Who we were, who we are.

On some forum the same bullshit we used to have is being used now with The Elder Scrolls Online. That the game is still in beta, or that you couldn’t see enough of the game to properly know how it’s going to be. All bullshit.

My first impression of WoW was appreciated/acknowledged by WoW’s Lead Designer (Tigole), linked through several forums, and it was several pages long and written when my first character reached *level 8*. It took me much longer to write it than the time I played that character (this was in March, the game was out in November).

*Today*, or NINE YEARS later, I still stand behind everything I wrote in that review, and it’s still quite accurate describing the game. Actually, the more time passes, the more revelatory it becomes because nowadays we give that stuff for granted, and it wasn’t until Blizzard revealed it (and I complain about player collision there too).

Read it today, and you learn where MMOs come from, and what Blizzard achieved. And why TESO isn’t doing remotely ANYTHING of that sort. Really, read it even if it looks way too long.

I’m adding here some quotes:

You can also forget about the lack of “feeling” of a game like SWG. In SWG you cannot even jump, you can only hover phantom-like where the game allows you and everything feels so faked. You can see a rock but you cannot climb on it, you see a bench and you cannot climb on it and so on. You can go only where you are expected to go. In WoW you can do whatever you like, the world feels real. Jump around, climb rocks, jump on fallen trees, over tables and other objects and reaching points where you aren’t supposed to climb. It’s hell of fun and gives you a lot of freedom. You don’t feel simply *nailed* on the ground. Try for example to climb on a high flight of steps in SWG and then jump down in a second. You cannot. In WoW this is possible, you go wherever you’d like. Jumping and running like crazy. It seems something stupid but it’s another of those elements adding a lot to the game. It “feels” good. The tech guys at SWG probably never realized how much is important for a game to “feel good”.


– Character Creation –

PROs: The first pro is a design choice I *always* criticized. In games like DAoC or EQ you need to know the game quite well to be able to create the character. This because you need to know what’s better in race/class combination, but, in particular, you need to place points in your statistics. If you mess this phase now, you’ll have a gimped character. Or you know already how to build a good character because someone told you (or because you know already the game), or your character is going to be wasted when you’ll realize you made errors at min/maxing it (and min/maxing isn’t an roleplay choice, we are in a mmorpg). You’ll discover that you’ve wasted some points and there’s absolutely no way to gain them back. This is *stupid*. As a newbie I want to know how to make a good character. I don’t want to be able to mess it, since at the end those are always obligated choices. Well, in WoW you won’t have to choose anything aside the appearance. Yes, you choose the race and the class. But what you *need* is there. There’s a description you can read to have an idea of a race or a class, then you are done. No more mistakes. No ways to ruin your character permanently.


You don’t need hours to learn the interface. It’s absolutely newbie friendly but it also shows what you need and more. It isn’t simple because the game is childish or not deep. It’s simple because there’s “good design” behind it. It’s one of the less intrusive interfaces you can see in the market of mmorpgs. Try to load Shadowbane, EQ or SWG to have your game window completely cluttered. And you cannot disable something because you have there something you need. In WoW the interface is minimal and still easy/fast to use and with everything you need there for you. It’s more a combo of keyboard/mouse controls along with the interface and the result is great.


The game is a “work of art”, as a masterpiece. The first consequence of this, is that it doesn’t depend on the tech level. This looks awesome now and will look awesome in 100 years. It’s like a painting, it has its own soul and its quality isn’t due to just a up-to-date graphic engine. This brings also to the opposite side. It’s so near to a form of art that some players could really not like it. WoW isn’t realistic but it’s filled with style. If you want to have a more precise idea about how the game “feels” I can explain it as a mix between Joe Madrueira’s style and Tim Burton’s “Nightmare before Christmas”. It’s not childish style, it’s absolutely inspired and epical. Nothing, not even a pixel, feels generic.

Remember that this is for *everyone*. We aren’t talking of an awesome techdemo run at an incredible resolution with professional graphic cards. This isn’t SWG that runs at six frame per second with the whole world popping before your face as you move. This is a completely new experience.

One of the feelings it produced on me and I never experienced in another game to date (I began playing on the Commodore 64) is the “sense of wonder”. Compared to WoW other games feel like toys for kids. From the size of the trees and buildings, the amazing clip plane (both for the world and PCs/NPCs), the hills, the critters, the organic world design… Everything gives you a *new* feeling compared to what I played till now. It’s not that the ‘zone’ is bigger. It’s how things are put together that it makes you feel like in a world of *giants*.


In WoW the setting and the gameworld have an active role in the game itself. They aren’t simply the background, they are part of something more concrete, “coordinate” with the rest. When you play the game you live in it and with the same setting. It’s the opposite concept of “alienating”. And this is one of the core elements of the whole game. While other mmorgs tend to alienate and frustrate the casual player, WoW makes you involved, immersed in a dream. Where you don’t care about parting “the rules”. Like considering the graphic aside the gameplay. Everything here exists as a “whole”.


This game doesn’t tell you where you have to be and what you have to do. It doesn’t oblige you to enter risky fights because it’s the only way to gain your tiny, stupid experience (just to die and loose an hour of *work*). It doesn’t “laugh” at you because it relies completely on grind/risk based gameplay and here I think there’s another revolution.

With current mmorpgs you have the whole matter about risk/reward. It means that if you want to accomplish something, even stupid, you need to risk something. This brings to catasses to rule the game with powerful and organized guilds, while the casual player, with his crappy equipment due to the grind with low level mobs, just can keep getting frustrated because he sees around himself those guilds packed with buffbots and special equipment and succeeding at taking advantage of a particular system (like making experience faster, sometimes by “powelevelling”). So you basically have to die, die and die, while other organized players have the possibility to reach all the nifty features. They can go right into the risk/reward matter. They have the tools to cheat the game (like buffbots) and have an advantage over you.

So the whole risk/reward game is based on the frustration. If something is easy it *must* be tweaked. If you are killing a monster easily they’ll put a way so that, after a bit, you’ll die. Like a periodical patrol of an higher level mob. Devs (stupid devs) have based completely the game on the concept of “pissing you off”. In any way possible. They think that by making things frustrating the game will give you more satisfaction when you’ll finally accomplish something. And this is the *soul of the stupidity*. It’s one of the biggest plague of the mmorpg genre.

Risk/reward is an optimal mechanic applied in some situations, but mmorpg designers simply didn’t get it right. Risk/reward is good when you die (you are defeated) because you did an error. So you can *learn* from your actions and improve. In a mmorpg, usually, you die just because you are forced to play on the borderline. When you have just a few styles to choose it’s not that the game asks you some kind of ability. You sit there and hope it will go well. If it doesn’t, you *cannot learn a damn*, because you cannot change what you do. This means that you can just lower your aim, till you finish to kill critters that give you an amount of stupid exp making you realize that if you keep killing those you’ll need like two weeks of real gameplay to pass a level. And here some smart players just cancel their account and laugh at who thought a stupid system like that. Then tell me: How damn can you blame peoples selling and buying accounts on E-Bay when the game is that bad?


Lately I levelled a Paladin on DAoC from 20 to 36 and I have just 2-3 pieces of equipment, and this by playing for hours and hours on the same spot, killing the same monster (and no, it’s not my choice, or I go there and do that or I don’t play). This simply doesn’t happen in WoW. You walk around just to see what’s behind an hill and you kill wandering mobs. The whole place feels very lively, packed everywhere with monsters and critters. Every little corner of the world seems to contain a “microcosm” but there’s not the concept of a “spot” where you have to go and stay. It feels more like a promenade (some on the forums are complaining about this “too much” walk, which I consider absolutely compelling).


I think that a long beta phase with no NDA is a great sign from Blizzard and a good thing for many reasons. One of these is that it doesn’t matter how much information you receive from the outside, the game should remain fun. It’s not a fun coming from an unknown quest, after all you could just receive the same old “bring me six pelts”. But even these trivial quests are fun. Fun because you have to do them in a game where every single system is neat. The combat system is fast paced and lively, improving in many ways from DAoC, the world is amazing and you live it a lot more as an experience than as a ‘game’. It’s wonderful as a whole.


In every game to date you just wait because devs promise this and that. You wait and wait. The game is never fun *now*. It will be fun in three months, or six, or a year. Till you realize that it will never happen. In WoW you can forget about the promises, it’s by far the best mmorpg out there even if they pack everything and release it as it is.


What I suggest is that it’s an hint about something completely new. Something completely missing in other mmorpgs on the market (or near to be released). Perhaps only FFXI has tried to go, timidly, in this direction: “building a world”. I think this is the main strenght of WoW. I also think that analysts all around the world will never succeeded at understanding what will make the game great and successful. I can already imagine how many clones it will produce, how many companies will try to copy it to jump on the bandwagon. Mmorpg will become again a green pasture and marketers will try every way possible to take advantage of Blizzard success. And they will fail.

The point is that even in a MMO, you’re playing the engine. Within a few MINUTES you know how the engine handles pretty much what’s fundamental. Movement, animation, collisions, world rendering, the way monsters exist and behave around you, UI, the basic structure of combat, world design. And how well it handles all of these. Then you see quest flow, itemization and progress.

That’s enough to know how the game plays and if you like it. Coming from games like DAoC or Everquest it took just a minute to see how much more superior WoW was with UI, world design, quest flows, graphic engine, animations and so on. It was all right there. The first step you move, the first jump on a fallen tree, the first time you hit a monster. It qualified the game as a whole different league than the MMOs we used to play. Their clunky interfaces, horrible animations, poor rendering, glitches everywhere, stuttering mess, plus no idea of what you were supposed to do.

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The Elder Scrolls Online Vs. Guild Wars 2

What I wrote in a forum, and that should be read after general considerations here.


Without even breaking the NDA, Guild Wars 2 is BY FAR the best MMO out there without even a hint of a doubt. It does EVERYTHING better and more. The Elder Scrolls Online isn’t remotely different to qualify as a non-standard MMO, and it’s shamed by a so much superior designed game like GW2. If you want evolutionary MMO then GW2 is still out there and excellent for the most part, including quite decent large-scale PvP (especially the new map released a few days ago, which is the most fun large scale PvP, even surpassing DAoC).

But for example for me GW2 has that insanely silly and stupid super high fantasy setting. It’s just DUMB AND CHEESY, and ultra-juvenile, and looks like total crap despite they have a great engine and wonderful artists. It’s a mishmash of random stuff without any coherence. Instead TESO has a SO MUCH more immersive and realistic kind of style, actually feels like a place instead of a scattering of assets brought together at random. That’s the whole point why this game has remotely a chance: it’s far away from the stupid settings and over the top, super fluorescent colored, oddball WoW, GW2, Wildstar or whatever. The world can actually look great (sometimes) and at least attempt at plausibility, and I enjoy being in it.

The real long-term problem is that I don’t have any faith in what these devs are doing and they seem to have no vision about where they want to bring it. Maybe if given the chance this game could be great, but in its current state it could fail so hard at release (and already so much money was sunk in development) that I seriously doubt developers’ efforts are going to INCREASE to make it truly great. We basically know nothing about dev’s vision, only that in the beta there isn’t trace of it.

In the meantime, GW2’s new WvW map isn’t getting the widespread love it deserves.

http://www.youtube.com/watch?v=iLiAe2qAkbg&

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True Evil

Not only EA gutted Mythic in their basement as per usual.

But now they are desecrating the corpse too. First by turning the Ultima franchise, through Mythic, as a super shitty free to play of some sort. Now, again through Mythic, by destroying what was left of “Dungeon Keeper”. here and here.

This is so fucking perverse that it’s honestly impossible that it’s not deliberate trolling by EA.

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World of Warcraft is losing subscribers, why?

In my personal opinion WoW is still today the best MMO out there. Not because it’s really good, but because the genre didn’t make any step forward and decent efforts like Guild Wars 2 are only that, decent, and still can’t match the juggernaut. So if WoW loses subs it’s not primarily because of competition.

So why is it losing subscribers? The reason is explained in a number of old blogs I wrote years ago. The main cause in technical terms is: “mudflation”.

The problem, more concretely, is that in the last few years WoW’s development has focused mainly on catering to veteran players, especially the raid crowd, while every other aspect of the game was neglected or pushed back in the priorities. So what is happening is that WoW has become extremely unwelcoming for new players. It closed itself. It nourished its own playerbase, but closing itself to the new blood that is INDISPENSABLE to keep a virtual world alive.

When you cut that source of vitality the consequence is that the game-world starts to wither. And you notice this concretely by looking at the subscribers count and its downward, slow trend. It withers.

I canceled my subscription shortly after Cataclysm and up to that point I never canceled my account since day one.

The main reason why I canceled my subscription is that post-Cataclysm the quest balance was completely destroyed.

They made lots of changes to make leveling faster. The main reason being that most players have already gone through all the content multiple times, the level caps got higher and higher, and so they needed to make everything faster. The problem is that faster leveling means that all the quest progression was completely broken. I couldn’t even advance on SINGLE quest line without outleveling it. And if I dared do a dungeon run I’d have to basically skip entirely the zone I was questing in.

Racing through content may be good on paper, but it completely destroys the experience. Without even a little fun in the quests it meant that for me the game became utterly bland and more boring than ever. They redid all the zones, new quests and everything, but I couldn’t enjoy any of that because there was no way to actually go through the quests normally.

Ideally the leveling should be a natural consequence of the quest progress. It was one of the biggest accomplishment of WoW at release: you’d simply go through the quests available and your character would level up accordingly and being guided through the zones. Questing was the focus, leveling up was the natural consequence. And you didn’t feel any grind because the content led you. This, precisely, was WoW’s secret sauce: removing the grind (or the feel of the grind).

When things break in this system is either when you reach a place where the quests are suddenly way above your level, or when your character outpaces the quests and so everything becomes trivial in both reward and challenge.

My point is: pre-Cataclysm WoW had an excellent balance with quest progression and leveling. Post-Cataclysm this balance was carelessly destroyed in the name of SPEED, NOW, MORE LEVELS. FAST FOODS.

If they knew they were going to cut so much the leveling times then they should have rebalanced the quests accordingly, to preserve the balance. Speeding them up and adjusting the experience points you earn.

Instead it seems the speed up was an afterthought and no one cared if they broke the perfectly crafted balance and one of the major features of the game. To me it feels like they handed a perfectly crafted thing to some new guy, and this new guy didn’t even remotely understand why the thing worked so well in the first place.

At this point the best thing to do would be: restore the finely tuned balance there was before, offer level 90 characters for a smaller fee for those who are bored of leveling, and FLAG those characters with some icon of shame.

That way those who enjoy leveling can actually enjoy it the way it was originally designed, and those who don’t can bypass it entirely. I’d probably be still subscribed if that was the case.

But instead WoW has just become a raiding game, where every other system is secondary to raiding support (and character customization sacrificed for class balance). Now leveling up a character is just the grind one has to suffer in order to start the raiding game. The faster, the better.

You aren’t a raiding player? Then why again are you still subscribed?

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Elder Scrolls Online: subscriptions

Gathering up some comments, since it’s typical that discussions focus on the part of the argument that is irrelevant.

It’s like those interviews where you omit the questions and have to guess them.


You keep talking about the business model being obsolete, but this is stupid. What is obsolete is the standard MMORPG gameplay. That’s why people now want it FREE, or nothing. Because IT SUCKS.

If ESO offered a kind of value that feels new and stimulating, then being on a subscription fee would be absolutely viable.

The point here is that this GAMEPLAY IS STALE. And people aren’t willingly to pay for stale gameplay. Especially not premium prices considering that these days ALL PRICES are down in every gaming genre.

“People unwilling to pay” applies EQUALLY whether you have subs, or free to play. The difference is that on free to play people can actually decide you are worth exactly $0.


This is the best example that demonstrates the opposite of what you say.

FFXVI launched once, failed, went again into development, relaunched, was marginally successful.

Result: failure/success depends on development and not on having a subscription, since this is a game that failed once, succeeded once, and in both cases has a subscription just the same. Hence, it’s not the subscription itself the deciding factor.


“Market research”: what you spend money on so they tell you what you already know.

Making games, like art, means envisioning what is not already there. Even if it’s an original recombination of old elements. Good games create their market, a market that didn’t exist before, and that market research for sure couldn’t foresee.

Like MOBA today. Suddenly it’s MOBA everywhere. Yet MOBA didn’t truly exist before and no one needed them. (or Dark Souls, or roguelikes etc…)

So, if you work in the industry you only need to decide if you are the idiot that blindly FOLLOWS the trends and is lead by the nose, or if you have some ambition and walk ahead and lead them.

Oh, and I really do believe this discussion is stubbornly stupid: keep talking about sub fees all you want. It’s IRRELEVANT.

It’s the game that is relevant, and what you pay for it is secondary to what kind of experience the game delivers. A game could even be worth $100, just as long it delivers that kind of experience.

Market trends come after. The economy of a business is a domino. The pieces fall following the pattern they are set on. You change the pattern, they fall differently.

But it looks like you want to talk just about secondary consequences as if they are primary motivations…


WoW isn’t shedding subs because it’s subs based, but because development halted completely a few years ago and development staff moved onto new projects.

MMORPGs last exactly as their dev teams.

F2P is the 2nd stage: when dev teams are moving on different projects, and the game is kept on life support as long it lasts.

Only the actual quality and type of game can carry $15 subs. The question is whether or not ESO delivers that kind of quality and novelty.

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The oracle says: The Elder Scrolls Online

– Yes, I’ve seen the beta.
– I will only speak generally, to respect the NDA.
– What I found was actually better than what I expected after reading leaks and other forums discussions before I got into beta. This game’s reputation is rather awful out there.


The problem isn’t that everyone is now bored of playing MMORPGs, it’s instead that in the last few years MMORPGs have been gutted of all their potential and appeal.

We’ve got more and more single-player games that are offering interesting sandboxes, instead we get MMORPGs that are more linear than single-player games. That’s what is wrong.

So what’s the reason why someone should play a MMORPG? Only one: the appeal of “lots of content”, because that’s the idea that comes with every MMORPG. You play for hundreds of hours. But these days all that translates into: “I’m going to play for 200 hours this extremely dull combat, yay?” …Why? It all really comes down to this. It sounds more like torture than something you’d want to do. We get so many good games that the idea of spending hundreds of hours into DULL linear gameplay isn’t appealing for anyone. It’s just a single-player game, but WORSE. It’s just the same awful combat of Skyrim, but WORSE, because it’s online and with the online “features”: like lag, absence of collision and so on. Skyrim combat is already awful, so now it’s much worse! Good job! Everyone will love this absolutely!

That’s ultimately ESO’s challenge: demonstrate it’s not just an Elder Scroll game, but, oh, so much worse BECAUSE it has all the INCONVENIENCES of being online.

Or: ESO is worse than Skyrim proportionally to its MMORPG features & design forced into it. You get EVERYTHING you learned to hate after years of bad MMORPGs, concentrated into an Elder Scroll game, to ruin it.

Either the developers know how to answer this, or they don’t. And they don’t have a lot of time left.

Instead, why would YOU buy another Skyrim that has become several times worse because of its port to a classic MMORPG, and that not only costs you full price, but also $15 a month?

Answer.

Warhammer Online goes away, with a last fart

They couldn’t let it go without a final stinker, could they? Nope.

Here’s some bad rhetoric for you:

In some cases, HUGE chunks of the WAR team simply set up shop in a new project – old comrades in a new home.

That hasn’t happened by accident. We didn’t miraculously recruit a team of people who were already the Best There Is At What They Do. The WAR project helped MAKE them that. It gave people an opportunity to learn and struggle and grow. Oddly enough, I suspect that – had WAR been a run-away success – a lot of those people WOULDN’T have become the industry leaders they are today. It’s hard to toughen up and get stronger in a comfortable environment. It’s even harder to grow if you never leave the nest.

If Warhammer Online was to be a smashing success, wouldn’t those same devs become industry leaders automatically? Isn’t that exactly what they actually planned on and EXPECTED?

Warhammer Online had a mediocre technical realization and really bad game design. It seems that the only positive qualities they can find is about appropriating the work of the *people* themselves? “Those qualities, they aren’t YOURS. They belong to Warhammer Online, because without working on it and its awful situation you wouldn’t have become good”.

Not exactly encouraging considering the dreadful state of the MMO industry. It’s the only game genre that collapsed on itself and made zero progress in these last few years.

I will also say that Warhammer Online not only simply failed, but deserved to. Countless pages could analyze the reasons and this blog has ideas for the game that could have been useful to improve it substantially, but I’ll mention at least three big problems that played an important role in Warhammer failure and all three should have been EVIDENT already when the very first design doc was written:

1- Public Quests not scaling with the number of players involved in them. Everyone should have known that a mechanic that pivots all around a variable you not only do not control (number of players), but that you know varies wildly, absolutely needs a system that automatically load balances the quest. This system just can’t work if you don’t design it properly.

2- All PvP emphasis focused on shallow, insubstantial, volatile instanced PvP mini-games. Leaving the open PvP areas empty and with no incentives. Warhammer Online never played on its strengths. It actively worked AGAINST them.

3- Levelling curve in mid-to-latter part being completely unbalanced and disproportionate to the actual amount of content available.

Add to this the choice to go with a really bad engine that especially works poorly while handling many characters on screen, which was maybe fine for DAoC but so not good if you really do target WoW numbers… and you can see why Warhammer Online’s failure wasn’t surprising at all.

We were proud of and confident in the game we launched.

Exactly.

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Next-gen PC gaming is old-gen

This deserves its own thread. Basically we are back to the old times when PC specs were a mess.

The first news is that AMD is now really at war with Nvidia. Every two weeks a new videocard comes out, or prices are readjusted. If they keep up like this for 6 months we’ll have a card four times more powerful than a PS4 for half the price.

The issue here is how AMD is playing the war: whereas Nvidia cards have a stock clock and a boost clock, so that the gaming frequency goes from stock to the max of the boost clock, AMD instead now does the opposite. They have a max clock and then as temperature and noise rise they lower the frequency to the point where noise+temperature target is matched.

So basically if you set your card to sound like a JET TURBINE, then you can go to the maximum clock. Otherwise the card is chocked.

This led to a situation where AMD carefully selected cards to send to reviewers, ending up with retail cards that performed NOWHERE like the benchmarks, simply because the noise and temperature throttled the “ideal” frequencies. Basically the 290X is a card pushed to the extreme. That’s how AMD is trying to win the war, they just squeeze the maximum possible juice.

To consider, though that (1) AMD is saying these cards can run at 95° without a problem. (2) they claim the problem of the retail cards are not normal and trying to analyze & fix in upcoming drivers.

The bottom line:
the piece of hardware is the same, they are trying to juggle it through drivers and settings. The latest beta driver gives the r9 290 a BETTER performance of a GTX 780. The 780 costs something like $500. The r9 290 costs $400. It sometimes is faster than a Titan, for the price of a 770 till a week ago. But to make the card reach that performance they turned it into a really loud LAWNMOWER. They hugely increased the performance of the card by pushing UP the thermal and noise ceiling, not by making more powerful hardware.

Anandtech says:

Ultimately there will be scenarios where this is acceptable – namely, anything where you don’t have to hear the 290, such as putting it in another room or putting it under water – but on a grand scale those are few and far between. For most buyers who will simply purchase the card and drop it into their computers as-is, this represents an unreasonable level of noise.

So, despite all this, the r9 290 is a monster of a card that almost reaches the performance of a Titan. It costs $400. Right now it’s too loud, but right now AMD is forcing the default model with stock cooler. Within a month it’s possible that custom coolers will come out around the same price that would BOTH make the card silent AND reach the maximum frequency. Basically AMD is waiting Nvidia response while preparing for the final blow.


The second news is about “recommended” specs of PC games. First there was the case of Battlefield 4. It “recommends” 8Gb of memory and has a 64bit exe by default.

The problem is that accordingly to reports BF4 NEVER exceeds 2.5Gb of memory. So having 8Gb or more memory onboard is COMPLETELY USELESS as far as the game is concerned. This is valid for both single and multiplayer, with the game running at 1080p and max settings. On top of this it’s even likely that the 32bit exe would perform better without any disadvantage whatsoever.

Bottom line: “next-gen” PC gaming is only a label on the box that makes feel good those gamers who’d like to see their new hardware purchase justified. There are people out there who even buy 32Gb memory “for gaming”. The PC market is being targeted by game developers as “Premium”, where the BIGGER the specs, the happier gamers are. It’s becoming an elitist, niche market where hardware requirements on the box are being ARTIFICIALLY INFLATED to require or justify new hardware purchases.


Add to the same scenario the fact that Nvidia is pushing all sort of “exclusive” effects on new games in order to justify new hardware. Or AMD dropping barely 3/4 years old videocards into “legacy” so that new drivers won’t work with those cards, and games will not run. Leaving you with bugs and problems to force you buy new hardware.

AMD released new legacy drivers a couple of weeks ago, so you’d think it’s at least decent support? Nope. This is just a new package containing drivers released in April. Exact same version. The April drivers were also old drivers that contained one fix for one specific game, nothing else. So the most “recent” drivers were (and still are) released in December 2012. Also including problems with Firefox hardware acceleration that messes up the screen.

All this while users actually open those drivers are are manually updating them to fix bugs and enable new versions. All things that AMD is refusing to do just to make you buy new hardware.


Third news and most ridiculous: Call of Duty Ghosts.

This game, unlike Battlefield 4, doesn’t simply make the idiotic claim on the box. But if you try to launch the game with LESS THAN 6Gb RAM onboard, the game FAILS TO LAUNCH with an error.

“Your system memory (RAM) does not meet the minimum specification for running Call of Duty: Ghosts”

Not only this is a shitty-looking game compared to BF4, but it pretends to use all those 6Gb. It will fail to launch. And maybe it would be fine, just a shit of an engine and another crappy PC port to add to a long list.

But NOPE.

People who can actually run the game are reporting that the game’s memory usage “is usually around 1.1 – 1.8 GB”.

At maximum settings, 1080p.

So not only this game completely fails to launch, but it won’t even allow one to use lower settings to meet the target. The 6Gb requirement on the box is neither recommended, nor maximum. It’s the minimum requirement. For a game that, completely maxed, can’t even use 2Gb and would probably run PERFECT on Windows XP.

It can’t use even 1/3 of the memory it pretends. Maybe soon we can expect a patch that adds a memory leak so huge to actually justify 6Gb?

This is next gen PC. All fake smoke and mirrors. Forced upgrades like cockblocked new DirectX exclusive to Win 8 to make you upgrade to a shitty new OS. 64bit exes that runs slower than 32bit ones. Inflated hardware specs and hardware makers playing all kind of tricks.

“Premium” PC.

Also, in case you were concerned:

Dog hair is coming in a patch according to Andy (Nvidia rep).

http://www.geforce.com/whats-new/articles/call-of-duty-ghosts-definitive-pc-version-available-now

Call of Duty: Ghosts – DEFINITIVE PC VERSION

With a NVIDIA GeForce GTX graphics card, PC players benefit massively from high-quality, high-precision NVIDIA HBAO+ Ambient Occlusion, NVIDIA TXAA temporal anti-aliasing, and in a forthcoming game update, NVIDIA GPU-accelerated animal fur, and NVIDIA GPU-accelerated PhysX effects.

NVIDIA GPU-accelerated animal fur will add high-quality, realistic, dynamically-reacting fur to Riley, NPC wolves, and multiplayer attack dogs.


Some reports running the game through a debugger are saying Call of Duty Ghosts does nothing with the memory, but it is pushing artificially beyond the 32bit address as a way to prevent cheating.

Basically the game starts addressing memory after 3Gb of empty block, to push it out of the 32bit range.

That’s why the Windows Task Manager reports it’s not using memory, as it’s actually truly empty.

(this because people are trying to hack the game to change the FOV, since the game has it fixed at 65, lol)


Also interesting about the sales:

Black Ops: “an estimated sell-through of approximately $360 million in North America and the United Kingdom alone in the first 24 hours of its release”

MW3: “has become the biggest entertainment launch ever with an estimated sell-through of more than $400 million in the first 24 hours of its release”

Black Ops 2: “has achieved an estimated sell-through of more than $500 million worldwide in the first 24 hours of its release”

Ghosts: “the company sold more than $1 billion of Call of Duty®: Ghosts into retail stores worldwide as of day one.” … “Although it is too early to assess sell-through for Call of Duty: Ghosts

lololol

But now they have more important metrics:

” Fans around the world shared their excitement in social media, with Call of Duty-related terms trending an astounding 20 times globally on Twitter in the last 24 hours. “

Not exactly

A blog post by industry lost boy Raph Koster got my attention:
http://www.raphkoster.com/2013/10/14/on-getting-criticism/

Good feedback is detailed.

Sometimes you get a piece of feedback that is highly specific. It offers alternate word choices. It tells you the basics like you’re an idiot. It offers suggestions that are likely things you considered and discarded. It rewrites the plot for you. It feels like a rug burn: condescending, a checklist of everything wrong. You walk away feeling like this is the worst feedback ever.

It isn’t, though. It’s the best.

Look past what may feel like condescension. This sort of detail is impossible for someone who has not engaged fully with your work. The sign of a critic who does not care is brevity, not detail. It’s dismissal.

Now, all the other caveats about whether or not this feedback is right still apply. It can be detailed and not right. But never dismiss serious thought.

If my own blog proved something that is worthwhile saving, all I’ve written, it is: TL;DR

We have lived and fought in vain. *Especially* in the MMO field.

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