On May 31 2010 14:20 Captain Peabody wrote:Your welcome. And thanks for taking the time to respond in a non-flamey fashion. It's much appreciated. Show nested quote + The first part seems about right, especially based on the pictures used that should be clearly implied, and yes it is biased based on my personal experiences and values. What I was trying to "prove" wasn't that they're completely "greedy" like Activision, but that they have well been influenced by it, even if their actual games are still good for the foreseeable future, they have that tainted feeling about it.
They have "that tainted feeling" about them? Really? The reason Blizzard makes good games is due to their company atmosphere, design philosophy, and development schedules. If you admit their games are just as good as they were, then you're de facto admitting that none of these things have changed that significantly. But sure, the fact that a company you like is associated in some way with a company and a person you hate is bound to leave a bad taste in your mouth. But if you're basing your whole outlook on the former company on that feeling, then that's problematic. Show nested quote +I assumed people already know having played some of their previous titles... Personally (although starting with WarCraft I) I bought (some even multiple times), played and really enjoyed a lot of their older more obscure games like "The Lost Vikings I+II" and "Blackthorne"... If anyone hasn't played those and wants to see some of the old Blizzard quality in action... get them, they're awesome and was almost a total fanboy by the point Diablo II and WarCraft 3 came out, unfortunately the company policy took a slow turn for the worse with the release of World of Warcraft, its success and said merger... But, see, the problem is, you again have no actual detailed image or timeline as you do now...only a general image that can be easily changed and obscured by nostalgia. Blizzard has always made great games...but the thing is, even you admitted they're still making very good (great is debatable) games, and they're following the same design tenets they were then, with even longer development schedules than before. You may not like WoW, but there's no denying it even at release showed Blizzard's attention to detail, quality, and polish; and these are the things that have sustained it since. And since WoW's success, their company policy in regards to release dates and development schedules simply has not changed. Their company policy in regards to quality standards has not changed. Indeed, the main thing WoW's success has done is give them a secure financial base from which to implement that policy and philosophy... Show nested quote +This was the time when Blizzard cared and more importantly listened to people, when they put their heart into it and it wasn't about "balance sheets", "business models" or "platforms". It was just a company of gamers, making games for other gamers and putting their all into it. I believe that most of them still do (maybe sans the enthusiasm from back in the day and more "professional"), but they're ultimately controlled by people that don't. The thing is, for the development schedule of SC2, we've had a front-row seat through almost every stage of development. We've seen the game shift, change, we've seen the hard decisions being made, we've gotten angry about those decisions, heard directly from the people who made them, and seen the game take shape. And development of a game is frankly a very messy process; it which involves release dates, quarterly forecasts, discussions of money and profits, and the basic question of how to make enough money off the game to make it financially worthwhile. And it was the same when SC1 was being made. But the thing is, we just didn't see that side of development with SC1. The developers of SC1 had to deal with finances and questions of how much time and money to spend on the game, questions of if they were ever going to make a profit off of it, questions on how to make ends meet; indeed, they had to deal with it much more then, in a new software company struggling to make ends meet, then in the present with the comfortable flow of cash from WoW. But we didn't see it. We didn't see the charts and graphs and quarterly forecasts...but they most certainly did. Your perception of them as a "company of gamers making games for other gamers" is nice and true, but it's colored by nostalgia. They were gamers, they made games for other gamers, but they were still part of a corporation run by businessmen. Blizzard has always had to deal with "meddling from above" in the corporate ladder; in their lifespan, they've been owned by a total of five different corporations; they've faced mergers, sales, and financial difficulties. The thing is, you're acting like the current situation, being owned by a financially-minded corporation with an eye towards the bottom line, is something unprecedented; it's not. Blizzard has for most of its life dealt with exactly that situation. And if you compare Bobby Kotick's statements about his plans for Blizzard with what's actually happened, I think you'll find they're dealing with it now. Blizzard isn't some innocent rabbit unaware of financial pressures and the temptation to cut quality in order to make a profit until it suddenly married Darth Vader; it's a hardened veteran that's earned its space to do what it does quite often through sheer stubbornness. And it's not going to give that up for Kotick or anyone. And Blizzard development teams are still the same as they were then, gamers making games for gamers. If you've read an interview with Dustin Browder, or talked to the guy, you know what I mean. The guy is passionate about the game, he's passionate about making it great, as everyone who's met him can attest; and he's basically a colossal nerd and gamer. And if you've read any interviews with other members of the dev team, then you'll know that this attitude is near universal. Little has changed in the Blizzard dev teams. You can dispute their development philosophies, but you can't deny their passion.
You assume two things which lead to most of your points:
1) You believe that I think StarCraft 2 in itself is a bad game… which I don’t, because it isn’t and I haven’t mentioned that anywhere, see the thread title .
2) Activision-Blizzard officially merged only 2 years ago. StarCraft II was in development for 7? years (2003), StarCraft II itself looked pretty good even in the videos back in the day when they announced it (May 2007)… The release of StarCraft II was delayed by almost a year because “Battle.Net 2.0 wasn’t ready”. Tell me how exactly could it happen that a game, which has been developed for 7 years had to (re)start work on a basic feature clearly required for it to work in the first place so close to its release date and when exactly did the paradigm change start?
Other than that, Vivendi and some of the previous companies didn’t seem to upset the internal workings much (or they didn’t own Blizzard long enough to do so).
As I stated before, Vivendi Entertainment is a huge multinational conglomerate for Entertainment products and own things like music companies, telecommunication companies, film studios, TV stations/broadcasters and just got into the video-games industry back in the day by buying SIERRA (which included Blizzard), they didn’t interfere too much with the inner workings of Blizzard because they saw they did something right, returned a profit and they didn’t have the knowledge to fall back on and make big decisions. They had ~10 years of that partnership, in which they developed and published increasingly more successful games. Now they kind of merged Activision and Blizzard into the “games group” and while Blizzard still has leeway and isn’t completely dependent on Activision, it is clear that Kotick (thinking he is god’s gift to the gaming industry) has (for now) at least some influence over how they get certain things done… It doesn’t even matter if they tamper with the actual game development process in and of itself, cause a game (or for that matter a lot of entertainment products) are mostly just as good as their weakest part. And from having examined the situation, personally it is clear that there was some sort of interference in the marketing and management departments that push for certain things to be done one way or another.
The most noticeable faults are obvious, I didn’t think I’d have to reiterate them again, and most, if not all of them aren’t with the game itself, I also fully believe that single developers might not be directly affected by this (yet), but the overall product and customer experience IS.
- no chat / simple commands
- region-lock
- no LAN (further than that if B.Net is down or lags for whatever reason you basically can't play)
- stupid/broken map delivery/publishing/naming/hosting/restriction system (what was wrong with the one from WC3?)
- tied to the one above, can't host or name any games locally
- broken ladders
- integrated FaceBook
(this one wouldn't even be as "rage-worthy" if it wouldn't be the perfect example and symbol for a feature being added because of pressure from above... who the hell aside of a few CEO's actually wanted FaceBook integrated into Battle.Net 2.0 or dared ask for it? o.O) Kotick on the other hand has been raving about it since 2008, and finally managed to do something about it (see the updated portion about FaceBook in the nested Quote on the first post – Page 1)
- too much focus on achievements (okay many people actually like this one...)
- no clan/guild/tournament support
- RealID thing (real name being displayed in several spots IG without being able to turn it off), making it possible for people to be tricked into revealing their name to others “hey, add me, here is my mail” or creating issues when playing in public places or trying to record videos cause the name appears all over the interface.
- "value added services" that are often talked about and did more or less get announced, but not exactly what they are aside of the map marketplace
- privacy issues
- no multiplayer replays so you can discuss and chat while watching
- increased price to 60$/€
- not being able to have multiple characters (further decreasing the possibility of 2 people being able to play over the same account cause they’d screw up each other’s stats or one person being able to practice with different races)
- messing with e-sports
But, forget all that: in the excerpt you quote in your post, you have provided us with a specific frame of reference. And if anything, it only shows how little Blizzard has changed over these years. When SC2 was first announced, it looked like this: + Show Spoiler +In response to fan complaints, Blizzard almost completely overhauled the look of the game. Color saturation was reduced, "grittiness" was added back, Protoss team colors overhauled; the game looks totally different now than it did then. A complete overhaul of the engine was not necessary at this point, for the main reason that roughly 2-4 years (minus the WoW break) had been spent on developing the engine. If Blizzard was run by industry men, they could have simply re-used the WC3 engine, or used another engine on the market, but they took the time necessary to turn out a totally new, well-crafted, and flexible engine that allowed them to do everything they needed to do with it. [Also note that a 3D engine is a lot more complex to put together than a 2D engine; no one could ever put together a 3D engine like SC2s or overhaul it in anything like 2 months.] Then, they spent three years developing the game while giving the community a great deal of access to that development, with Blizzcons, Battle Reports, etc. Three years. If you've read any of the articles from past live events where the game was played, you'll know that SC2 has been in a playable state for most of that time. Heck, it's been in a polished playable state, a state more polished and balanced than most of the RTS games that come out, for most of that time. If Blizzard was run by industry men, they would have shipped the game years ago. But instead, they changed it around, messed with it, added and removed units, until they thought it was good enough. Blizzard started the campaign, and decided that, instead of simply creating another linear campaign, they were going to create something bigger, better, more exciting, something revolutionary. And it became so big, and so deep, that they realized it would take years to complete just one of the three. If Blizzard was run by industry men, they would have balked at it, and made a simple campaign rather than delay the game. But they didn't. And as if that wasn't enough, once they had built the campaign, set everything up that needed to be set up, they set a rough release date, working tirelessly towards that. But in the end, they decided that the game simply wasn't ready, that the campaign wasn't cool enough, Battle.net not good enough; and they delayed it for another year. If Blizzard was run by industry men, they would have released it in 2009 regardless of what state the game was in (which had to have been pretty good). For Beta, Blizzard has made large changes to just about every race. New abilities have been added and some removed, changes made to the AI, etc. And the dev team is quite literally working around the clock to get it out there; they're basically living in the office right now. They're in "crunch mode." And they're on Battle.net, too, playing games against people. David Kim, the balance designer, plays in the top levels of the game; CowGoMoo, a QA person, also is in the top echelons. So tell me; looking at this, besides the change in technology and time (a three year dev cycle as opposed to 5-7 years), tell me the huge, massive difference in the picture you see here.
The WarCraft III engine is about 9-10 years old, there is a point in the product cycle of an engine where it is simply too old and outdated to be used anew and you seriously compare changing a few color palettes to basically overhauling (or sometimes even giving up on) entire games? They're not even willing to give people often requested Battle.Net features right now... or comment on why other than “well, we basically won’t”.
Show nested quote +Oh but I think it does, because it makes the breach clear compared to how Blizzard operated before (and never overcharged or thought about monetizing every damn feature) and exposes that their business practices as seen today (building up from World of Warcraft and the point of the merger) have a lot more in common with the business practices of said Kotick (no matter how it came to be, if Kotick is directly involved and dictates everything, if he taught the Blizzard marketing thing how to "do business the right way" with those balance sheets or if he plays golf and eats lunch with Morhaime and has talks about the future of his company, directly influencing it) , who ultimately is one of the few in charge of big marketing decisions than their own back when they became "famous" and "world renowned".
If I could *prove* that he or Activision is behind it, I would instead just do that instead, and not bother researching the web insinuating things. Unfortunately there's no open documentation detailing all this or what goes on inside said companies open to the public to do it. Again, you act like Blizzard has never actually had to think about money and finances before now, as if Mike Morhaime never had to deal with a CEO who wanted to make more money off their properties. And the monetization of certain features actually is to the benefit of the game and the consumer in some cases. Take something like character re-customization; WoW is based around a persistent character, and if people were able to change that too easily, that would have deletrious effects on the integrity of the game...but at the same time, it is a feature that many people want, and as long as its used sparingly it doesn't hurt the game. By requiring payment for it, Blizzard gives the people who really want it this feature what they want, and by making it cost money, they keep it rare enough that only the dedicated players who really care about this kind of thing (read: not all that many people) will use it. The same holds true for server transfers (Blizzard wants you to play with the same group of people in general). And, frankly, these kinds of small features simply didn't exist in past generations of games...so there's no direct comparison even with something like a mount store. In the end, though, it's still cosmetic, and it makes Blizzard money. It's not morally praiseworthy, but it's also not deleterious to the game.
How is monetizing something (especially small features) ever to the benefit of the consumer? Your example of character recustomization basically just needs a script that restarts the initial character editor for the appearance of said character and goes through that again, it requires almost no additional effort (maybe aside of locking a few features like changing gender or whatever).
There are other ways of preventing abuse... for instance a time limit or a limit of usage. (can re-do it every 3 months, can only do it 3x total or something like that). Paying money for it is actually one of the worst way of preventing abuse in that case while being the best way to profit off it, "dedicated" (which basically means those that are ready to spend a lot of money on virtual features) people with lots of money to throw away could basically do all those things you described as detrimental on "whims" in such a case.
Everyone and their brother at Blizzard has called them expansion sets, referred to them as such, etc. They have also said that they will be priced according to their content. Blizzard wouldn't give away prices this far in advance anyway. The logical and natural deduction is that they will be priced thusly. Saying they're greedy because no one can prove that they won't over-charge is simply a bad argument. Show nested quote +2) All people that want to play the game at a competitive level, getting all the units and buildings, enjoy the newest maps etc. will have to pay for all 3 parts, especially in conjunction with "no LAN", requirements of all the keys for each account, regional restriction and several other restrictions this doesn't exactly seem like a good thing from the consumer side of things: Okay, let's talk about expansions. Expansions exist almost totally for financial reasons; they exist to allow a company to make up some of the development costs by using the already-created resources to create new content and sell it. The reason BW exists is in order to make up for the losses incurred over the long development time for SC1. Blizzard also licensed two other expansion packs at the same time, for the same reasons; they were frankly pretty bad, and are little know today. And let me also be clear about something else: SC2 is not going to make Blizzard a profit. They have worked on this game for upwards of seven years. For about five years, they have been paying a full development team, and making not a penny off of it; they have hired professional voice actors and voice actors, paid writers and composers and a full orchestra. The amount of money spent on this project is astronomical. Even if SC2 sells as well as they're hoping, the project is going to be heavily in the red when all is said and done. And it's probably been the same way for a lot of Blizzard's games. It almost certainly was that way for SC1. SC1 made a profit only with the help of the BW expansion and ten years of sales. But by the time Blizzard got to SC2, they were prepared for it, and they knew the development cycle was going to be long; heck, by the time they got to work in earnest, it had already been long, and their plans were extremely ambitious and time-consuming. And so, as numerous interviews attest, they had calculated long before the idea of splitting the campaigns that it would take two expansions for them to make a profit off of the project. And it will; SC2 will probably not make a cent of profit for Blizzard until the second expansion pack is out. But Blizzard in SC1 also was committed to making sure that the expansion simply wasn't a cheap money grab; that the people get their money's worth when they bought the expansion, with enough content to make it worth their while. And Blizzard is committed to the same thing with SC2. In interviews, Dustin Browder has affirmed that they want to make sure that everyone gets their money's worth as well; with this in mind, they're going to be creating two totally unique campaigns of 30 missions with totally different mechanics and with a totally different experience than the Terran campaign. And they're going to be adding multiplayer units, abilities, etc. The expansions are going to be packed full of content, and there's even question (by Browder in interviews especially) if they're going to be able to get them out fast enough to make it worth their while. BW came out the same year as the original SC. SC2's expansions are going to take significantly more time, and they're going to have as much content as a full game. This is hardly greed, and if anything it is less greedy than Blizzard in the past. Show nested quote + Each of the new "Expansions having as much content as StarCraft 1" arguments are a non-issue, considering both Brood War and The Frozen Throne, while being considered Add-Ons and being sold at a price point of 30$ and below also had 26/27 missions respectively WHILE having 3 different campaigns and different units/levels etc. for each. I don’t see where they come off praising themselves on this or using it as an excuse to charge more, seeing as it remained the same. Don't make me laugh. SC2's campaign is many times more complex in terms of design than SCs. The BW campaign could be designed in the map editor in a month without any trouble; the SC2 campaign contains oodles of mechanics, units, abilities, art, tilesets, etc not found in the multiplayer. It took Blizzard years to develop, and they're going to be starting again from almost the ground up for each of the expansions, building an almost totally different system Again, if this be greed, I'd hate to see charity. Show nested quote +Having 3+ different campaigns to play through, that all started anew at some point and offered a completely new perspective and way of playing on things while not overstaying their welcome in the Single Player part of those games was one of the charms and quality features of previous Blizzard games for me. It still remains to be proven that 28+ missions with the same race and largely same units/base-building doesn't get boring in SP after a while. Sure, it's a tradeoff. In exchange for not getting an experience of newness that often, you get a much deeper and longer experience. You obviously feel one way about it; but that's only your opinion, and many people would disagree with you on it. It remains to be seen whether it's a trade-off that's worth it...but regardless, it's a design decision, not one based on money or greed. Show nested quote +In short: It is not only a thing of money but also a thing of gaining control and future control over certain things, I think the community would have been a lot better off if they didn't intervene at all into this one and just left it like it was in WarCraft 3 for the most part.
Also I've already said stuff to the following points somewhere in this thread already and most of your disagreements still originate from your belief that every "feature", no matter how minor, bad, greedy, annoying etc. it is or the circumstances it came to be (like leaving something out of a game on purpose in the first place, to sell it later on or leaving something else out that was there before, people got used to and everyone wants back), no matter if a previous product had them already included or not and they should be considered standard is a "good" thing. Many informed people in the community disagree with you. In the end, I am confident it is good for the community. We'll just have to agree to disagree. And, just to make it clear, an optional feature is good if it adds value and does not negatively affect the game or take away a core feature from people who choose not to use it. I think I made it clear in my last post, but whatever. Show nested quote +If they feel the need to include something like FaceBook, they can at least put a feature in to ignore/make said feature disappear, because for some people having "FaceBook" written all over their game is like waving a red blanket in front of a bull. If you don't like it, you don't have to use it. If seeing the Facebook logo makes you angry, then frankly that's your business, and your problem. Show nested quote +For some people it does, even if they take some of this stuff much too seriously xD I didn't include the whole history of Blizzard or the "entire development cycle of SC2" because I: a) didn't try to make a point about that, b) didn't want to write and research for weeks and make this article even bigger with stuff that do nothing to further my argumentation and c) simply didn't know about, feel free to elaborate yourself Well, sure, I know you were trying to make a point, and I agree you don't have to include everything in the world. But hopefully, I've shown in this post that the evidence you leave out speaks against your point, as my last post attempted to show that the evidence you include does not really necessitate your conclusion. Because that's the thing about most of the evidence you present in the OP. It could be taken the way you say...or it could just as easily not be. At best, you've created a plausible narrative that could or could not be true; at worst, you've created a blatant falsehood. But because you have not included so much evidence, the narrative you give simply cannot conclusively prove your thesis. And the evidence you have not included goes a long way towards disproving it.
They didn't always refer to the "Trilogy" as "expansions", in fact they clearly stated that these are going to be three "fully fleshed out games, with each title ending the same way." back when they announced it, they just changed the wording after the initial outcry but didn't clarify the pricing model to date: http://kotaku.com/5061980/starcraft-ii-single-player-is-a-trilogy
Blizzard just announced that StarCraft II's single player campaign would be split into three separate products. The scope of the single-player experience was so huge they decided to deliver three different products. The first product will focus on the Terrans, with the Zerg next and finally the Protoss. The story will stretch across three titles. Wings of Liberty - Terrans Heart of the Swarm - Zerg Legacy of the Void - Protoss Each campaign is treated as a fully fleshed out game, with each title ending the same way. The change will allow for more characters, more missions, and more complete experiences overall. Furthermore, expansions are fine and existed for a long time, usually delivering enough (or with Blizzard and Bioware previously more than enough) content for a small price of something between 20-30$. It isn't exactly precedence though, that you just go all out and announce you're going to have 2 "expansions" to a game that is still years away from release.
I'd also love to see some sources on your claims, that StarCraft/WarCraft 3/Diablo 2 etc. didn't break even before they released the expansions for them, because I find that highly unlikely. Also both SC and BW had things like CG videos, new units, a few new ideas and mechanics etc.
I can't exactly talk on behalf of the SC2 campaign and how complex it is, as I obviously didn't play it yet, nor do I know anyone that did. But from the sound of it, most of the levels are also just "simply produced in the editor" with more work going towards the cut scenes and ship interaction between these missions, which given sound swell but I don't know if they can make up for the other detriments to the initial game.
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