naysayers were jumping head first onto the "TBC killed WoW" bandwagon, but another month has come and the numbers have evidenced against their claims.

Monday, July 02, 2007

A Note On Positive Thinking

Did you know that people are ten times more likely to share a negative thought with you than a positive? Need an example? Look at this blog. I am a fairly negative blogger. Even when I am playing a game I enjoy, I am negative. Fortunately, or unfortunately, my negativity is common place in the real and virtual world.

However, my real life does not parallel this negativity. I am a fairly positive and upbeat guy. I am usually the person telling others to be less negative. Optimism is my middle name, honestly, I gave an award winning speech about it when I was younger. I can't even count the times I've caught myself telling my wife to be more positive.

This all really hit home here on this blog when my Internet bud, Grimwell, left a comment on my Pirates of the Burning Seas will be Published by SOE post. I thought I was actually being fairly polite considering my normal plight for SOE, but thinking on it more, Grimwell is right. I do need to get some new tinfoil.

This does not mean I am going to simply drop my jaded gamerness overnight. I am still going to stick to my guns in relation to RMT and in-game advertising. I will not play any game that has officially sanctioned RMT servers. I will not play games that have in-game ads without some sort of discount for the players looking at them.

Gone are the days of blacklisting companies. Hell, if Grimwell can work for SOE, I suppose they aren't all that evil. Grimwell is quite the epitome of positive thinking in my book; after all he gave me a chance.

Stay tuned! There are some things working in the pipeline for me and I will be positively happy to share them with you.