In preparation for Warlords of Draenor's release Blizzard
has rolled out its new system allowing players to spend $60 US to instantly
bump a character to level 90. To put that in perspective, your average triple-A
release costs $60 and you spend 1/4 (or so) of that every month just to
subscribe. Furthermore, let’s be clear on one other thing, this is no arduous
process. There is no scarcity to this
product and Blizzard had near absolute choice in its cost. You are spending $60
to have an automated system change a value in spreadsheet.
Wednesday, February 26, 2014
[WoW] $60 for a 90
Thursday, February 20, 2014
[ESO] The horse is dead, long live the horse!
At the risk of becoming a broken record I'm going to address ESO only one
more time, and only because the NDA has come down so I am safe to share my beta
experiences. Far be it from me to deride a game without at least explaining
why, much less giving it a fair shake. So I participated in a weekend
stress-test beta and got a chance to formulate my thoughts. For the purposes of
full disclosure I ended at level 12 (or thereabouts) and did the Daggerfall
Covenant area.
Tuesday, February 11, 2014
[ESO] Steak-Flavored Tofu
Edit: I have kept details vague due to the NDA; and plan to elaborate when it comes down.
So the almost comically restrictive ESO NDA was partially lifted for specific media outlets enough that between them, previous articles, and rumors from people who give zero fucks about the NDA they clicked "I agree to abide by..." we the anticipating public now have enough information to form some opinions on the game.*
So the almost comically restrictive ESO NDA was partially lifted for specific media outlets enough that between them, previous articles, and rumors from people who give zero fucks about the NDA they clicked "I agree to abide by..." we the anticipating public now have enough information to form some opinions on the game.*
Saturday, February 8, 2014
[ESO] Curbed Enthusiasm
Frustrated as I was with the announcement of ESO's preorder and CE bonuses, I felt it would be unfair to the game and my journalistic integrity* to discount the game purely because of one hitch. After all, I played and loved Skyrim despite numerous critical bugs (Left Eye of the F**KING Falmer) and balance issues. So I did some more research into ESO and sadly all it did was make me less inclined to play. It's disappointing to me that every upcoming game sounds fabulous until I dig a little deeper and the flaws start to become apparent. But if I am going to be so fervently against supporting ESO, I feel it only fair to explain why.
Labels:
Armchair Developer,
Development,
Elder Scrolls,
ESO
Wednesday, January 29, 2014
[ESO] Preorders and the "Imperial" Edition
My
foray into the Elder Scrolls series began with Oblivion. Put away your pitchforks,
I’ve nothing against Morrowind it just wasn’t my first step. Since Oblivion
I’ve been in love with the series and have spent until hours in Skyrim living
my fantasy of being a wizard, knight, thief, assassin, and occasionally “weirdo
that fills the house with cheese wheels.” I am reasonably sure anyone who has
ever played Skyrim has at some point been in a dungeon or on an adventure and
said to themselves, “Wow, I wish I could bring my friends with me.” So
naturally I was intrigued by the idea of an Elder Scrolls Online. It being an
MMO I have been skeptical and held it at an arm’s length. My personal feeling
about IPs going the MMO route, as I have said before, is that “an MMO is where
a series goes to die.”
Monday, January 20, 2014
[Wildstar] Why 40-mans are a bad idea
I have fond memories of Vanilla WoW.
I remember the feeling of awe when I first walked into Molten Core as part of a
40-man group. It made such a mark that I can even remember in detail how I
ended up in the group; I can remember the first time we killed Ragnaros; I
remember rushing home from class to make it home in time for the raid. There
are plenty of fond memories but that is because I blocked out most of the
negative ones. Like the dozen times the raid almost shattered over loot or
strategy disputes. The times we had to cancel because we couldn't get 40 keyed
people. Spending hours standing at the beginning of the raid while we tried to
fill spots. The list goes on.
Wednesday, January 8, 2014
[WoW] Gatekeeping and risk aversion
I was reading Liore's post, a response to the posts of two other bloggers, about gatekeeping in MMOs, and I found myself pondering. The issue is that gaming is leisure time, and thus we want to ensure we have fun, which for most of us means success or at least a feeling of progress. In a game involving multiple people that means ensuring that each person in our group is as dedicated and skilled as we are.
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