ghostcrawler Archives - Kontroversial Keith https://www.keithwatanabe.net/tag/ghostcrawler/ Hitting Where It Hurts and Making the Universe Like It Sun, 01 Dec 2013 06:28:19 +0000 en-US hourly 1 https://wordpress.org/?v=7.0 81900562 World of Warcraft: Ghostcrawler Is Gone But Will That Change Anything? https://www.keithwatanabe.net/2013/12/01/world-of-warcraft-ghostcrawler-is-gone-but-will-that-change-anything/ https://www.keithwatanabe.net/2013/12/01/world-of-warcraft-ghostcrawler-is-gone-but-will-that-change-anything/#respond Sun, 01 Dec 2013 06:28:19 +0000 http://www.keithwatanabe.net/?p=1431 Of course, one of the biggest inside stories over at Blizzard and for World of Warcraft is the imminent departure

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Of course, one of the biggest inside stories over at Blizzard and for World of Warcraft is the imminent departure of lead developer Ghostcrawler. It’s hard to say the exact reasons why he’s leaving but for some it might be a major victory as his departure might symbolize for certain people in the community the downward slope for World of Warcraft. Yet in all honesty, you have to question whether or not him leaving will set the course of the game in the direction that the fans want.

Ghostcrawler is in a position similar to Jay Wilson when it comes to game development. As one of the leads, he takes a lot of flak for the way the game’s direction heads. It’s not an easy role by any means and something that it’s hard to pinpoint whether or not all the issues that result in the game moving in a certain direction are directly responsible by him. If anything, the title of lead does make him one of the more direct reports when it comes to major issues that arise from the community.

That said, a company as big as Blizzard does have other people who will offer their input to collectively engender the games we play. Some may have more input than others while others may have input that hold higher weight while not really being in line with how a game operates. Either way, it’s highly doubtful that any single developer are ultimately responsible for all decision making on rules and whatnot.

So if anything, this move might seem more symbolic but it’ll be difficult to see if the impact is what the player base ultimately wants. The biggest problem with World of Warcraft is an issue that any product with a large, dedicated and highly vocal fan base faces: drastically differing opinions on what the game ought to be. As the game caters to such a huge group of players, it’s difficult to balance so many opinions between each of these groups without offending one sect.

That said, I will offer some advice to Blizzard in this situation. The first thing is that a game like World of Warcraft really needs a vision, in terms of storyline, environment, play style and audience. With the upcoming Warlord of Draenor expansion, my personal concern about the storyline of the game is that part of the decision making process is to satisfy the alliance in terms of having their “Wrestlemania moment.” Having read the forums, I felt that there was a great deal of complaining how the last two expansions had been too “Horde focused” and that the Alliance never were able to seize the day so to speak. Because of this concern by the Alliance, it feels that Blizzard (or Chris Metzen) decided to create an expansion to move back towards the Alliance. Now, for me I have to question this move because I feel that this iteration of the game is close to an end and that the upcoming expansion will act as another segue until we get to some of the true end bosses in the game (like Sargeras, the Burning Legion, etc.). But by having the community dictate too much of the direction of the game, it really feels that it’s still more of the same rather than Blizzard having a real path/vision for where they’re taking this game.

Now, what do I mean by this? The thing is that I don’t know where this upcoming expansion is supposed to take us. Yes, we are going into the origins of the Orcs and we’ll be seeing more about the Draenai. But do we really need to go back in time? What is the purpose of this? More lore? What is the end goal? Just to fight Warcraft 1 bosses? To me this move is not just a digression but a regression. We’re not moving forward but backwards.

Yet my real concern in all of this is that the game engine is really getting old. Yes, it is a fun game and the content can be extended indefinitely. But look at how expansions are handled: it takes roughly over a year for each expansion. And each expansion just has more of the same formula, almost worse than a bad Hollywood action flick like Wolverine or Star Trek. All you do in each of these expansions is level then grind raids for hours just to get gear that becomes invalid as soon as a new patch hits. The thing is that I understand this business model but is it really relevant anymore?

And that’s where I feel having a new vision of what the game is in a new director would really help the game. I know Ghostcrawler mentioned how certain models have traditionally been successful in World of Warcraft’s success; but with him gone this theory needs to be re-examined. For instance, I would love for new content and expansions to be put out at a higher rate. It shouldn’t require over a year (sometimes two years) just for an expansion to be released. The worst part is that what you do in each expansion never really changes; just your gear and numbers. And with the item squish, talent re-works, etc. you feel as though you’re regressing in terms of power. So the whole idea of item grinding and raid boss farming really is a turn off, especially when other highly successful MMORPGs like Everquest are proposing drastically disruptive ideas to the landscape of MMORPGs (such as outsourced content building and a Minecraft-like landscape).

For me, I really would love to see World of Warcraft evolve beyond the grind. Some players (whom I believe are brainwashed through their environmentalization of practically doing nothing but these games) describe the grind as the definitive factor of MMORPGs. However, I think that these players don’t recognize why the grind exist; the grind exist just as cheap content replacement for these game companies. It’s far easier and cheaper to have people repeat content over and over and aim for items that have low drop rates to keep them engaged in the game, as opposed to creating new content in a timely fashion.

However, as the makers of Everquest will do shortly, this idea of internal content creation is actually unscalable in this highly competitive environment. Once you develop a good platform and provide tools for creating maps, encounters, etc., you can supply them to highly motivated and creative developers to create the content for you. By doing this, you essentially eliminate the cost of content generation and mostly focus your efforts on the engine, platform and validation of the content.

Although for certain when Everquest does release their next generation of their game that it will have issues, the primary take home from what they do is seeing how the community reacts and adjust their tools, platform and engine to improve upon this process. What will this mean then?

One thing I feel that empowering more people beyond a company’s internal resources will do for a game is cut down on the grind aspect. Right now, if I have a major issue in World of Warcraft and other MMORPGs it’s the grind. What exactly is the “grind?” To me, the grind is merely imposing numerous barriers to force players to be funneled through a very slow moving process to accomplish certain goals in the game. Take leveling for instance. Leveling in Mist of Pandaria prior to the 5.2 experience nerf was horribly painful. There were just so many useless quests that at the end of the day served nothing more than giving a few gold pieces. The vast majority were forgettable and had me constantly asking myself, “What’s the fucking point?”

I feel really bad for the people who took the time in coming up with the quest lines and flavor text. But the bottom line to me was that leveling just was a horrible, meaningless chore. If I do a quest line, I want my actions to have true impact upon the environment and that each thing I does something significant. I don’t want to pick up an arbitrary 12 acorns or kill 16 goats just to get 4 hooves that drop once every 6 kills because the game developers want me to take 10 minutes to complete that section of the hub. It’s just a horrible waste of time where it becomes quickly forgotten. But that’s the vast majority of the leveling experience in Mist of Pandaria. And this is a huge aspect of the game that needs to change.

What about loot and raid bosses? If content is open to the public to develop, then there isn’t any solid reason for people to farm bosses over and over on a single toon just for loot. I really hate the idea of killing the same boss over and over just to get an item that you really need. It’s tedious and boring. Not to mention that there’s just far too much effort required to down a boss. I mean, you have to watch videos, read guides, etc. You never get to experience learning how to fight a boss on your own because someone else has done the work for you. It’s like being in high school again and your teacher telling you to just read the Cliff Notes for studying for an AP literature exam. And with the add ons, you might as well just have all the answers on a piece of paper that your teacher writes up for you during the test. In the end, I just don’t find this a really enjoyable experience as the game gets older.

Instead, I favor just making the bosses difficult enough then having the players get the loot for their toon once a boss dies. It happens in most non-MMORPG style games. I think it’s far better because you can put more effort into getting that particular boss down rather than repeating it over and over every week and then doing the same thing for each of your alts. If more content can be added quicker, then people won’t feel bored after they kill all the bosses in a few days for that tier.

Also, my concern is just on the sheer amount of time required to spend in this format. World of Warcraft does not feel like a “real world” to me. The environment itself is pretty boring since there aren’t that many ways you can interact with it compared to say Ultima 6/7 or Skyrim. Yet the way you spend time in the game is just ridiculous and usually for no good reason. Beyond the grinding aspects, you have things like travel. Take for instance Blizzard’s stance on flying. Their feeling is that flying trivializes combat, which is why they won’t allow it until people reach max level (as explained for the upcoming expansion). That’s fine but the idea of “trivializing combat” is another way of saying, “We want you to waste more time by going through a frustrating experience so that you have to deal with this overpowered elite that you accidentally aggroed so you can die and be forced to walk back to your corpse.” This isn’t “trivializing combat.” This is just “wasting time.” For example, when you get that one quest that opens up the Vale of Eternal Blossom, you pretty much need to run all the to the Temple of the White Tiger because they eliminated the flight paths. I mean, what was the point of that? The only thing it did for me was make me really frustrated in that rather than having the convenience of a flight path, I had to spend an extra 10 minutes navigating to a spot that I have seen on numerous occasions on all my alts. Was that really necessary? Was adding 10-20 minutes a good experience for me as a player who has already encountered this content?

But it’s situations like those where the time wasting factors just don’t add anything to the game outside of forcing a player through this horribly narrow funnel that isn’t fun nor useful. I mean, the only thing positive you can say about a person who would walk on foot to the Temple of the White Tiger is that he’s persistent. But does it make you a better gamer or person? Not really. Maybe some asshole decided to do that to increase world PVP but as a player on a PVE server, I just was annoyed more than anything.

Again, I have to go back and question whether or not removing Ghostcrawler will give players what they want. I don’t think so. I do think the public analogies he would make were poor but he’s not alone in those decisions. I think his faults from what I understand is that his background is more on war strategy games that deal with resources. He didn’t really sound like a good RPG game developer, which is where class structure makes a huge difference. Maybe the removal of the talent tree was probably a bad idea; but has anyone actually gone back and messed with the older talent tree? I do on occasion and my first comment is that the old talent tree did suck. The problem with the old talent system was that I think they wanted to incorporate the Diablo 2 skill tree along with adding special abilities to define a spec. However, because of the level limits, you could never truly get a really solid spec that could be customizable; worse yet, people who did not understand builds probably ended up creating frankensteins for specs, which would hurt their performance.

Removing both incarnations in the talent trees was probably a decent idea because neither really served the purpose that people want, which is the truly customizable specialization. For that, I think they should look into what I have suggested (and the announcement at Blizzcon seems like it’ll go in that direction), where you enhance certain abilities rather than unlocking other talents down the line. To me it just makes far more sense. I mean, you have the glyph system and the talent system. What’s the difference honestly? Sure the minor glyphs are cosmetic but beyond people who enjoy having their toons possess a certain glow, no one really gives a shit at the end of the day. People want and need function, not form. They want things to happen along with choosing what those things that happen do.

 

 

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World of Warcraft: Ghostcrawler, Gym Membership, Subscription and Theories https://www.keithwatanabe.net/2013/03/04/world-of-warcraft-ghostcrawler-gym-membership-subscription-and-theories/ https://www.keithwatanabe.net/2013/03/04/world-of-warcraft-ghostcrawler-gym-membership-subscription-and-theories/#respond Mon, 04 Mar 2013 21:25:28 +0000 http://www.keithwatanabe.net/?p=672 I read a very disturbing post on Wowhead which described Ghostcrawler’s theory on the speed of the game, gym memberships

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I read a very disturbing post on Wowhead which described Ghostcrawler’s theory on the speed of the game, gym memberships and content:

The problem is the pace that players used to play to be able to keep up is not even close to current requirement
Used to from when? Cataclysm didn’t ask players to play much… and they didn’t. 🙁 The catch is that people may realize they aren’t using the gym much and cancel their membership. We want you to play WoW.

World of Warcraft has a very huge negative stigma attached to it best described in the infamous South Park episode. Certainly, anyone who plays World of Warcraft and/or is a lover of South Park will know that episode. But it addresses a huge issue in the game: addiction.

It’s not explicitly stated in the episode how the boys’ lives ended up becoming a stereotypical geek mess, but the implications are quite obvious. What wasn’t explicitly stated in that episode though was summarized quite effectively in Ghostcrawler’s statement: “We want you to play WoW.”

Certainly, Blizzard/Activision/Viviendi want you to pay for World of Warcraft. That goes without saying. But the theories in game design to hook people into subscriptions are what I take exceptional issue with here.

The primary flaw in Ghostcrawler’s argument is comparing World of Warcraft to a gym membership. I see both as completely separate issues. Not everyone who goes to a gym does it because they love it. They do it because it ends up becoming a necessary part of their life.

World of Warcraft is not a necessary part of people’s lives. Some people might be brainwashed into believing it’s an integral part of their existence. But that’s like television or any other addictive form of entertainment. However, the fact that the game maker believes that people need it as part of their lives reveals a very nefarious spirit behind the company and designers.

When a gym says that they want you to go to the gym, it really is at the end of the day for your own good. When an entertainment company does the same thing, there is no real good that can come out of it outside of spending excessive time and money. Here, the idea of forcing people to play the game in the fear of subscription loss is what I feel where Blizzard and people like Ghostcrawler have absolutely no pulse on the general public in terms of how to create a great game that invites subscription loss.

I’ve worked in subscription based companies previously and have experience in this area. Every company these days feel that the new golden ticket is subscription. Get people hooked in like a drug dealer. Make it near impossible to cancel such as your cable television, Netflix, etc. The thing with subscriptions is that they should exist as a convenience to customers. The customer willingly pays for a subscription knowing that it’s a service or product they want on a consistent basis. If the product is shoddy, the customer should rightfully cancel.

The controversy then arises around the definition of what a good product is. What makes something worth subscribing to? In the case of games, it should always at the end of the day be all about having fun. Fun is an exceptionally subjective viewpoint. You can go to an S&M bar in Japan and enjoy it or perhaps you might be the type that does working on an Excel spreadsheet all day long.

However, I do think there is a common sense in gaming which attracts people to games like World of Warcraft. I enjoy games that present reasonable long term goals like leveling, gearing, skill advancement because it’s all about character and personal growth. You like seeing yourself start out as an inexperienced being who stumbles out in the world, discovering their place in the universe, making friends, forming armies and becoming lords of the land. That’s the appeal of fantasy RPGs.

I think the way World of Warcraft is going, it falls very far from this path into something that is just an incredible chore. If you miss time away from the game, you lose progress and fall behind the curve. Think of all the people who were not around during Burning Crusade or Vanilla. There’s an incredible learning curve to the game. If you didn’t play from the start, you’re pretty much an outcast and much find people willing to accept you into their world. And if you did play during that period but quit for a significant time and returned, your world will be completely different than what you remember.

But this is all part of the screwed up game design mentality inside of Blizzard. There is no nice middle ground for the game. There are aspects of it but it’s very confusing and the game is quite schizophrenic in the vision it wants. Does it want to pander towards casuals? Does it want to cater towards hardcores? What about PVE vs PVP?

To me it’s this schizophrenic, lack of vision that is causing a huge rift in the player base as well as the subscription loss. The game has become a very fragile shell of itself and the game maker is too scared to make a commitment towards any direction. We’ve seen the results of visionless products, companies and countries. Look to Yahoo prior to Melissa Mayer, or Japan’s kaiten prime ministers in the past 10 years.

I feel that subscriptions will return if the game itself had a true purpose behind it. At the moment, there’s only a few purposes in the game: leveling (to 90), making gold (possibly through professions and Auction House), raiding, PVP, gearing and dailies. You could add “end game content” meaning the storylines, but with the internet around, it’s pointless. Everything gets spoiled the minute it’s released on PTR.

For me the purpose should not be these end game elements, but instead a focus around community. Simply stated, the game was intended to be played with people, possibly friends. At this stage, raiding and to a degree PVP are the only elements that provide a group oriented mechanic. But the question at stake is “is this fun?”

My answer is no. The end game is not fun. In fact, it can be downright demotivating. Ever watch live streamers doing heroics? How many have you seen that truly look like they’re enjoying themselves? Ever watch videos on confessions of raiders? The way raiding is designed is just not fun. It’s a lot of work. But it’s not fun work. It’s not productive work. It’s only good for measuring your penis size (and my guess is that raiders do not have much of any since they just live and drink raiding).

Raiding will always be to me what the Friday night AD&D games used to be: get some friends together to do something. Raiding has become something that caters to a few end groups with a bunch of people who have big egos and little perspective in the world. If raiding ended up being brain dead easy but gave the community something to do for fun, make friends and enjoy themselves but at the same time killed all the endorsements and high end gaming, I say pull the fucking trigger.

That said, the farming aspect of raiding and everything related to farming just isn’t fun at a certain point. Krippie released a video on how he stated he would not be participating in patch 5.2. In essence, his viewpoint is that the requirements for raiding are just not worth the time and effort compared to downing bosses. When you look at Ghostcrawler’s statement of “We want you to play” and you combine that with Krippie’s admittance that the farming aspects are not fun, it tells the story of just how bad the direction the game has gone.

For me, the game is just tedious. It’s not that the game isn’t doable but the level of effort compared to the reward is completely skewed. I’ve stated this on numerous occasions. The game forces you to put in far too much effort to get anything from it. I feel that the tedious nature of the game is what’s pushing me away from it. When I see a statement like, “We want you to play” and “not using a membership leads to subscription loss,” I feel like the game really doesn’t have any sense of charm and that it’s just more of the same.

I don’t want to be forced to play a game to get me into subscribing into something. I want to play it because I feel it’s enjoyable. A game like World of Warcraft to me should be about playing with others while reaching your goals. As my friends leave, I feel that the game has no appeal anymore outside of getting better gear. But this design has it’s limits. What happens for the next expansion? More raids? More PVP? More dailies?

None of these things really appeal to me. I think people realize the same. With the game increasing in difficulty, frustration and time consumption, people will just quit not because they didn’t have anything to do, but because there are more effective things to do with your time. I hope that Ghostcrawler and the team at Blizzard read this post to understand why the gym membership analogy doesn’t hold here. It’s simply that the game isn’t fun and not having people around to play with isn’t fun.

My membership expired recently. Maybe I should renew that and use my World of Warcraft money for that instead. At least, I’ll feel better about myself and see real progress from all the effort I put into that.

 

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Ghostcrawler: A Failed Game Developer https://www.keithwatanabe.net/2011/09/01/ghostcrawler-a-failed-game-developer/ Thu, 01 Sep 2011 18:20:32 +0000 http://www.keithwatanabe.net/?p=81 I was reading through various posts about the upcoming 4.3 patch on some different forums and it seems that not

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I was reading through various posts about the upcoming 4.3 patch on some different forums and it seems that not many people like this guy. I read his justifications for death knights (for instance) and my impression is that this guy is just reactionary in terms of how he approaches class design. Meaning that these small fixes, which don’t seem well thought out, exist to pacify a small percentage of people in the game.

What was more interesting was reading on a wowhead forum how this guy came from Microsoft and screwed up the Age of Empires series. I don’t know exactly what that was about, but I’m not getting a good impression of him as a game developer. Perhaps, he has the unenviable duty of acting as a buffer between the game community and Blizzard/Activision, but I’m not impressed by the results thus far.

Apparently, he got the baton when Cataclysm came about. So far, I’ve been less than happy with the vast majority of the game changes that continually go on. A lot of it I would have to say could be directed at Ghostcrawler because he’s the lead developer on this thing so he needs to take responsibility for the garbage that is being put out. For instance, his vision of “fun” is basically making people jump around more in the game. Sure, the original version of WoW was kinda stale in the basic mechanics, but now it feels more like a 3rd person shooter as opposed to an FRPG (which is what my impression that the game ought to be).

Not surprisingly, the game has lost subscribers. I think once they started to make an attempt to appeal to old time veterans, they narrowed their audience considerably. So rather than expanding on the game content, they focused mostly on re-doing how the game should be played. This to me was a HUGE mistake. I think the game itself was fine with WOTLK, minus the emphasis on gear.

What Cataclysm needed was an emphasis on content. The content thus far, though revamped, seemed more like stupid pop cultural references that demonstrated what a bunch of no life, movie watching fat geeks Blizzard/Activision employees are as opposed to people who have great insight into what makes an excellent FRPG.

Content, not gear, not game mechanics, and immersion are the two key elements that make a successful FRPG. Right now, there’s very little to get excited about in Cataclysm except more grind fests. That’s why the game has taken a serious plunge. Doesn’t Blizzard/Activision have good FRPG visionaries?

Either way, I don’t think Ghostcrawler knows a lot about FRPGs. That’s why the game is suffering big time. The game shouldn’t be an action oriented game. The idea for this type of game simply should be what the old AD&D Friday night games was: just a bunch of friends getting together to have some fun. Jumping up and down and making continuous pointless changes to a game just to appease corners of a limited community are not what FRPGs and a good Friday night is about.

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