Blizzard’s Future

 

First of all, we all know what Blizzard has done in the past. They’ve built a huge emporium with three different game series, StarCraft, Warcraft and Diablo and most important of all, almost everyone has been satisfied with the games at the time of their launch. Here I will speak mostly about Blizzard’s most popular product, World of Warcraft and its future. For a long time there has been things which annoy all but the most casual players—patches and the length of the seasons been major examples. Prime examples of this are patches 3.3 and 4.3, seasons 8 and 11. The patches were so long for a PvPer, you could literally get your full gear at least four times over. More than several times players have complained about these problems, but Blizzard has hardly shown any signs of listening. But really, to whom wouldn’t shorter seasons and a more active ladder appeal to?

Shamefully, even if one could bear the length of theses seasons, there’s still a problem even more awful. The balance issues. Though it is very understandable that a game of this size and with so many different aspects cannot be perfectly balanced, probably ever, the same game changing issues usually last for the whole half-year patch. For instance season 6 Warriors and Protholy Paladins as well as season 11 Rogues, Shamans and Warlocks. This for one cannot be tolerated in MoP. Indeed, how can a company  believe they can keep their game so disgustingly broken for so long while meanwhile keeping the same player base? The company has so much potential, as we can see from their games. My own assumption is the lack of drive and motivation. World of Warcraft has been running steady for the past, almost 8 years, without much serious competition. All the so-called “WoW killers” have pretty much failed miserably and gone to free-to-play models. That means Blizzard wont, most likely, start doing things differently, until they have to.

So, let’s compare Blizzard to a fairly new, fast growing game company, Riot. Riot has a few old developers of DOTA, so it  essentially didn’t start out of nowhere, but the company still had no public image or previous games. Now approximately  3.5 years after launch, the game (LoL) has more active players than WoW ever had even at its peak during Wrath of the Lich King. You have to also remember that WoW didn’t come out from nowhere, but already had a huge fan base, because of the previous games and the extensive lore behind the Warcraft series. LoL on the other hand is free, but it’s proven most of players do actually buy items and services for real money. Additionally, LoL has a huge competitive scene with record-breaking streamed tournaments.

One can always say they’re running a different kind of game, maybe even made for a different class of gamers, but the games do actually share a large player base. So, what does Riot do so differently in comparison to Blizzard? I think there’s a lot of things. Like I previously complained about, the long-lasting balance issues, Riot handles this trouble differently. They have a patch fixing balance issues every two weeks. The game might not be in perfect balance incessantly, but the same issues won’t be out there for long. Riot also makes the players feel like they’re part of the company, kind of like Blizzard did back in Vanilla and even somewhat in TBC. If servers are down, you get some compensation for it— in Riots case it’s the only thing you pay money for, Riot points.

There are some good signs out there from Blizzard’s side though. The focus of Mists of Pandaria is more on PvP than ever before, introducing one arena(which is basically a copy of Nagrand arena) and two more BG’s at launch. In fact, even the lore is mainly about the war between Horde and Alliance. Blizzard is also finally separating PvP and PvE gear with the amazing stat, PvP power. Even though  PvP power seems to be insanely strong right now on beta, I see it only as a good thing. It forces players to use PvP gear and no one gains unfair advantages via dragon slaying. This means a more balanced PvP environment. One thing I do have my hopes up for is an upgrade to the ladder system, which is almost the same as it was in TBC. The ladder system is like an ancient relic from the stone age. You get your rating up and it stays there for eternity. Rating decay is a must to keep the ladders active, especially if the season length stays the same. Also several different goals would be great, so one would have more things to aim for than just 2200 items and Gladiator. Also Blizzard did make a lot of boosters and wintraders panic at the end of the last season with scary letters about disqualifications. Even if most of the teams receiving the letter faced no serious consequences , it still showed that they do care about the fairness of arena. One can only hope they will keep doing the same in MoP, but rather at the start of the season, not in the last week of it.

I myself am going to play and try out MoP for sure, but especially in beta there’s still a few things to fix. Even though Mages have been hit with the nerfhammer more than a couple of times in beta, they’re still extremely broken in both damage and CC departments. Same thing goes for Warriors, BM Hunters and Spriests, but to a lesser extent. BM’s mainly do too much damage and Spriests are unkillable by casters. Warriors have so much utility and high damage, that they really outclass other melee. While Blizzard might be able to fix these problems before launch, I am more or less hoping for Guild Wars 2 to “kill” WoW or at least compete with it to keep the pressure up on Blizzard. Right now it looks promising for GW2. They’ve sold two million copies in a month and that amount keeps rising.  Maybe by losing some subscribers, Blizzard will start putting more effort into their own product.

Will Blizzard be able to cut it or will they just let WoW slowly turn into crap and fall into non-existence?

 

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  • sigh

    Written in such a boring and depressing way, stopped reading.

    • noob

      noob u cant even read gtfo this site and go play tetris

    • ames

      truth hurts, this is how it is.
      was a good read, thanks for this!

  • Antero

    wow amazing post ! would love to hear more about this new guy :D!

  • penis

    Only League of Legends is a free game, and doesn’t require mommy’s credit card to play it. Apples and oranges…

  • wella

    Good read! Agreed with everything in here, there are too many issues that have existed for seasons and seasons and haven’t been fixed yet. However, you have to remember that at the end of the day, WoW was, and still is, primarily a PVE game. Heck, we should feel lucky that the PVP community has grown to the size it has, forcing Blizzard to care a bit about it. But at the end of the day, if Blizzard have to choose between PVE or PVP being more balanced and competitive, they will choose PVE. Unfortunately. LOL on the other hand, is a 100% PVP game, which may be why it is so successful amongst a similar player-base.

  • Poopfeast

    As interesting as some topics about Blizzard may be, Hydramist seems to be full of negativity about the game these days that isn’t even targeted towards PvPers.

  • Timow

    I simply agree with every single word there.. Very nice next, never got boring for me to read. Good job Kerzen! You’re the man :)

  • Pylli95

    MINÄ EN TÄLLÄSTÄ PASKAA SUODATA MENE VITTUUN HOMO JA RAKENNA MAJA METSÄÄN!!!
    PS. ET OSAA PELAA CS VITUN TONNI!

  • Edgar Davids

    Really nice read. Look forward to hearing more from you.

  • Kyle

    GW2 is already starting to lose “subs”, many of my friends who have tried it out have claimed it is boring, there is no proper end-game. So unfortunately I don’t think GW2 is going to be able to pressure Blizzard enough to encourage any sort of real hardcore changes in the PvP scene.

    I haven’t tried it myself, mainly because my OS doesn’t support it, but also because It just doesn’t appeal to me, I don’t see it doing anything better than WoW – The whole ‘it takes skill’ argument just isn’t visible to me.

  • Ben

    GW2 is fun. Does some nice things in PvE, experience points for everything (exploration, crafting, PvE, PvP), fun jumping puzzles and tons of multi stage events.

    PvP (WvWvW) felt a lot like Alterac Valley 1.5 or Tarren’s Mill. Long range stale-mates without anyone dying (every class has sprint, evasion, trinket, self-dispel and self-heal on 30s CDs). Smaller pvp is more interesting but it’ll take time to reach even wow’s broken balance.

  • http://www.facebook.com/toon.panis.94 Toon Panis

    the truth written in words.
    good read

  • Beau

    Decent. Could use some editing and more proofing. Good content but too many ideas crammed in to one thing. You moved from Blizzard vs Riot into specific class balance issues. I’d like to see you recycle some of the bigger ideas and turn them into full length feature articles. As for LoL vs WoW, its really apples and oranges as someone else said. Free games are free. Runescape has a lot of players too.

  • Jarno Boot

    Hey, I agree with a lot you said, except the part you said ‘
    Riot also makes the players feel like they’re part of the company, kind of like Blizzard did back in Vanilla and even somewhat in TBC. If servers are down, you get some compensation for it’
    I can’t agree on this, blizz was in vanilla a brick wall, on forums wer 0 blue posts and they NEVER adressed ANY question of the players. Nowadays they do Q&A’s like all the time. Imo blizz improved a lot on this. But in all honesty, wow is still fun, but it ran its course. GW2 won’t ever ‘kill’ wow, wow will kill itself eventually because its just to old, and people are looking for something new, a more modern kind of game. Probably that will be the new MMO of Blizzard. And that won’t ever happen untill WoW really is dead. Because really, a yearly 1,5+Billion USD grossing product will never be put off by any company

  • SiCness

    Really? You’re attempting to compare a game that has nothing in terms of management except balance to a game that not only has that to manage, but also release content? I mean even the scope of WoW is incredibly huge compared to LoL not just in terms of game world, but game coding, that can be overwhelming to troubleshoot when an issue arises. There’s just no logical comparison of the two because the WoW devs have so much more to be concerned with along with PvP that it’s just silly to even try and compare the two.

    I’m not saying Blizzard can’t do better, but honestly trying to compare them to MOBA devs is illogical and ridiculous.

  • Mah

    They are not as dominant in the market anymore, and they are responding. They aren’t doing the best they possibly can, but if they have been at the wheel for so long there is no need to be extremist about it. Noone will be able to overtake them overnight, hence why they are taking it slowly; their response is proportional to the threat that Riot or Gw2 possesses. They have variety of products and different game genres they are striving to provide. Their only focus cannot be maintained on WoW, especially since the game is getting old.

  • Gustav Lundquist

    I like big butts and I can not lie!

  • jujuba

    Well, wow is down , blizzard looks incopetent to fix it atm , so i say that the future isnt bright !!!
    and vivendi needs to cash some money fast selling activisiuon/blizzard for the best offer.. what to espect ? not much

  • http://www.facebook.com/profile.php?id=100001280162336 Christian Moesgaard

    I don’t think rating decay is good at all.

    But you’re right you shouldn’t be able to sit “at high rating” for an entire season.

    But what actually constitutes the term “high rating”? Well, “high” is relative to other ratings, i.e. high rating actually is the same as having higher ranking than others, aka. having a high rank.

    This is why I think a much better solution is ranking decay – i.e. a deliberate built-in system which slowly inflates points over the course of an arena season, then resets it at the advent of a new one.

    By doing this, you achieve a few key things:
    1) You don’t have to put a “use this many points to buy weapon” restriction anymore. You just slap a rating restriction on it, and the passage of time will make it more accessable.
    2) You create activity as the great gamer cares about rank, not rating.
    3) You create uncertainty and consistency for the average or bad gamer, because they care about rating, not rank.
    4) You give players a feeling of progression through a season, encouraging them by positive feedback.

    This is why people fondly remember the tBC rating system. It was actually no good what-so-ever and created what I refer to as the “1700-barrier” – basically 1700 rating in tBC was full to the brim of duelists and gladiators, making it impossible for rival-grade players to gain their deserved rank. However, once you passed 1750 or so, the difficulty hit rock bottom till about 2.2k – you just shot up instantly like it was nothing.

    This new system doesn’t suffer from that. It did suffer from rating inflation though due to a bug, but it wasn’t actually a problem in WotLK. It only became a problem because this inflating MMR carried over between seasons, thus inflating ratings constantly. Once the math was revealed and people could exploit it directly, and it became a real problem. This is what we know as the “PvP Cataclysmic event” (see what I did there?) and it basically broke PvP completely.