Blizzard crumbling down to pieces

It started a few months ago.

Or, better, a few years ago. We know that some important figures left Blizzard during the development of World of Warcraft. Arena.net and “Guild Wars” are one of the most notable fragment, Flagship Studios working on “Hellgate: London” is another.

Then there was the news of more devs leaving early this year to join a sub-division of NCSoft to work on an announced project. Which is what’s written in the link above.

World of Warcraft is starting to become a major phenomenon affecting and even overwhelming the whole game industry. What could stop it at this point? It’s simple, it can crumble from the inside.

I’m starting to see the leaks of devs above as the tip of the inceberg. In just a few days we have the news of more notable defections. Krones already spotted and commented one and I don’t have anything more to say about it. But he didn’t catch another that hit the news a few days before:

Castaway Entertainment is proud to announce that former Blizzard North studio lead Rick Seis has accepted the position of Technical Director and lead programmer for their current unannounced project. “I’m delighted that I will be able to rejoin friends and former coworkers from Blizzard North,” remarked Rick “and I look forward to reuniting with several others from that team very soon.”

Before joining Castaway, Rick held the position of development team lead at Blizzard North, the company responsible for the creation of the highly successful Action-RPG series Diablo. Prior to this position, Rick, who joined Blizzard North in 1994 as one of the company’s first employees, served as both a senior programmer on the original Diablo and the lead programmer of Diablo II. He has also functioned as the company’s director of technology.

“We are very excited about acquiring more of the most important resources of Blizzard North: the people that comprised the team there were by far their most valuable assets,” stated Michael Scandizzo, president of Castaway Entertainment. “With the team we have built, we will be able to maintain the quality of development Blizzard North fans have come to expect.”

So not only we have the news of one more important dev leaving Blizzard, but also the implicit declaration that more will follow and that Blizzard won’t see anything if not the crumbs of what is left (which reminds me what recently happened at Turbine).

Blizzard North is gone. Completely. If someone was left after the leaks that spawned Arena.net and Flagship Studios, now has probably joined this newest studio-branch.

Blizzard South doesn’t seem much healthier either. We know that a first group left to join NCSoft and now, as Krones reported, we know that more left to start yet another independent studio working on an unannounced mmorpg.

Who’s left? No, really.

Krones writes:

I’m not sure how many of the original visionaries are still with Blizzard, but in the wings there is always new and old talent ready to replace the traitors.

I believe in authorship, myself. Blizzard’s qualities come from the single devs who worked within. Maybe more and better talents will join, but it will still be something new that just cannot be related to what was before.

Drupal not upgrading

Okay. I cannot get more tired than this. In the last three days I just worked on this problem.

All my backups are corrupted. I cannot get a dump of this version running currently because the dump corrupts the database. I cannot upgrade.

It’s fucked. I cannot do nothing, I passed an insane amount of hours on all this and the result is just my site completely broken and unrecoverable.

Thank you.

If you want to have an idea about what’s wrong look here. It’s a freshly installed version of drupal with the database set to utf8. As you can see it’s all completely broken, I even added a dump of the db.

I have no clue if it’s Drupal to be fucked up, or Dreamhost or mysql. I just know that I’m wasting my time in an unprecedented way.

Please shoot me in the head.

P.S.
Before going to sleep:
mysqldump -uuser -ppass -h hostname dbname –default-character-set=latin1 | perl -pe ‘s/\),\(/),\n(/og’ | gzip > dumpforthewin.gz

mysql -uuser -ppass -h hostname dbname < dumpforthewin.sql The perl part is to have break lines in the database to have it readable, since I need to mess with it manually. Goodnight.

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I rant against Drupal community

I like Drupal (the engine running this site), but rather often they just don’t care about what truly matters. So, beside still not having decent forums, working trackbacks, configurable rss feeds, the archive module and a decent search engine, now we also get corrupted databases “by default”. How fun.

You know, I use to dump the DB in order to back it up for safety reasons. Well, the current Drupal install happily corrupts itself right as you try to dump it. Enjoy your backup.

—
This is a rather serious problem, from my point of view, that I foresee getting rather widespread if not solved quickly. After a few hours of research and an headache here’s what I discovered:

– Mysql 4.1.x adds the possibility to set a collation for the database. This seems a new feature that wasn’t there before.

– By default it seems that every database created or imported is automatically set to “latin1_swedish_ci”. The whole database is set with that collation as you install drupal under that version of mysql or import a previous dump.

– This is causing a serious corruption in the database while exporting it because accented and other utf-8 characters are just NOT COMPATIBLE with the latin1_swedish_ci set.

– This means that if you install drupal on mysql 4.1.x, the very first time you export the database for a backup or whetever else, you’ll finish with a corrupted dump because all the accented characters in the nodes, comments and aggregator items will get replaced with GARBAGE. As -> “Saturday’s Teen People” in the place of “Saturday ’s Teen People” This is taken from my now broken database and since I noticed this too late I now cannot do anything if not manually change every single entry. How fun.

– In the handbook, install.txt and all the other install guides for Drupal THERE IS NO MENTION of the collation. This means that it’s written nowhere how to set the collation and so everyone just follows the standard instructions and finishes with a “latin1_swedish_ci” as it happened to me. Including the text in the aggregator items, node and comment bodies.

– How the hell the DB must be configured now? Because from what I read here it’s not even possible to set Drupal to use utf8 because it’s still not compliant.

So, beside having my database now unrecoverable, how should I set it to have it working properly from now on and be able to back up it without getting unrecoverable garbage text?

Then I seriously suggest you to patch the guides and the drupal package to stop this or it would become a rather large problem considering that following step by step the instructions you unavoidably go toward this corruption problem.

– HRose / Abalieno

—
EDIT – I somewhat managed to obtain non-corrupt dumps. Or at least from now on since the database is still screwed. The “MySQL connection collation” field on the home page of phpmyadmin was set to utf8, conflicting with the database that was set to latin1. Now I have both set to latin1 and it’s better. But the database has still to store odd characters that are then converted when the page loads. Works for now.

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Too hilarious to be real

Taken directly from FOH’s boards:

Another WoW article in the NY Times

“I don’t think there are four million people in the world who really want to play online games every month,” said Michael Pachter, a research analyst for Wedbush Morgan, a securities firm. “World of Warcraft is such an exception. I frankly think it’s the buzz factor, and eventually it will come back to the mean, maybe a million subscribers.”

“It may continue to grow in China,” Mr. Pachter added, “but not in Europe or the U.S. We don’t need the imaginary outlet to feel a sense of accomplishment here. It just doesn’t work in the U.S. It just doesn’t make any sense.”

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Darniaq

See, you can just pull randomly one of his comments and nearly always find something outstanding:

There’s an update coming, but otherwise, yea, everything I’ve read points to the same stuff: this is not your father’s SWG.

They’re expanding it by integrating the content it seems everyone wants: combat and quests in environments designed to maximize both. Not sure of how much you’ve seen of Kashyyyk, but the planet is basically designed more like a WoW zone than the other planets. It’s a nice attempt to funnel players into encounters, but it’s at complete odds with the openness of the rest of the game.

They’ve changed a lot of stuff. The current players seem ok with it, though I don’t see SOE posting subscription numbers like they used too, falling back on the largest number they’ve got left: the total number of active subscriptions across all of their games (800k+).

It’s a shame though, but I guess expected. Like OSI before them they just got too comfortable with what has become outmoded thinking. They delivered games for the previous generation of players, rather than understanding how to grow beyond that niche core.

They still don’t quite get it, or maybe they just can’t really retrofit WoW thinking over games not designed for it. Whatever the case is, I largely consider them irrelevant now. Not because of Blizzard/VU, but really because of the sheer number of titles out now. There’s just too many games to really suffer through the bug riddled incomplete patchwork of autonomous conflicting features that is current SWG (or current EQ1… not sure about EQ2 nor really care).

I’m honestly surprised at myself in my lack of interest in returning. I’ve effectively lost all faith in SOE as a company able to provide me fun experiences. Their recent acquisitions of MxO and Toontown point to the things they’re more interested in: buying other’s innovations because that’s cheaper than innovating oneself.

Unfortunately, that thinking has gotten many companies in trouble in the past because of something failed and was therefore cheap to by, unless you spend the time fixing it, all you end up doing is continuing the failure. It now just costs you the money.

But beside this, I’m just completely in love with his maps. I really do hope that he decides to write down how he was able to create them, because if I can learn that I’ll just stop to play these games the way I do now and just create maps.

I’m that type of geek. I love that stuff and I’m jealous of what he can do. I want. (also his writing skills)

Late edit – He added another nice stab:

Is EQ1 even relevant anymore? Worse, with the buggy long criticized experience that is Star Wars Galaxies, the obviously not-so-wildly-beloved Everquest 2 and the never-really-played Planetside, is SOE even relevant? Most of their action in the last year has been about business decisions. The publishing of Asherons Call expansions, the absorption of The Matrix Online and Toontown, their relationship with Massive Entertainment. Meanwhile, their games suffer for long-standing apparently backwards-looking game philosophies.

This is a tricky time for the former giant of the genre (I can’t say “darling” because, well, they weren’t really perceived as such). While their portfolio has grown, none of it has been because of any creativity shown in the games. On the one hand, creative and innovative game design can only get you so far. On the other, unless you have creative and innovative games, whatever business decisions got you to that point won’t allow back continued growth.

So I hope to see a new title announcement from SOE soon. I’d almost go so far as to say they need to. How much more money do they have to be able to continually build their Station Pass system through acquisition?

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Thank you for the leak (1.8)

The 1.7 patch is still stuck on the test server and rather badly bugged while we get leaked patch from the future. And they sound legit. Thank you (this time leaked directly on WoW’s boards through a character named “Spybot”).

(press button)

I give it a quick glance while reformatting it and it looks yummy. Lots of overdue usability fixes that are always an improvement.

And… Siege combat? Ohhh..

Let me build a quick highlights list:

Goblin Gizmo Gauntlet

Assemble robots to do battle via remote control against other players for engineering glory in this explosive event in Gadgetzan. Sign up for daily tournaments to win new parts to upgrade your invention! No engineering experience necessary.

General

– New Auction Houses in Stormwind, Darnassus, Thunderbluff, Undercity, Booty Bay, and Everlook are open and ready for business! Ask the guards in each city for directions. Auction Houses are now shared within a faction – Alliance, Horde, or the Steamwheedle Cartel. Extra heavy security in the form of Goblin Bouncers has been added to Auction Houses in goblin towns to put a stop to any… bidding wars.
– Buff/debuff tooltips will now be correctly updated from talents.
– The effects of +healing and +spell damage items will now be shown in the tooltips of spells they affect.

PvP

Honor System
– You will now receive some honor for restoring health to allies during PvP combat.
– Dishonorable Kills will now apply only to the players responsible, rather than to their entire party or raid.

Battlegrounds
– You can now exit a battleground from an option on the scoreboard at all times.
– Siege weapon combat has been introduced to the Alterac Valley battleground.
– Fixed several terrain exploits in Warsong Gulch.
– You can now enter the queues of multiple battlegrounds simultaneously. Once you become eligible and choose to enter a battleground, you will automatically leave the other battleground queues.
– You can now see the number of players from the other faction in a battleground queue.

Druids

– Druids have learned to dance while shapeshifted.
– There is now an animation for skinning and herb gathering in Bear and Cat Form.

Professions

– Plans for keyrings that hold multiple keys have been added to Blacksmithing.

User Interface

– Quest levels now appear in the quest log.

P.S.
I find fun how on FoH’s boards noone believes these are legit notes. But they are :)

I’m having a good fun seeing the moderators at full work trying to delete all the threads on the official forums.

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Dynamic lights in Camelot

Just a quick idea I just had:

If Mythic doesn’t know how to make a viable engine upgrade in the future that is possible without requiring a major reprogramming and too much work for the artists, I suggest to put dynamic light effects on the spells. Right now DAoC’s light system is wonderful but it’s also static. It would be great to see a fireball lighten a room and the characters nearby and have all the different spells their own lights and colors affecting the environment.

In the dungeons and in the RvR at night it would look nothing short of spectacular.

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Third falure in a row

Third time I try to build a good guild and third failure in a row, repeating the exact same pattern:

I try to grow it over time, start to see the first results, people collaborating and my ideas producing some good results. This while behind the scenes an infiltrated faction grows inside whithout me knowing anything. Then, with a perfect timing, the drama a-splode on one of the most stupid exuses used as a pretext. The faction that grew strong till that moment organizes a grand leave. It starts another guild and progressively lures in all the other players left, flaunting its now major strength and leaving the original guild laying on the ground, like a dead, empty envelope.

I think I cannot feel more deluded than I am today.

I swear. Last time I do something where I must rely on someone else beside me. People suck.

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/bow

A new blog discussing mmorpg design is for me an occasion for a challenge. In particular when it is so praised by the elite mentors. I have to find my own point of view and I have to find something where I disagree so that I can still feeling like what I say could still matter something. You know, affirming identity :) In particular when we get someone that writes so much better and clearly and that delves a lot more in what is being discussed. She is just more competent, precise, analytic and going straight to the point of what actually matters without struggling with the words or raving with the thoughts through an undefined path noone can actually discern (and she even uses WordPress better than everyone else).

So I was going to read through her website to find some sort of weak point that I could criticize or at least affirm a different point of view. But then she completely won me with this recent post:

Currently games – and this is closely related to the static nature of present mmogs – have little to no added mechanisms for large-scale, long-term combat, and by “mechanisms�? I mean functions and interface aspects that are designed specifically for that type of combat. There are siege engines, which do imply some extended duration, there are added chat features for large groups, and there are often special abilities for large-scale group versus group play. However, when I say I would take this way further, what I mean is adding several more tiers to the combat systems at the “large-scale�? end of the spectrum.

This means war!

Specifically, and for this to be meaningful the game at its heart would have to support this far beyond minor bonuses to one or another winning side – I think it would be interesting to see what could be added in terms of strategic long-term planning in wars that are designed to last, literally, weeks. The eternally-ongoing warfare of current games is fine, but I would far prefer to see that relegated to a minor aspect in a dynamic game, because for “real�? war to have any effect it should be dramatic and at least to some extent destructive, which means that any constantly-available skirmish combat would have to have minimal effects.

You see, that game is the game of my dreams. But then the truth is that she already won me before, when I read her personal intentions. She writes something I definitely share and I felt like reading myself. Just better written and explained. Well, beside the point she is not interested about working in the industry, because I’d love to do it (or at least it’s what I like to think). So I’d break that point and say that I’d also really like to see her working on something concrete and move all those discussions to the specifics of a precise game. About the same way I’d like to see Dave Rickey working for an high-profile company and game (or not having left Mythic). When I start to appreciate how someone thinks and tackles the problems, I’d like to see them contributing concretely and push forward those ideas and principles that we discussed for so long. Just maybe to have the illusion of not wasting all these words on redundant discussions that don’t really go anywhere.

The other point that I noticed and that it’s different from the way I write is that, in general, I don’t deduce what I think. I assume already a point. I know it is correct. But then, if I want to communicate it, I need to explain it and I need to find justifications that make sense and are logic. So firstly I have the idea, then I have to research the reasons about why it is correct so that I may suceed to convince others about its validity. I need to bring on proofs, research the problem and analyze it. AFTER I already arrived at a point and often trying to reverse-engineering the path my mind followed on its own. I cannot track my mind. I struggle a lot doing it, it’s definitely something I do poorly and the result is that I may have good ideas but I express them poorly and often have to quote someone else so that I can say: “That’s what I mean”. This, instead, doesn’t happen to her. Her points come out logically and naturally, she makes sense and provides lot of insights about what she’s writing.

Now I wonder, can a blogger just please everyone? It must be a first.

P.S.
There would be a lot to discuss about the positional combat system she suggested. To begin with I see two big problems in it that are also shared by all those games that already offer some sort of positional styles. The first is that this type of combat cannot really work till we don’t have a decent physics in the game (so that the movement in the space can be meaningful and make sense). An obvious example is WoW where the most common PvP strategy is about running *through* the opponent to make him lose the LOS and disorient him, which is an absolutely lame tactics. The other problem is about the large fights, assuming that the warfare idea comes along the positional combat in the same game. It’s not really viable have a complex positional (and visually reactive) combat when it’s even hard to discern the human shapes in the mass of polygons. It may work for duels but it wouldn’t easily fit group battles or something even larger.

Her ideas resemble on some aspects to the combat system I planned a while ago. But today I would completely reconsider it and drag it somewhere else. In particular in the light of what I write here.

My idea now would be about incorporating arcade (but realistic) elements with the “roleplay” layer. To begin with, get rid of the quickbars. Something that really went out of control in WoW and that Babylona also underlined. The combat system I have in mind should be completely manageable through a joypad. That’s the first goal. Then offer to each character/type/class specific attacks. With different animations and effects depending on the weapon and even the targets (through reactional feedback, think for example about sinking your sword in a fat monster and have to fight to pull it back out).

The model I have on my mind is “God of War”, just translated to a mmorpg, with the statistics still there but not prevalent as we know them. Each attack shouldn’t be just the same swing with a more or less unique animation and functional effects like a DOT, a root, a powerful attack, a taunt and so on. Instead we would directly regulate how the weapon can be used from a realistic point of view and offer a direct type of feedback that doesn’t need to be simulated and faked through numbers and statistics. In “God of War” I was surprised by the insane amount of different moves the character has available and how different was their use in the specific situations.

The resulting action may be considered more “arcade” but it definitely *isn’t* less tactical. On the contrary. The feedback is direct, you need to learn from the situation, figure out the encounter and apply a different strategy till you finally manage to “win” the part. And this without the need to parse complex statistics, quickbars and other “roleplay” elements. The game doesn’t even need an UI. It is directly usable and deducible from what you see without the need of external knowledge.

Give each weapon 4-5 types of attacks at maximum, give them unique animations and concrete, physical effects on the target. Then chain the attacks in a combo system that can take advantage of reactive styles and specific events. Noone should need to learn complex interfaces but just understand the combat system through the direct use. Not anymore parsing the numbers to study the best pattern to follow in the hotkey party, leave that type of planning to the managment of the character *outside* the fight and just make the actual fight depend on action elements that can be directly figured out.

This type of combat not only would attract DROVES of players thanks for its absolute accessibility and fun (want mass market? this is a way). Not only it would reproduce a type of realistic combat where what happens makes sense in the flow of the action and truly resembles to a swordfight instead of the faked action resulting from the combat in WoW and other games. But it would also work flawlessly in a duel as in a larger battle between armies.

(and my english is particularly broken today)

P.P.S.
If “God of War” isn’t a good example to imagine what I mean, think to one of the latest Zelda. Btw, today I go back to give a look at Babylona post and find out that “Age of Conan” will follow a similar idea (combat possible through a gamepad). Well, at least I still could claim the idea within a Virtual World and bigger battles. Which “Age of Conan” definitely won’t deliver.

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