I know that the merger wasn't entirely on Blizzard; parent company Vivendi Universal bought both companies, and merged them.ExtraDebit said:Activision is going on, every bad decision from 2008 onwards leads back to them.
I still fail to understand exactly what Blizzard got out of selling up to Activision. Granted it made Acti-Bliz the biggest publisher in the world, but Blizzard had no need of Activision and Activision still had the exact problems it has now (total reliance on a few headline franchises and no back up plan).
Blizzard already had WoW established as the best and biggest by that point, it's not as if they had any need of money or infrastructure. Bad decisions all round...
Everyone likes to scapegoat Activision. Blizzard has always been owned by Vivendi. Vivendi also owns Activision. Blizzard wasn't bought out by Activision, Vivendi decided to merger the two corporations together. The blame lies 100% with Mike Morhaime as much as fanboys will deny it. Blizzard learned to embrace corporate culture, where less is more.fix-the-spade said:Activision is going on, every bad decision from 2008 onwards leads back to them.Atmos Duality said:What the hell is going on at Blizzard? Seriously!
I still fail to understand exactly what Blizzard got out of selling up to Activision. Granted it made Acti-Bliz the biggest publisher in the world, but Blizzard had no need of Activision and Activision still had the exact problems it has now (total reliance on a few headline franchises and no back up plan).
Blizzard already had WoW established as the best and biggest by that point, it's not as if they had any need of money or infrastructure. Bad decisions all round...
Let's turn around the question: What kind of development team needs two years (or more) to develop and playtest an expansion for balance?Atmos Duality said:Or how about Starcraft 2: Heart of the Swarm?
Where the fuck did that go? Did the team get shifted over to make WoW: Pandaland?
The excuse I keep hearing is "Playtesting and balancing". What game takes 2 years to balance, no, what EXPANSION to a game takes 2 years to develop and balance?
Or they have made so much profit that they have gotten too big for their breeches. Then again, that ties in with your latter guess.Atmos Duality said:But whoever the hell is running Blizzard at this point has either run out of talent under them, or has let the power go to their head, because these decisions, even from a a simple logical perspective, do not make any sense to me.
Sorry for asking, but what was the dirty thing about it?Bnet 2.0, I get. It's a business strategy. It's a dirty business strategy, but I have come to expect that.
That sounds about right, though I'm curious as to just how dire things have become for D3 if they're cutting development for features.Hjalmar Fryklund said:Presumably it got stuck in development (for whatever reason) and was later sidelined when it was crunch-time for Mists of Pandaria. When WoW: MoP was out of the way Blizzard took a look at Diablo 3´s player "velocity" (if you excuse the macroeconomic term), found it unsatisfactory and decided that the PvP wasn't worth the time or the expenses.
I have no idea. Either question at this point leads to an absurd answer...or an infuriating one.Let's turn around the question: What kind of development team needs two years (or more) to develop and playtest an expansion for balance?
So much for reinvestment.Or they have made so much profit that they have gotten too big for their breeches. Then again, that ties in with your latter guess.
Bnet 2.0's primary function is a DRM system. It has few benefits over Bnet 1.0, with many more drawbacks.Sorry for asking, but what was the dirty thing about it?
[sub]I had my attention on other things at the time that event took place, you see.[/sub]
That would be interesting to know, wouldn't it? Though, what Blizzard would do if things really went down the toilet for D3 would be even more interesting. And I'm not saying this because the idea of D3 tanking makes me salivate (Read: It doesn't), I am genuinely curious about the consequences that would follow.Atmos Duality said:That sounds about right, though I'm curious as to just how dire things have become for D3 if they're cutting development for features.Hjalmar Fryklund said:Presumably it got stuck in development (for whatever reason) and was later sidelined when it was crunch-time for Mists of Pandaria. When WoW: MoP was out of the way Blizzard took a look at Diablo 3´s player "velocity" (if you excuse the macroeconomic term), found it unsatisfactory and decided that the PvP wasn't worth the time or the expenses.
To answer my own question; it's (likely) either a very, very small dev team with a slow progression rate (due to, say, day jobs or family related matters), or a medium-to-large team that isn't very motivated at getting things done.I have no idea. Either question at this point leads to an absurd answer...or an infuriating one.
Indeed. Really, unless there are some serious financial issues that Blizzard are facing (which we are unaware of), I am willing to bet that they are just pocketing that money and living it off. Which is probably why they aren't all that motivated to actually get all the announced game features in working condition on launch date.So much for reinvestment.
To say Diablo III "dumbed down" the gameplay of the series would be to imply that said gameplay was ever intelligent to begin with.Therumancer said:They dumbed it down to make it more approachable to casuals, which they also did to WoW, but to be fair that's not entirely unexpected nowadays.
If all you wanted was to beat the game and pad out your stats, then yes, you could make a typical Hammerdin, FO-MF Sorc get rushed to 85 and do Bhaal runs until you died of boredom.Aeshi said:Gameplay in Diablo II can be summed up as "Just spam your classes uber-skill" *footnote snipped for formatting* to name the biggest two and just chug potions if by some miracle you actually manage to be in danger of dieing", you don't get much more "casual friendly" than that.
All D3 did was remove the horde of padding that was the skill & stat system that surrounded said gameplay.
Translation: We could not figure out how to effectively monetize it, so there is no way we would add something that allows players to decide their own enjoyment and draws attention away from other "features" we have properly monetized.Blizzard cites several factors leading to its choice to halt work on the mode, including PvP balance issues and a lack of depth. "Simply fighting each other with no other objectives or choices to make gets old relatively quickly,"
Yes well "concepts" are exactly that, concepts. Fleeting, insubstantial and - unless you happen to be one of the people capable of making them happen - useless. "Concept" has never achieved anything unless it had Practice to back it up.Atmos Duality said:the fact that the option was there on the table at all shows how D2 had more potential in concept than D3 ever will in practice.
Lots of people have spotty internet. Mine right now is fine, but when I visited my family over Christmas they were having small disconnects constantly and I know my brother can't play anything that needs you to be always on reliably because things slow to a near halt several times a day. He doesn't even live out in the country, just a somewhat out of the way part of the city. While it may slow things down it doesn't stop him from using his email, downloading things, or any number of things, but it does prevent him from playing games that require you to be always online. Anyone who lives in his area wouldn't be able to either. It's really not that rare for places to have old or poorly maintained lines, especially in lower population areas or places where the primary provider has little competition.major_chaos said:Then enlighten me, because complaining about the requirement to be online in an age where most people are connected 24/7, especially the people on a tech forum, seems fairly ironic.
Actually they did, originally Diablo had multiple skill trees allowing you to build very differant kinds of characters out of each professions. Yes there were ideal builds and skill choices, but nothing ever forced you to use them, and those builds developed over a substantial period of time, playing, and community testing. Yes you did wind up with a lot of skills that wound up being replaced by better skills later on if you were looking for an ideal point, but you still had those skills, and the option to play the game using them beyond their peak point if you so chose, with people finding odd ways to maximize earlier skills through synergy to do some rather impressive things, part of the appeal that kept people playing Diablo 2 all the way up until the release of 3 (and afterwards).Aeshi said:To say Diablo III "dumbed down" the gameplay of the series would be to imply that said gameplay was ever intelligent to begin with.Therumancer said:They dumbed it down to make it more approachable to casuals, which they also did to WoW, but to be fair that's not entirely unexpected nowadays.
Gameplay in Diablo II can be summed up as "Just spam your classes uber-skill[footnote]Like Frozen Orb & Sacred/Blessed Hammer, to name the biggest two[/footnote] and just chug potions if by some miracle you actually manage to be in danger of dieing", you don't get much more "casual friendly" than that.
All D3 did was remove the horde of padding that was the skill & stat system that surrounded said gameplay.
To be fair Diablo is not an MMO. It's more of a single player game that has some tacked on multi-player aspects. The issue of PVP and visiting other people's game worlds and such has always been a touchy one due to the single-player core of the game, with things being broken ever since the very first Diablo... PVP and large scale interaction was something they never could get to work here. The one thing that actually did work was a few people being willing to sell loot for real money, with some rather impressive Ebay auctions. The real money auction house was kind of intended to facilitate these transfers and give Blizzard a cut, but it was always a really fringe occurance, so the idea didn't explode quite like they were hoping. At the end of the day most people aren't going to pay someone else to get loot for them, when that's the point of the game. It's a little differant from games like WoW, where the reason why people have paid for things like that is because of the way raid tiers work, and players wanting to skip over shunned content or things they aren't interested in, to catch up with the majority of players at the level of endgame they are interested in. It's a practice I don't agree with, but fundementally differant in it's reasoning than Diablo loot sales, coming from a differant kind of game with a persistant community.ZippyDSMlee said:LUL wut? You make a virtual MMO then ban PVP....WTF?!?!!?!? As always modern games are worth more like 25$ than 50+.......................
Seeing how I was still able to beat D2 on the highest difficulty using most of them in some fashion or another, I cannot call them "useless". They weren't OPTIMAL, but it's still quite possible to win, and it forces the player to improvise, which I find entertaining.Aeshi said:In concept, D2 may have more potential customization-wise than D3, but in practice the vast majority of said skill & stat combinations were basically useless even when they weren't competing with the aforementioned uber-powers.
That doesn't entirely fit, because TF2 is a PvP, competitive game, and it's designed from the ground up to be a competitive game. Different philosophies for balance apply to PvP and PvE.In concept, the TF2 unlockables are side-grades, but in practice there are a good few that are basically flat-out upgrades (Escape Plan, Soda Popper & Red Tape Recorder to name the most notable 3)
Well, it wouldn't need those points anyway, because that isn't a universal truth in gaming.Until then you get no points for multiple choices if there's an optimal one.
And here I thought I was bad about long widened repliesTherumancer said:To be fair Diablo is not an MMO. It's more of a single player game that has some tacked on multi-player aspects. The issue of PVP and visiting other people's game worlds and such has always been a touchy one due to the single-player core of the game, with things being broken ever since the very first Diablo... PVP and large scale interaction was something they never could get to work here. The one thing that actually did work was a few people being willing to sell loot for real money, with some rather impressive Ebay auctions. The real money auction house was kind of intended to facilitate these transfers and give Blizzard a cut, but it was always a really fringe occurance, so the idea didn't explode quite like they were hoping. At the end of the day most people aren't going to pay someone else to get loot for them, when that's the point of the game. It's a little differant from games like WoW, where the reason why people have paid for things like that is because of the way raid tiers work, and players wanting to skip over shunned content or things they aren't interested in, to catch up with the majority of players at the level of endgame they are interested in. It's a practice I don't agree with, but fundementally differant in it's reasoning than Diablo loot sales, coming from a differant kind of game with a persistant community.ZippyDSMlee said:LUL wut? You make a virtual MMO then ban PVP....WTF?!?!!?!? As always modern games are worth more like 25$ than 50+.......................
Also understand that Blizzard has never, ever, been able to do PVP right. I consider surrendering the issue to be a good thing, rather than tacking on more broken modes that will lead to nothing but frustration with an unfixable mess. At the end of the day if your going to have PVP in an MMO balance needs to come before everything, that's fine if your doing a game totally based around PVP, but if the game exists primarily as a PVE experience, that isn't a whole lot of fun, and the tendency is to want to create the character types as you envision them and are fun to play in the majority of the game. There are also issues involving things like crowd control, which is a useful tool in PVE, but a character based around it becomes "all or nothing" in PVP. Loot accumulation also becomes a problem, after all if you can't use your loot it kind of defeats the purpose of wanting to compete with it, but if you can use it, it means nobody who doesn't have equivilent stuff remotely has a chance.
At the end of the day I am beginning to think PVP is going to be dead as an "add on" for MMOs, at least as a serious focus, Blizzard's "surrender" at least for this flavor of PVP (duelling is still in the works) is probably a sign of this as they are probably the most influential MMO developer. I suspect your going to see MOBA games totally based around PVP from the ground up filling that niche, while MMOs focus entirely on PVE and Cooperative play. Trying to do both has ruined a lot of games, with characters getting ruined trying to juggle the usefulness of abillities in PVE and PVP with them becoming gimped due to concerns about one arena or another. I look at the Smuggler in ToR as an example of that, they gimped the holy hell out of that character (at least when I played) because of PVP complaints, and made it very difficult to even play in PVE as a result. Of course I'd also say that I expect 90% of that problem was Sith "PVP masters" complaining about losing to smugglers, seemed to me like anything that was slowing down the Sith Inquisitor from being a PVP gawd class was getting nerfed for a while, but that's just how it looked. (I played Jedi Counslar, I did okay in both PVP and PVE, but wasn't super good at either, played pretty slow to me).