Showing posts with label Blizzard. Show all posts
Showing posts with label Blizzard. Show all posts

Friday, November 15, 2019

News and Commentary: More on Blizzard's China Controversy


By Bixyl Shuftan

Last month, Blizzard stripped a Hearthstone tournament winner of his prize money and suspended him from further matches for a year following the gamer from Hong Kong using the short time he was given for an interview to openly proclaim his support for the protests there. The company stated he had violated one of the rules by "engaging in an act that ... brings you into public disrepute, offends a portion or group of the public, or otherwise damages Blizzard image." The company also dismissed the two men who were doing the interview. At first, it appeared that the two men, independent contractors whom were not directly employed by Blizzard, were dismissed for no reason. But it turned out they knew what the gamer they were about to interview was up to. The reaction of a number of gamers in Hearthstone, World of Warcraft, and other games Blizzard owns, was to cancel their accounts and call for a boycott.

Since my first article on the subject, the story has continued to develop. A CBS story on October 10 stated the stock price of Activision/Blizzard had fallen. Access Now, a group aimed at protecting peoples rights online, called out, "Blizzard demonstrates a lack of respect for the human rights of its users." Some US politicians also spoke out against Blizzard's actions.

Blizzard eventually gave Blitzchung his prize money back and reduced his ban to six months. It would also reduce the ban of the two broadcasters, whom were in on the protest the gamer was about do. While Blizzard's President Allen Brack admitted they had acted too quickly in response to the incident, they insisted they had to act to keep gamers focused on games, The specific views expressed by Blitzchung were not a factor in the decision we made. ... I want to be clear: our relationships in China had no influence on our decision."

There would be another protest, and suspension. On October 16, Blizzard banned three players over holding up a sign, "Free Hong Kong, Boycott Blizzard" during a livestream a few days before. Despite that banning, and stories about people being banned from the Blizzard forums for bringing up the Hong Kong controversy, there were talks about mass-protests at Blizcon on November 1. While Blizzard had canceled a scheduled launch event for it's Overwatch game, it couldn't just up and cancel it's annual convention.

Players have continued to express their disapproval, such as a commentary in Massively, "The Blizzard I Knew Is Dead." Tyler Edwards would write, "... the theme of fighting to overthrow tyrannical governments has come up again and again. Suramar, Mists of Pandaria, Battle for Azeroth… The face of StarCraft is Jim Raynor, a character who spent most of the franchise fighting for freedom against oppressive regimes. And now Blizzard has actively aided and abetted oppression by a real world dictatorship. When one of its players spoke up in favor of democracy, Blizzard helped silence his voice, at a time when democracy is under fire all over the world – all to protect business interests in mainland China, a country that makes up only a tiny fraction of its global revenue. It’s wrong, and it’s cowardly, and it goes against everything Blizzard is supposed to stand for."

Other protests included artistic ones. The character Mei of Blizzard's game Overwatch, was drawn by numerous people protesting the company as being a sympathizer of Hong Kong's resistance. There was also at least one online cartoon, Sandra and Woo, in which the artist mocked Blizzard for pretending to stand for human rights while submitting to China's demands.

Finally came Blizzcon, which had the company President Brack appear on stage for the opening ceremonies. And at one point, he brought up the controversy and apologized, “When I think about what I’m most unhappy about, it’s really two things. The first one is we didn’t live up to our high standards that we set for ourselves. And the second is, we failed in our purpose. And for that I’m sorry, and I accept accountability."

While Brack got a standing ovation for his apology at Blizcon, checking the responses to the apology in the article, most I saw were negative saying the response was inadequate. There were some saying this was either as good as they could expect from a corporation to that there was nothing that could be done about Hong Kong, "I feel for the peeps at hong kong, I truly do... I wish them nothing but the best... but I'm still going to play their games. I believe no matter what phrases we say, it wont change the way China is." Nydia Tungsten of the Furry Gamers Group in Second Life would comment the apology reminded her of a child chastised by it's parents that was saying "sorry" only because it was ordered to.

Blizzard would go on to introduce the next expansion for World of Warcraft: Shadowlands. And in the game itself is having it's fifteenth anniversary. But the controversy is a dark cloud over the occasion. As a similar controversy has been hounding the NBA, it seems what happened with Blizzard/Activision is part of a larger problem. American companies love Chinese money so much, many if not most will compromise their principles to get it.

For yours truly, I ended up getting back into the game just before Blizzard banned the gamer from Hong Kong for calling out for his city being able to keep the freedoms it's people enjoyed. That the company, or at least it's President, went out and apologized makes me feel like I can stay in with a clean conscience. But why did it have to get in this mess to begin with? As some friends are sticking around, I will too, at least for now.

 Sources: CBS, Tech Times, Vice, Tweaktown, Massively, Kotaku, IGN


Bixyl Shuftan

Thursday, October 10, 2019

News and Commentary: Blizzard's Removing Hong Kong Gamer From Tournament Sparks Calls for Boycott, Debate on Free Speech


By Bixyl Shuftan

I had hoped to make my next article related to Blizzard about it's upcoming version of World of Warcraft in which the heroes go up against a horrific enemy of the likes one sees in a Lovecraft novel, and there are a couple new player races to choose from, the half-machine Mechagnomes for the Alliance and the foxlike Vulpera for the Horde. With the latter, some Second Life friends were looking forward to going about as fluffy-tailed folks and wisecracking jokes like, "What’s a Vulpera’s favorite dance? The fox trot." Some of us whom had gotten out of the game due to both lighter interest and it's subscription fee got back in. This included yours truly, whom last week returned and signed up for a few months as some good gaming friends would be spending time there, so I thought.

But there's been some news in the world of gaming that has given some of us second thoughts about adventuring in Azeroth, and it isn't about the content of the game, but the actions of the company that owns it, Blizzard, concerning another of it's games, Hearhstone.

Last weekend, there was an Asia-Pacific Hearthstone Grandmasters tournament. Among those taking part was Ng "Blitzchung" Wai Chung of Hong Kong. He won, and when interviewed afterwards, he declared his support for the protests going on in the city, "Liberate Hong Kong, revolution of our time," wearing a mask and goggles much like what some of the protesters have been wearing. For those who haven't been paying attention much to news from Asia, over time the government of China has made a number of demands on the autonomous city of Hong Kong which many of it's inhabitants feel break the promise it made of letting them govern themselves when Britain ceded control of the city over twenty years ago. This includes that anyone running for office there has to be approved by China's government. Months ago, Hong Kong's council was set to vote on a bill that would mean anyone in the city charged with a crime by the Communist government would be subject to arrest by local police and deportation. Since then, many of the people of the city of 7.5 million have been protesting in the streets. Over 2300 have been arrested so far and over 2000 injured. There is no end in sight to the protests.

Blizzard responded by taking down the video of the interview (though copies of it can be seen elsewhere), and on Tuesday October 8, the company stripped Ng of his prize, and banning him from Hearthstone tournaments for a year. They stated that he had violated one of the rules of the game, "Engaging in any act that, in Blizzard’s sole discretion, brings you into public disrepute, offends a portion or group of the public, or otherwise damages Blizzard image will result in removal from Grandmasters and reduction of the player’s prize total to $0 USD ..." Blizzard also fired the two commentators whom did the interview, Mr. Yee and Virtual (real name unknown). Virtual would later explain neither he or Mr Yee were told why they were dismissed, and about half of his income comes from broadcasting the tournaments, "If Blizzard bans me from casting any Hearthstone tournament, it will really hurt." Neither worked directly for Blizzard, but were independent contractors.

The result was a backlash from a number of gamers, whom began cancelling accounts to Hearthstone, World of Warcraft, and other games owned by Blizzard. Some expressed their comments on a "Boycott Blizzard" Twitter feed. One posted his response to when Blizzard asked his reasons for canceling his subscription, "I have been a loyal WoW player since 2007, spending literal years of my life on Azeroth. However, I can no longer support a company whose corporate policy considers speaking outu against human rights violations constitutes a "breach of contract." I'm still rooting for all the talented developers, artists, and writers working at Blizard but I will no longer support the company until these oppressive practices change." A thread on the topic in the Blizzard forums would get over 7300 responses as of the writing of this article.

Not everyone at Blizzard agrees with the company's reaction to the incident. A small number of employees did a walkout at the main office, gathering at it's Orc statue. Some had umbrellas, a symbol of the protests in Hong Kong. One employee would comment online, "The action Blizzard took against the player was pretty appalling but not surprising. Blizzard makes a lot of money in China, but now the company is in this awkward position where we can’t abide by our values."

This incident comes at about the time of two other high-profile ones involving business, free speech, and China. Last Friday, Daryl Morey, the General Manager of the Houston Rockets made and later deleted a Twitter post in support of the Hong Kong protesters. Despite the team owner speaking out against the comment, and that the tweet couldn't be see in China as it is banned there, the Chinese Basketball Association suspended all cooperation with the team, and events by the team would no longer be broadcasted by China's top station. At first, the NBA, which after investing years and millions in China gets about ten percent of it's revenue from the country, distanced itself from the comment. But when a number of Americans complained, including several politicians of both political parties, on Tuesday October 8 NBA Commissioner Adam Silver stated they would not censor players or team owners over remarks about China.

The other incident was the 300th episode of the "South Park" animated comedy show, "Band in China." The show poked fun at Chinese censorship and American companies bowing down to pressure from the Chinese government in order to do business there. The result was the show practically vanishing from the Internet within China. The response from the show's two creators was a mock apology, "Like the NBA, we welcome the Chinese censors into our homes and into our hearts. We too love money more than freedom and democracy. ... Long live the great Communist Party of China. May the autumn's sorghum harvest be bountiful. We good now China?"

These three incidents combined have reignited debate nationwide about how much should American companies compromise their principles in order to do business with a dictatorship that controls over a billion people. But Blizzard's move also presented an ethical dilemma to some of my gaming friends in Second Life. For Nydia Tungsten, the head of the Furry Gamers group, as much as she relished the idea of going about Azeroth as a bushy-tailed vixen, Blizzard's move led her to cancel her account. She would post the following.

My friends and I were all looking forward to this, but due to Blizzards actions we as well as the gaming groups we belong to have canceled our subscriptions, the only way to get a companies attention is to hit them where they will notice it, their wallets. They MAY have appeased China, but can they be supported by China alone? I don't think so, spread the word and take your money from their wallets.

"I am not leaving the game forever," Nydia would also state, "but I DO want Blizzard to feel the backlash of their actions." Not everyone in the Furry Gamers went along however, notably some longtime players of World of Warcraft, "I am refusing to get drawn into a political flame war. I'm going to keep playing because I've spent far too many years in this damn game to stop doing it over politics."

For yours truly, the timing of Blizzard's move happened just after I'd gotten back in World of Warcraft. Since a number of my friends were either ramping up their time in Warcraft or getting back in, and Ark and Rust were getting laggier and crashy, I went ahead and bought the latest version of the game *and* subscribed for the next few months. I intend to go ahead and get what I paid for. But unless Blizzard makes some kind of amends, I might as well cancel my subscription as well. So where will I and the white vixen be gaming next? We'll find a place.

Sources: Kotaku, Blizzard forums, Ars Technica, PC Gamer, CNN, Vulture,

Bixyl Shuftan

Friday, November 18, 2016

Game Review: Overwatch


By Grease Coakes

Blizzard entertainment has been around for a long time from the days of Warcraft to World of Warcraft and also Starcraft. Not a company to be lazy and bet everything on their cash cow, recently they came out with Overwatch: a first person shooter based on the game Team Fortress 2.

In TF2 you select a player such as a solider or a Heavy to take out the other team. To push forward a payload or capture a point. One team defends while the other attacks. Overwatch is very much the same game however it offers over twenty different roles to play. And unlike TF2 there are also women characters, not just men, to shoot and kill the other team with. Each team red and blue has six characters per side. You’ll see graphics to the side saying that’s there’s no tanks or too many snipers.

The characters are split into four groups to pick what role you wish to play. Attack does heavy damage but can only take a few hits. Defense is excellent at holding a point and slowing down the enemy advancing. Tank is there to take the hits for you so squishy characters don’t die. Healing/support is how is sounds to offer healing to tanks and extra attack. With the exception of the mech D Va, all characters when they hit zero hit points die. D Va gets ejected from her Mecha tank and gets a second chance to keep fighting with a pistol and low hit points.

In addition to brighter graphics and better voices each character has an ultimate that continues charging through death. So if you’re playing as Mcree a wild west gunslinger and die when your ultimate is at 99%. When you revive your ultimate will problary be 100% Over time when you block damage, heal, do damage and kill other player characters your ultimate builds up. An ultimate is something you want to fire off to change the course of battle. Mcree’s ultimate is him saying “It’s High Noon” in a western drawl and everyone he sees he shoots down dead. Mei’s ultimate a Chinese woman in an arctic snow suit is a blizzard which freezes enemy players. She shoots ice shards at long range. Her ice walls keep enemy players away and blocks damage. She’s a good defensive player if you want to play enemies off your point.

The sounds are much better with various voices that sound like professional actors with voices saying things such as “Love D Va!” Or Lucio a music loving healer will yell out “This is my Jam!” Another voice that will stick in your head is Reaper doing his ultimate when he says DIE DIE DIE!
The graphics are cartoonish but also bright and colorful. Even though the game is the same every time you play, each game tends to be different as you play at different locations. There’s also lots of variety in the twenty plus characters.

What the designers changed recently is that in quick play you can no longer have more than one of a certain character. Which means if I grab a D Va character as a tank someone else who wanted to be a tank could be roadhog or pick a Tracer to be offense instead. I guess Blizzard wanted to stop two of the same character so the other team wouldn’t over specialize and beat the other team. So when you master Solider 76,you can always master that defensive player Junk Rat with shoots bombs that bounce around and blow enemy players to dust. Or why not Pharah who flies and shoots rockets?

As you play you gain experience per match which levels you up. It’s not like a RPG though. You don’t get more hit points and new spells. Instead you get a loot box every level. The loot boxes give out skins for the various characters, voice lines, sprays and coins to buy what you want for your favorite characters. For example I bought an earthen skin  which is a deep green for Mei so she looks more masculine and not so girly. So your level of 50 might look impressive on screen. However that won’t stop a level 3 character shooting you down as Hanzo. Hanzo is a defensive player who is a sniper who shoots down foes with his bow and arrow. Level doesn’t mean anything as you play.

For the price of 40$ Overwatch can be yours as an excellent first person shooter. Blizzard has taken the idea of Team Fortress 2 and brought it to the next level of playability with great voice effects, the option of spray painting on walls and more. If you’re new to shooting games there is a tutorial so you’re not thrown into the game and you’re clueless as other players shoot you down. Also an option to fight AI enemies as well as a practice area.

If you’re thinking like Mcree that it’s high noon and you want to shoot some outlaws, Overwatch might be the game for you.

Grease Coakes

Monday, August 10, 2015

World of Warcraft's Next Expansion Announced As Subscriptions Drop to Nine Year Low


By Bixyl Shuftan

On Thursday August 6, Blizzard announced details of World of Warcraft's next expansion: "Legion." While the full details of the plot have not been announced, the trailers announced the big detail (https://www.youtube.com/watch?v=N6CWue7voA0), the return of the Burning Legion.

To those who know little about World of Warcraft, the Burning Legion (http://wowwiki.wikia.com/wiki/Burning_legion) is an army of demonic creatures whom invade and destroy world after world in their lust to consume magical their magical energies which has twice invaded Azeroth and have been the source of many of it's problems. Now once again, they are back, and it will be up to the players of the Horde and Alliance to stop them.

There are a number of details known about the expansion. There will be a new continent: The Broken Isles. There's also a new class, the Demon Hunter. Players can now level up to Level 110. There will be Class Order Halls and followers. Promised are Artifacts, customizable weapons that can grow in power as you level up. Promised are a redesigned "Honor system" for PvPers, improved transmorgification, and "improved social features." Those buying the expansion get a free character boost to raise one character to Level 100 (almost certainly the minimum to get to the new zone. And there will be new dungeons and new bosses.

Demon Hunters can only be from one race of each faction: Night Elves for Alliance, Blood Elves for Horde. They are the second "hero class" of the game, the first being the Death Knights introduced in "Cataclysm." So they will have unique features that make them stand apart from other classes, possibly including a higher starting level, a unique power bar, and a unique mount. But if the Death Knight is a guide, that means anyone wanting to create a Demon Hunter character would need to already have at least one character close to Level 100.

"Dominate your foes as a Demon Hunter, an elven outcast shunned for daring to wield the terrible powers of the Legion," Blizzard said. "Exhibiting superior mobility and a preternatural sense of awareness, Demon Hunters can tap into forbidden powers at times of dire need, metamorphosing into terrifying fel forms. Focus on Havoc to demolish any who stand in your way with fiery demonic attacks, or specialize in Vengeance and go toe to toe with even the most powerful demons, withstanding massive punishment as their attacks fuel your hatred."

 While some World of Warcraft fans are happy to hear of the expansion, the announcement comes after less than happy news about the game. One of the game's staff recently left the company for NCSoft, which works on a number of games, including Guild Wars 2 and Wildstar. But the big news is the number of players in the game are becoming fewer and fewer. According to an article in Gamezone, the number of subscribers was last counted at 5.6 million. While this still makes them the most popular of all MORPGs, this is a sharp plummet from their slightly more than ten million in November 2014.

When one looks at their numbers over time, their current expansion brought a short term boost to subscriptions which had been slowly declining over time from twelve million in 2010 to 6.8 million in June 2014. But it didn't last as just a few months later in March 2015, the statistics showed a plummet to 7.1 million. The game had fallen as fast as it has risen, and resumed it's slide to a number not seen since December 2005, a nine year low.

So why are the numbers still falling? Opinions vary as to why. Perhaps after over a decade people are starting to get a little tired of the game. But there are other points of view. Eliot Lefebvre of Massivelyop.com was rather critical of Blizzard in it's development of World of Warcraft in recent years, "Blizzard has a track record that is ... let's be generous and say 'not great' at the moment. ... this expansion is delivering a lot of things that players have said they want for quite some time, but it's also doing so at a time when player confidence in the development team is at a pretty low pulse. ... 'Legion,' at this point, is inheriting a mess." Like others I've heard complain about, once they saw Hellscream meet his end, for many non PvPers there just didn't seem to be much to do, "(The) Endgame for non-raiders is an unpleasant punchline."

"What we need in the next few months are details," Lefebvre stated, "and the more we know, the more we can decide this is reversing the trend of the last three expansion, or another step down."

Leif Johnson of PC Gamer was also critical of Blizzard, beginning his article, "We're about nine months into World of Warcraft's 'Warlords of Draenor' expansion, and I can't remember what any of my guildmates look like. ... We've stopped raiding, and we're all too 'busy' when we're online together. We're picking herbs or mining ore. We're preparing work orders. We're finishing quests with NPC 'bodyguards' to get more oil to launch naval missions for gear. And the worst part? We're all doing the same things on our alts. This is what much of World of Warcraft consists of these days, and it's awful. As a while, it's easily the worst expansion for Blizzard's beast to date." The title of the article summed up his feelings, "World of Warcraft Desperately Needs It's Next Expansion."

So is Blizzard panicking over it's cash cow not making so much? Maybe not. Their quarterly report showed that between three of their other games, "Hearthstone," Heroes of the Storm," and "Destiny" have a combined 70 million registered players, and have made 1.25 billion dollars. "Blizzard is demonstrating that they're able to adapt to the new world order pretty well."

No date has yet been given for the release of "Legion," but it's a good bet it won't be for at least several months. In the meantime, there are no signs of World of Warcraft's decline stopping, and the game is likely to looks hundreds of thousands of players between now and then.


Sources: Blizzard, Forbes, Massively Overpowered, PC Gamer, Gamezone

Bixyl Shuftan

Monday, December 8, 2014

Ten Years of World of Warcraft


By Bixyl Shuftan


This November, the most popular of Multiplayer Online Games celebrated it's tenth anniversary. It was November 2004 in which Blizzard Entertainment launched "World of Warcraft." Ten years and five expansions later, the game is still going strong.

Blizzard did not invent the Massive Online Roleplaying Game, or MORPG. The first one to achieve a hundred thousand players was Ultima Online in 1997. A couple years later, Everquest would come on the scene, which was the leading MORPG in the early 2000s, with 450,000 subscribers in September 2003. This was what Blizzard Entertainment wasup against when they were developing it's own based on it's "Warcraft" series of real-time strategy games from the 1990s and early 2000s, the last one Warcraft III: The Frozen Throne released only a year before. According to PC Gamer writer Leif Johnson, most of the development team thought they would get somewhere around 350,000 subscribers.

Imagine the surprise when they sold 240,000 copies of the game on their first day, and the numbers kept climbing. By October 2010, the game had a whopping twelve million subscribers. They weren't just the leaders of the MORPG market, they dominated it to the point that people always thought of them whenever these kinds of games were brought up. While other MMOs were continued to be developed, many were little more than clones of their far more successful competitor. People talked about who would develop the "WoW Killer," but it eventually was accepted they would be around for a very long time.

So why has World of Warcraft succeeded so well, beyond all other MORPGs? For one thing, there was the detail of the world. The forests of Ashenvale are richly detailed, with beautiful music in the background. Enter the Orcish city of Ogrimar, and you see a savage looking place with tough guards and the player hearing sounds of war drums beating. Each place was done with detail with music in the background. One could easily entertain oneself just exploring around (and get a few experience points for it).

There's also a plot and story behind the game as well. Although the original "Warcraft" had a fairly simple story of Orcs trying to conquer humans, by the time "World of Warcraft" came around, it had changed to become more complex and interesting. The Orcs had attacked because they'd become tainted from demon blood that eventually they were able to overcome. So are the Orcs sorry? Not really because they'd had to spend time in internment camps, plus some outright enslaved under the humans. Both races have a history that means an uneasy relationship at best (not unlike some peoples in real life), which has lead to the world being essentially divided between the Alliance and Horde (which those who remember the Cold War can relate to). While some races are of the classic Fantasy variety, others are unique to the game or have special tweaks. While trolls are sometimes enemies to clobber in games, in World of Warcraft you can play one. The Forsaken allowed players to take on the role of a tragic hero, died and brought back as undead, reviled by their former humans and distrusted by their allies.

The way gameplay was designed helped it catch on as well. From the very start, players could take on quests to help level, and get little perks such as a little coin and a piece of gear as a reward instead of just grind, grind, grind. World of Warcraft also introduced talents and talent trees, giving players a choice about what direction they'd like their character to take, then ask they progressed in level giving them a choice of perks. Then there were the instances, which allowed a set team of players to take on a dungeon in which everyone got a share of the loot. Raids allowed players to take on tougher dungeons for even better loot.

Character classes had some interesting perks. Priests had mind control spells that could temporarily possess an NPC and make it attack others. Druids could take on several different animal forms, each having different qualities such as bears for hitpoints or "tanking," and big cats for damage-dealing. Hunters could tame animals and use them to attack NPCs, distracting it while the hunter fired at it from a distance.

The world was not a small one, but quite large. Getting around on foot could take a while. Fortunately there were locations one could rent a flying mount to speedily fly to a location, or get a ship or zeppelin. When a player reached level 40, they could get a mount. What kind one could get depended on your character's race: wolves for Orcs, horses for humans, etc. at the maximum level of 60, one could get a faster mount.

Crafting was also an option. Players could choose two profession skills, crafting, resource gathering, or one of each: blacksmithing, alchemy, leatherworking, herb gathering, mining, and skinning. There were herbs and ores at various spots on the map, as well as skinners being able to get hides from certain killed animals. Players could make armor, or potions which either healed, gave magical energy, or gave a small bonus. They could use the goods themselves, hand to friends, or sell in the auction house along with loot they picked off dead enemies. Wearing an item would bind it to you, so after that it could only be sold to NPCs, usually for less money. There were skill levels, which one improved through doing them. The higher the skill, the better ores herbs, or leather one could gather, or better goods one could make. But the more often something was made, the less of a chance it had to raise your skill level until there came a point that particular good wouldn't raise it at all.

If clobbering monsters wasn't enough, there was the option of fighting other players. There were Player vs Player battlegrounds one could go to, join a team of your faction, and fight the opposition. There was the "capture the flag" of Warsong Gulch, the scramble for resource locations in Arathi Basin, and the charge to take the enemy camp and clobber the general in Alteric Valley. Players were awarded with marks that could be used to purchase special goods, armor and weapons, and mounts. On occasion there were speciial events, often coinciding with real-life holidays such as Children's Week, All Hallows, and the Winter Festival. Players could do activities appearing only at the event's time of the year. And on every anniversary of the game in November, active players got a little gift of some kind. For it's tenth for instance, they got a pet dog made of living lava, a "Molten Corgi" (a play on the "Molten Core" dungeon name).

There was also an element of humor. Characters had dance animations, a specific one for each race, male and female. They could also tell one of several jokes and flirts, a specific group for each race, male and female. Some examples are, "Do you ever feel like you're not in charge of your own destiny, like ... you're being controlled by some invisible hand?" "I don't mind the gnomes, but I'm always worried about tripping over one." "Ugh, I hate Thunder Bluff! You can't find a good burger anywhere." "I dabbled in gold farming, but I couldn't get the coins to sprout." They also sprinkled the world of their game with occasional pop culture references, such as a mechanical "Robot Chicken" in the town of Booty Bay, A girl at the Shimmering Flats racetrack named "Daisy" wearing shorts (or "Daisy Dukes"), the Stormwind Archeology trainer is named "Harrison Jones," a reference to actor Harrison Ford's famous character "Indiana Jones," the character John J. Keshan is a dead ringer for "Rambo," quest chain and all, and many, many others.

The result was a game with no shortage of things to do, exploring, questing, resource gathering, and team player versus player fights. Through design, story plot, and perhaps a little luck, Blizzard's team had made an MORPG that would take the gaming world by storm, getting numbers far beyond Everquest, Runescape, and other competing games of it's early days. The games that stood out were in different settings, such as the space combat "Eve Online," the sci-fi "Star Wars Galaxies," and the superhero "Champions Online." Or they didn't required subscriptions and adopted a free to play model such as Rifts.

The game has made it's way into popular culture as well. There were cartoons showing people playing the game (often hopelessly addicted). Comedians poked fun at it. Youtube showed numerous short films of both players playing the game, as well as short cartoons and films about it or poking fun about it. There were even movies, or machinima, made using World of Warcraft to play out the scenes. National and World news made stories about it's success, as well as looking at it's players. They showed both the dark side, stories of addiction, and the positive, such as people who met on the game and ended up falling in love and getting married.

Sometimes what the players did caught the design team, and everyone else, completely by surprise. Early in the game's history, the designers had a monster high level monster "infect" players fighting it with a "disease" that caused characters an amount of damage over time, one that could be passed on to others nearby. Blizzard never expected some players to respond by heading to populated areas, such as the banks and auction houses of capital towns. There they passed on the infection, causing low level players to die almost instantly. Soon they were littered with the skeletons of deceased characters. Instead of being a disaster for the game, people reacted with fascination instead. There was even a serious scientific study about the incident, the investigators wondering if this was how real people would react in a real plague.

Blizzard didn't just rest on it's laurels. They kept making small updates, and eventually in 2007 they released an expansion: "World of Warcraft: The Burning Crusade." A new world was opened up to the highest level players at the time, Outland, and two new player races were made available: Draeani for the Alliance and Blood Elves for the Horde. There were also flying mounts available for those who reached the new maximum level of 70. There were new dungeons and new player versus player battlegrounds. There was also a plot that fit in with the game's story, both the Alliance and Horde taking on new allies and taking the fight with a mutual enemy back to their base of operations. For the Horde, there was also encountering Orcs that had remained uncorrupted from "The Curse," leading to a rather dramatic scene with the Warcheif. Players could now sail through the skies on personal mounts wherever they wanted to. Sales, and membership levels climbed, 2.4 million copies of the game being sold on the release day alone. Later on, seperate patches would allow players two additional challenges, taking on a fortified city of trolls hostile to both Horde and Alliance, and the former leader of the Blood Elves whom had returned not to help them but to subjugate them.

In 2008, Blizzard released it's second expansion for the game: "Wrath of the Lich King." Here, the characters had a chance to fight the undead minions of Arathas the most feared of Azeroth's villains. As a character, he had a developed background, both a prince and a paladin. But the decisions he made while fighting the undead Scourge eventually resulted in him becoming what he once fought, a death knight, then the Lich King, killing his father and his kingdom, and destroying many former allies. Players had a new continent, Northrend to adventure on. There was also a new class, the death knight, which gave players a chance to play a fallen hero on the path to redemption. In a patch released on December 2009 came the "Fall of the Lich King" raid, in which players could take part in putting an end to the great villain's rein. More players continued to sign up, and by October 2010, the game was at it's peak in subscription numbers with twelve million.

Unfortunately "Wrath" had given Blizzard a problem in addition to it's opportunity. After you've beaten the gaming world's greatest villain, what's left? Blizzard's response was the third expansion, "Cataclysm," which quite literally rewrote the face of their gaming world. In "Cata" as gamers sometimes called it, "Deathwing the Destroyer," a huge evil dragon, reappears after a period of hiding, resulting in numerous earthquakes, avalanches, floods, and volcanic activity across the two main continents. Blizzard took the opportunity to both change the landscape as well as update the quests. And so the first two continents were brought several years into the future.

Instead of a new continent, there were several new zones, one under the ocean, one under the earth, and some scattered across areas once inaccessible to players such as Mount Hyjai. Two new races were made available for players, the Worgen for the Alliance and the Goblins for the Horde. In the plot, both were from areas among the most affected by Deathwing's appearance, and forced to choose a side in the Azerothian conflict, which was heating up as the Horde's Shamanistic Warchief Thrall stepped down to personally help put down the evil dragon and Garosh Hellscream took his place. Hellscream, whom first appeared in "Crusade" and was the leader of one of the Horde forces in "Wrath," saw little need to negotiate for what could be taken by force, and was more eager for battle with the humans, whom he despised, and their allies.

The appearance of the bestial-looking Worgen drew cheers from some gamers who felt it was now "cool" to be an Alliance player. They had previously seen the Alliance races as a little too mundane, made of up in the words of one "Humans, tree-huggers (elves), and short guys (dwarves and gnomes)," while the nonhuman races of the Horde were much more different. So some players whom had either passed up Alliance characters or gave them no more than a short look out of curiosity began playing then as its werewolves (writer's note: this was the time when I saw most of my Second Life friends playing World of Warcraft).

Players could now level to rank 85. Some character classes that were closed to certain races were open to a few more, such as druids for trolls, hunters for undead, and Paladins for Tauren. More dungeons and PvP battlegrounds were introduced. The Archeology skill was introduced, giving players a chance to learn some tidbits about the world's history, and dig up an occasional interesting toy or powerful piece of equipment. Also introduced was the "Darkmoon Faire," which gave players a chance to boost some profession skills a little.

Despite the new content however, subscriptions soon began to drop. Although the release of the expansion in December 2010 boosted numbers that had sagged to 11.4 million back to 12 million, they soon began to drop again. By the time of the "Hour of Twilight" patch released in November 2011 in which players could take part in the final confrontation with Deathwing, numbers had fallen to just over ten million. By August 2012, numbers had dropped further to 9.4 million. Different people had different explanations as to why numbers were falling. Gamepro for instance simultaneously called "Cataclysm" "much improved in terms of its overall design," and "not quite as impressive as previous designs." PC Gamer felt as a villain Deathwing just didn't have the appeal Arthis did, lacking the tragic background and being so larger than life due to his sheer size.

In September 2012 came World of Warcraft's fourth expansion "The Mists of Pandaria." To begin with, the panda-like Pandaren were originally an April Fools joke on the game's official website. But the response from the players was cheers rather than jeers. So the Blizzard team introduced them as a playable race. But unlike others, these characters would start out as unaligned until near the end of their beginning quests in which they would choose a side. In the plotline, the continent of Pandaria had been hidden from the rest of Azeroth until mists surrounding it were suddenly lifted. And the warring factions landed on it's shores, looking for resources and allies. Further patches had the plotline show the Horde's warchief Hellscream becoming more ruthless, escalating the war with the Alliance and alienating his allies in the Horde. Eventually the other factions in the Horde rebel against him and join with the Alliance in toppling him.

In addition to the new race, there was a new class introduced: the monk. Pet Battles were also introduced, and the companion animals players collected over time were now more than just collectibles, but could be used for activities. Also introduced were scenarios in which three player teams cooperated in carrying out objectives. Often in an event in the game's history such as the destruction of Thermadore or thwarting the attempted assassination of Vo'jin by a minion of Hellscream. The talent trees were replaced with a tierd system, awarding players a talent about every 15 levels. The level cap was raised to 90. Top level players could farm food needed for cooking.

While subscriptions went up temporarily, again it didn't last. Once again, they began to fall. By June 2014, subscriptions had fallen to about 6.8 million players. While still far more than other MMOs, the game had a little more than half the numbers of it's peak. Different people had different explanations. Some thought WoW had softened the edge of the game a bit, calling the Pandaren too cartoonish and the Pet Battles too much like a kid's game of "Pokemon."  The idea of the "Sha," manefestations of negative energy, as enemies was also ridiculed. Hellscream's tyrannical ways in the plot was also dispiriting to some Horde players. Despite the showdown at the end, many players felt Pandaria was just too "Cheerful" compared to other expansions.

As the numbers plummeted, more people began to wonder if Blizzard had somehow lost it's edge. While no one was predicting the game to be shut down anytime soon, some thought the day would soon come that it would no longer dominate the MORPG field like it once did, but just had slightly higher numbers than the others, or even falling behind one or more of the competition. There were calls by some, such as Hamlet Au of New World Notes, that Blizzard needed to abandon it's "Pay to play" subscription model and adopt "Free to Play," in the words of one, "This is a dinosaur that refuses to die out."

With some predicting Blizzard's next expansion would either rejuvenate the game or witness it's slide into commonness, "Warlords of Draenor" came on the scene in November 2014. In the plotline, the former Horde tyrant Hellscream is about to be tried for war crimes, but is freed and sent back in time to Draenor to stop the demonic corruption of the Orcish clans. The result is an alternate timeline with Draenoe's orc clans united under Hellscream's "Iron Horde" and bent on conquest, not just Draenoe but Azeroth as well. Players join heroes of the Alliance and Horde in storming the portal, and setting up a base of operations to put a stop to Hellscream once and for all.

"Warlords" was in a way a return to the past for the players. They would be up against noted characters from the days of the "Warcraft" games preceding the MORPG. For this, players have a new world to fight on: Draenor, which is far different from the Outland of "Crusade." One big feature of the expansion is the player's Garrison, which serves as a center of operations. Players can recruit followers which can be sent on missions to gain experience, gold, and resources (making players quest-givers as well as takers). Player caps were raised to 100.

One feature was developed even before "Warlords" came on the scene: new character models. All races except for the Worgen, Goblins, and Pandaren have been given a graphical upgrade, looking sharper and more defined. The Darkmoon Faire was done away with. There was also a readjustment in the numbers of hitpoints and damage inflicted by higher level players and NPCs. A few player abilities were done away with to keep the game from being too complicated.

The immediate result surprised just about everyone, Blizzard included. Over three million additional people signed up for the game, and World of Warcraft was back to ten million subscribers. Clearly, there was still interest in the decade old MORPG, which also celebrated its tenth anniversary that month.

There have been other changes in the game over time. For instance in the original game, Hunters had to keep food in their inventory to feed their pets, otherwise it would become unhappy, and if unhappy for too long it would run away. Later things were changed so pets didn't run away even if unhappy. Then came more changes so players no longer had to feed their pets, unless they were badly hurt. Hunters also used to be able to wield melee weapons in addition to their ranged ones, but that feature was done away with. Rouges once had to mix their own poisons, by getting ingredients and flasks, with a poison-making level that was raised not unlike the alchemy skill. Later the poison making ability for rouges was done away with, replaced by vendors selling the completed poisons. Today, all but lower level rouges automatically carry some poisons, the variety depending on the level. And then there are the mounts. It used to take a player a long time to be able to get one, Level 40. Then the level required was lowered to 30. After while, it was lowered yet again to Level 20, with players about to get fast mounts at Level 40. the locations for items or actions needed for quests are now visible on the map instead of players having to figure them out themselves.

Some players feel these changes have left the game a shadow of it's former self, that it isn't as good as it used to be, players able to travel faster and finish quests faster. There have been bootlegged private servers which offer players the original World of Warcraft experience. But the game's performance speaks for itself.

As it turns out, I've read that the World of Warcraft design team might not that be as concerned about numbers as some might think. One writer talking to them came away with the conclusion they were concentrating not on how many would play but just trying to make a great game. "On a daily basis, nobody's spending a lot of time paying attention to subscriber numbers," one designer was quoted as saying.

From a personal point of view, I can't help but wonder if many of the current subscribers are not from the recent past. the majority of my Second Life friends, as well as my real life friends, no longer play the game. So perhaps many of current numbers are playing for the first time or played in the past and took a break for a few years. The people whom first talked me into playing are gone as well. I took a break myself for a while, I may do so again.

So what's the future of the game? Had the game dwindled down to numbers comparable to other MORPGs, it would still have a legacy as being the trendsetter of it's genere of games. But it didn't. Ten years after people first signed up for it, it still dominates the field, and with ten million gamers, it will almost certainly be a force in the gaming world for some time to come. It could very well be around in another ten years, by which time there will be people playing it whom weren't even born yet at it's beginings.

And the next expansion? So far Blizzard isn't talking. So in the meantime. we might as well go "For the Horde!" or "For the Alliance!" and go to whatever journey that guy with the yellow exclamation point over his head put us on.

Sources: WoWWikiPCGamer, SL Newser

Bixyl Shuftan.

Monday, August 25, 2014

Next "World of Warcraft" Expansion to be Released November 13


By Bixyl Shuftan

Blizzard Entertainment, the makers of the top MMO "World of Warcraft" recently announced the date that the latest expansion, "Warlords of Draenor," will be available: November 13. The new expansion is somewhat lighter in some ways than previous expansions: there are no new races or character classes. But the maximum level for player characters has been raised to Level 100, you get a chance to raise a starting character from Level 1 to Level 90 instantly, there are new dungeons and a new Player vs Player battlefield, a new continent: Draenor, and something new: player-controlled garrisons. One feature, updated looks for the various races, has already been in progress over the past several months.

In both terms of the plot and the gameplay, the game is a look back at its orgins. Garrosh Hellscream, the bad guy from "Mists of Pandaria" whom was about to be put on trial for his crimes, but escapes with the help of a time-traveler whom takes him back in time to Draenor, the homeworld of both the Orcs and Draenei. There, he stops the Orcs from being corrupted by drinking demonic blood. Instead, he offers them technology from the future and sets about creating an "Iron Horde" and building a portal back to Azeroth to invade it. It's up to the players to go back to this alternate past and try to stop him.

Players whom played the original Warcraft games will encounter characters such as Durotan, Ogrim Doomhammer, Kilrogg, and others. In some ways, the game resembles those "Orcs vs humans" games, "The age of the whimsical panda is over," one designer commented, "Warcraft of old is back."

But one thing that won't be back are the numbers of over 12 million players the game once had. Although the expansions have helped raise numbers back up for a time, "World of Warcraft" has seen a slow decline over the years to 6.8 million as of August 2014. One designer commented, "We really don't know if it will grow again. It's possible, but I wouldn't say it's something we expect." Still, while Blizard's Multiplayer Online Game may no longer have the numbers it once had, it's still the champion of MMOs after a decade. While some players might be a little disappointed over no new races or player classes, the makers of the game "are still sitting at the top of the mountain, and they've got no reason to shake the foundations."

"World of Warcraft" has made news in other ways recently. Earlier this year, Blizzard sponsored a short spinnoff of "American Chopper" - "Azeroth Choppers." Two teams built real life prototypes of motorcycles in the style of both the Alliance and the Horde, with an audience voting on which would be made available in-game. The Horde chopper won, and was made available to it's faction's players for free when the next expansion launches, provided they logged in before September 30. The Alliance bike was made available for it's players anyway, though they would have to pay extra for it.

Also, Robin Williams, whom passed away recently, had been an avid "World of Warcraft" player. A petition that he should be honored in the game with an NPC was soon answered by Blizzard that they were working on one. Shortly afterwards, the Wowhead fansite announced the discovery of an NPC "Robin the Entertainer" as part of the code for the upcoming "Warlords of Draenor" expansion. The image attatched was that of a blue djinn, a connection to "Genie" from "Aladdin" which Williams did the voice for.

Sources: BBC News, Massively.com, PC Gamer


Bixyl Shuftan

Sunday, July 21, 2013

World of Warcraft To Test Using Real Money to Buy Experience Buffs

By Bixyl Shuftan

While World of Warcraft players have been busy with the Battle of the Barrens and other places, earlier this month there was some news that Blizzard would be testing out something never done before in the game - allowing players to gain experience faster by using real money purchases.

The buying of game items, or "micro-transactions," are not new to gaming, or even to WoW. Some smaller Internet games such as Evony allow players to purchase a variety of buffs, better equipment, etc. As these purchases give the buyer an advantage over free players, they are sometimes called "Pay to Win" games. Larger MMOs have tended to avoid such offers, not wanting to give loyal players who've gamed a long time the impression someone can just buy their way to the top and avoid the time and hard work in getting there. Instead some, WoW included, offer the sale of items that do not affect gameplay, such as mounts and pets.

In Summer 2011, Eve Online players protested plans to allow the purchase of items that would affect gameplay, and eventually the company relented. "It's one thing to add non-game items and make money off that," one reader wrote, "It's another entirely to screw up the whole game mechanics so that veteran players who've worked a year to get where they are get bumped by some snotnosed kid who's using Daddy's credit card to buy his way to the top."

Earlier this month, Blizzard forum moderators admitted to plans to "exploring" options after it was discovered there were plans for items to be sold at an "in game store," such as an "Enduring Elixir of Wisdom" that gave a 100% experience boost. The store will reportedly be only on Asian servers at first, and the item is described as currently only on test servers and only available to players level 85 or more.

The response from the players was mostly negative, "The item itself is mostly harmless … the problem is that it opens doors to (the) 'Pay to Win' model. And we already pay the game and a monthy fee just to skip that." Some stated they would leave the game, or feared others would if the In Game Store was released. Some stated they wouldn't mind the option to level other characters this way once a player had brought one up to the maximum Level 90 anyway.

This comes soon after some less than happy news for World of Warcraft. In May, Blizzard stated they had lost more than a million players in the first three months of the year, from 9.6 million n January 2013 to 8.3 million in March. While most of the losses were from Asia (where the in-game store will be tested), some Western gamers left as well. This continues a long-term drop from it's peak of 12 million in 2010, and the company admitted further decline was likely, "we expect to have fewer subscribers at year end than we do today." The reasons for the drop, players were leaving for cheaper games, notably those playable on mobile devices. The video game industry, in addition to virtual words such as Second Life, has been facing increased competition from handhelds such as tablets, iPods, and others.

At the time, Blizzard stated they would be investing more in WoW, with more storylines and features. Since then, the Darkspear Rebellion was introduced. But that even the largest of MMOs would resort to "dabbling in the darkest gold-producing alchemy of them all" of microtransactions allowing those with deeper pockets an edge over conventional players, this could be taken as a sign that even the people behind World of Warcraft are wondering if it won't be long before they no longer dominate online gaming.

Sources: Gamasutra, BBC News, Rock Paper Shotgun, Blizzard Forums,

Bixyl Shuftan