The Priest talent tree in Cataclysm (left) vs. Mists of Pandaria (Source: GKick.net) |
You Say Potato, I Say Casual
The remainder of BlizzCon 2011 played out like a turn-of-the-century medicine show. Every new "feature" and each new "bonus" filled me with suspicion rather than excitement. Each presenter traveled down that familiar road with, "Players are really gonna love this new ______" Which players were they referring to? I was an in-the-flesh representative of their core demographic, having loyally contributed my $14.99 for seven years, never wavering, never cancelling. They might as well have been speaking another language because few of their proposals made sense to me. And so my suspicion grew as I tried to figure out exactly who was getting the short end of the stick.
The Mists of Pandaria panel went off the rails faster than a Sony executive giving a security presentation. Talent Trees, long the staple of character progression in WoW, were gone for good. In their place were flattened, non-hierarchical utility rows sporting exactly three options. The developer panel declared that this new type of talent specialization allowed players to "geek out with more interesting character builds than ever." Interesting was a stretch, to say the least.
When questioned about the failure of the old trees, Blizzard stated they "provided false choice, constantly forcing players into the same cookie-cutter builds." Who decided that was necessarily a bad thing? The panel made zero acknowledgement of legacy talent trees serving a vital game design purpose: confirmation of proficiency.
There is something to be said for learning the ropes, playing around with options, discovering newer, stronger combinations, eventually working your way up to maximum effectiveness. That a select few theorycrafters streamlined this process didn't render the design of hierarchical talent trees ineffective, obsolete, or most importantly not fun. Recruitment just became an order of magnitude more administrative. If Blizzard thought I was going to believe that "all players spec'd into X" were worth vetting, I'd have asked them if their hiring practices allowed for a trial period of every single applicant that sends Blizzard a resume.
Suspicion eventually turned to outright disbelief as the panel revealed more planned features for the next WoW expansion. I shook my head through the entire portion of the panel dedicated to Pet Battles. Instead of watching their PowerPoint deck unfold, I just kept looking at the developers on the panel, trying to get a read on what they actually thought about their intention to blatantly ripoff Pokémon. Were they sitting upright, leaning forward, eyes wide, excited, thrilled even? Or were they lounging in resignation, tired, disengaged from the presentation. I had to know. Were they personally invested in these new changes? Or were these the actions of acceptance in surrender, like a Hemingway in search of shells?
I didn't get any vibes. Neither excitement nor complacency. Nothing. The developer panel carried themselves with the reserved professionalism of a corporate seminar delivering a road map.
I wandered the conference room floor aimlessly, sometimes with guildies, sometimes by myself, bumping shoulders with both civilians and Minecraft-themed Paladins. Goldy and I waited in line for a shot at the Diablo III PvP arena; it was surprisingly fun and was one more reason to look forward to the game's release.
The Mists of Pandaria panel went off the rails faster than a Sony executive giving a security presentation. Talent Trees, long the staple of character progression in WoW, were gone for good. In their place were flattened, non-hierarchical utility rows sporting exactly three options. The developer panel declared that this new type of talent specialization allowed players to "geek out with more interesting character builds than ever." Interesting was a stretch, to say the least.
When questioned about the failure of the old trees, Blizzard stated they "provided false choice, constantly forcing players into the same cookie-cutter builds." Who decided that was necessarily a bad thing? The panel made zero acknowledgement of legacy talent trees serving a vital game design purpose: confirmation of proficiency.
There is something to be said for learning the ropes, playing around with options, discovering newer, stronger combinations, eventually working your way up to maximum effectiveness. That a select few theorycrafters streamlined this process didn't render the design of hierarchical talent trees ineffective, obsolete, or most importantly not fun. Recruitment just became an order of magnitude more administrative. If Blizzard thought I was going to believe that "all players spec'd into X" were worth vetting, I'd have asked them if their hiring practices allowed for a trial period of every single applicant that sends Blizzard a resume.
Suspicion eventually turned to outright disbelief as the panel revealed more planned features for the next WoW expansion. I shook my head through the entire portion of the panel dedicated to Pet Battles. Instead of watching their PowerPoint deck unfold, I just kept looking at the developers on the panel, trying to get a read on what they actually thought about their intention to blatantly ripoff Pokémon. Were they sitting upright, leaning forward, eyes wide, excited, thrilled even? Or were they lounging in resignation, tired, disengaged from the presentation. I had to know. Were they personally invested in these new changes? Or were these the actions of acceptance in surrender, like a Hemingway in search of shells?
I didn't get any vibes. Neither excitement nor complacency. Nothing. The developer panel carried themselves with the reserved professionalism of a corporate seminar delivering a road map.
The level of detail Blizzard put into the Pandaren facial expressions was especially vivid and lifelike. |
Reading From the Script
A few other DoDers managed to make their way to BlizzCon that year: Insayno, one of our newest members, met up with Goldy and I, as did Bonechatters, Zedman, and even-old schoolers Turtleman and Volitar made the trek to Anaheim. It wasn't nearly the showing that DoD made the previous year, but was respectable nonetheless.
Having come all this way meant a hands-on taste at the next expansion as well. I leveled a Panda through the starting area with conflicted emotion. The visuals, especially the animation, felt more alive than ever. The Pandaren were incomparable to any previous race added to the game. But the feel of the Monk and its resource system just felt...off. Their energy bar regenerated exactly as a Rogue's would. This new class was an opportunity for Blizzard to do something radically new, something unheard of in an MMO. Something (dare I say it) cool.
In my mind, I pictured an alternate resource system: a pendulum swinging back and forth (think Boomkin Eclipse bar, but at the speed of a metronome) that would reward a player for timing their attacks. As a player successively nailed each attack with the tick-tock of the pendulum, this would, in turn, increase the speed of the bob, faster and faster, eventually capping out at a frequency just fast enough to warrant practice and mastery. If successful, this would transport the player into a Kung Fu movie -- the player would feel like Bruce Lee, chaining attacks together with lightning speed. How awesome would that be?
But of course, that resource system would never fly. Too complicated. Too inaccessible. Too many moving parts and things to learn and guides to read and timings to master. Strategy guides would be replaced with forum rants, like BS monk resource system forces me to practice, or Thanks Blizzard, Monks unplayable because I lack rhythm. Players don't want homework. They just want to press buttons and get loot.
Which players wanted that?
---
The dungeons and raids panel was more of the same. "We really want you to feel special" came across as inauthentic against the backdrop of a game increasingly designed to ensure no player could make a bad decision. Cory Stockton explained their approach to Raid Finder, slated for 4.3, reiterating the message that raids were still inaccessible.
"I never disagreed with that," I leaned over to Bonechatters, "but this isn't the right approach."
Dungeons from the outside! flashed up on the screen, as if this was some new concept never before heard of in WoW.
Bonechatters leaned back to me with a hint of sarcasm in his voice, "So, you mean like Zul'Farrak?" I nodded.
"I never disagreed with that," I leaned over to Bonechatters, "but this isn't the right approach."
Dungeons from the outside! flashed up on the screen, as if this was some new concept never before heard of in WoW.
Bonechatters leaned back to me with a hint of sarcasm in his voice, "So, you mean like Zul'Farrak?" I nodded.
When the Q+A began, I crossed my arms, "This ought be good." What colossal injustices had been levied on the community? Having to work with other players to earn achievements cramping your style? Pressing a button to join a raid still too complex a task for you to wrap your head around? Typing in your username and password too much of a chore?
One of the Blues Brothers asked how kicking and the queue system would work in Raid Finder. Cory responded with Blizzard's algorithm intending to monitor abusers historically. "We want to allow people to kick, but we also don't want people to be kicked for no reason."
"Good answer," I said to Boney, "but it doesn't work today in Dungeons. Rando players make boneheaded judgement calls all the time."
"I've been kicked from LFD plenty," Boney whispered back.
"Exactly. How's this gonna suddenly start working for Raid Finder?" Boney just shrugged back a response.
Another fan stepped up and asked why legendaries couldn't be designed so that guilds could assign it to the most deserving player rather than a class, letting the item take the form appropriate for that player's role. I loved that question. I struggled to find ways to acknowledge specific star performers and wished for flexibility like this.
Cory rebutted the idea by starting off with, "I think you'll lose the luster of the fact that anyone can get it at that point..."
"Wait a second," I whispered back to Boney, catching the contradiction, "It's OK to get everybody into raids, regardless of their competency, but it's not OK to give everyone everything they want?"
Boney broke out the self-deprecation, "Sounds a little duplicitous to me."
But I thought 10s and 25s were exactly the same in difficulty!
That's when I caught my first vibe of authenticity. Not in the answer, but in what came before it. Just before responding to the question, Scott Mercer let out a deep sigh. Frustration. Contention. An ongoing battle waged behind closed doors, of designers divided, and of second thoughts on good intentions. It didn't really matter what Scott said after that. The tell said all that needed to be said.
The panel announced the final question. A kid in a hoodie, braces across his teeth, and Scott Pilgrim hair, leaned into the mic.
"Hi, what's going on? I was just wondering how, in Ulduar and, y'know, heroic Lich King...like, when you did Zero Light and you did heroic Lich King, you would get Invincible...you would get...uh... y'know, the no-head mount. It was 100% on hard mode. But in Firelands, you guys made normal mode people get the firehawk mount. And it made people, like, who got Firelord...it was just kinda like a bummer that...you can see these, like, noobs or whatever...running around on mounts that you kinda have to work for to get, y'know? Do you, like, plan on continuing to do that? Just keep giving these awesome mounts to people who don't deserve it?"
The crowd cheered for the first time during the panel. Had the kid struck a nerve? I leaned over to Boney, "You need to recruit Michael Cera after this raid panel is over." Color me impressed.
Less impressive, by far, was Blizzard's answer.
Scott looked at Cory and began his response after a chuckle, "On heroic you did get them every single time you killed them, on normal I don't think that's the case..."
Cory shook his in his disagreement, confirming Cera's observation, "It was random drop."
As if he had said nothing at all, Scott ignored Cory's clarification and continued his response, "...so, you were rewarded more, like...y'know..."
Cory tossed in some help to save his drowning teammate, "...and it's a different color!"
Silence washed across the crowd, save for mild muttering amongst one another, musing on the non-answer. To break the awkward silence, Cory immediately rolled into why good rewards would be kept out of raid finder and reserved only for the normal/heroic raids in Mists of Pandaria.
I looked back at Bonechatters and said, "I think my favorite part of Cataclysm is how it was all just one big experiment."
I left the Dungeons and Raids panel rethinking my stance on Mike Morhaime's free Diablo III offer. The more Blizzard opened their mouths, the more I came to believe there was a new WoW demographic they were targeting. It disappointed me to think that the core subscribers -- those diligent, loyal subs that had paid the bills all these years -- were now the guinea pigs.
Blizzard's attention was solely focused on ruining their MMO by designing for players whose defining characteristic was that they didn't like MMOs.
One of the Blues Brothers asked how kicking and the queue system would work in Raid Finder. Cory responded with Blizzard's algorithm intending to monitor abusers historically. "We want to allow people to kick, but we also don't want people to be kicked for no reason."
"Good answer," I said to Boney, "but it doesn't work today in Dungeons. Rando players make boneheaded judgement calls all the time."
"I've been kicked from LFD plenty," Boney whispered back.
"Exactly. How's this gonna suddenly start working for Raid Finder?" Boney just shrugged back a response.
Another fan stepped up and asked why legendaries couldn't be designed so that guilds could assign it to the most deserving player rather than a class, letting the item take the form appropriate for that player's role. I loved that question. I struggled to find ways to acknowledge specific star performers and wished for flexibility like this.
Cory rebutted the idea by starting off with, "I think you'll lose the luster of the fact that anyone can get it at that point..."
"Wait a second," I whispered back to Boney, catching the contradiction, "It's OK to get everybody into raids, regardless of their competency, but it's not OK to give everyone everything they want?"
Boney broke out the self-deprecation, "Sounds a little duplicitous to me."
Poker Face
One player asked if Blizzard might consider splitting the 10- and 25-Man achievements back up, in order to more accurately acknowledge the effort, and difference in difficulty, separately.But I thought 10s and 25s were exactly the same in difficulty!
That's when I caught my first vibe of authenticity. Not in the answer, but in what came before it. Just before responding to the question, Scott Mercer let out a deep sigh. Frustration. Contention. An ongoing battle waged behind closed doors, of designers divided, and of second thoughts on good intentions. It didn't really matter what Scott said after that. The tell said all that needed to be said.
The panel announced the final question. A kid in a hoodie, braces across his teeth, and Scott Pilgrim hair, leaned into the mic.
"Hi, what's going on? I was just wondering how, in Ulduar and, y'know, heroic Lich King...like, when you did Zero Light and you did heroic Lich King, you would get Invincible...you would get...uh... y'know, the no-head mount. It was 100% on hard mode. But in Firelands, you guys made normal mode people get the firehawk mount. And it made people, like, who got Firelord...it was just kinda like a bummer that...you can see these, like, noobs or whatever...running around on mounts that you kinda have to work for to get, y'know? Do you, like, plan on continuing to do that? Just keep giving these awesome mounts to people who don't deserve it?"
The crowd cheered for the first time during the panel. Had the kid struck a nerve? I leaned over to Boney, "You need to recruit Michael Cera after this raid panel is over." Color me impressed.
Less impressive, by far, was Blizzard's answer.
Scott looked at Cory and began his response after a chuckle, "On heroic you did get them every single time you killed them, on normal I don't think that's the case..."
Cory shook his in his disagreement, confirming Cera's observation, "It was random drop."
As if he had said nothing at all, Scott ignored Cory's clarification and continued his response, "...so, you were rewarded more, like...y'know..."
Cory tossed in some help to save his drowning teammate, "...and it's a different color!"
Silence washed across the crowd, save for mild muttering amongst one another, musing on the non-answer. To break the awkward silence, Cory immediately rolled into why good rewards would be kept out of raid finder and reserved only for the normal/heroic raids in Mists of Pandaria.
I looked back at Bonechatters and said, "I think my favorite part of Cataclysm is how it was all just one big experiment."
I left the Dungeons and Raids panel rethinking my stance on Mike Morhaime's free Diablo III offer. The more Blizzard opened their mouths, the more I came to believe there was a new WoW demographic they were targeting. It disappointed me to think that the core subscribers -- those diligent, loyal subs that had paid the bills all these years -- were now the guinea pigs.
Blizzard's attention was solely focused on ruining their MMO by designing for players whose defining characteristic was that they didn't like MMOs.