Friday, December 12, 2014
Warlords of Draenor - The Project Manager's Addiction
Thursday, April 17, 2014
PAX East 2014: In-Depth with Blizzard
PAX East had a lot of great things to see all over the huge show floor at the Boston Convention Center – enough to confuse a person about which booths to hit first and which games to demo. Luckily for me, we’re spoiled with shiny media badges, which gave us an extra hour before general admission to roam peacefully and make that decision. As a dude that has played Warcraft and Diablo games for over a decade, I decided to hit up Blizzard first. Last year’s PAX East being their launch platform for Hearthstone, I was excited to see what they had in store for us this year - and as far as I’m concerned, they didn’t disappoint. While Blizzard crew was still setting up the last of the demo stations, I settled in to try out World of Warcraft’s upcoming expansion, Warlords of Draenor, and their upcoming free-to-play mashup barn burner of a title, Heroes of the Storm.
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Warlords of Draenor @ PAX East 2014 |
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Alliance Garrison |
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Heroes of the Storm Alpha Character Select |
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Hero - Baby Murloc Murky |
... and then there's Murky. Yes Murky the Murloc is a hero because as the developers put it, "we decided to make a hero that was awful" and one to consider the "Wile E Coyote" of the game. Murky has almost no health and no attack, but lays an egg before charging in. When he dies, in a few seconds he will just respawn from the egg - over and over again. It was absolutely hilarious to see Murky use this method against Diablo and ultimately run him off with a Murloc army. So how's that for varied play style? Each hero has his or her own signature attacks to customize it that much further.
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Arthas calling in an air strike from Sapphiron |
Friday, September 14, 2012
Gear and the Value of Time in World of Warcraft [tf charts]
I've got part III of my Windows 8 series pretty much buttoned up, but figured I'd get this in before I get to my final thoughts on the OS.
Today I logged into World of Warcraft after a long while, and had to download all of the updated tools and the pre-patch for the upcoming Mists of Pandaria expansion set to drop in just a couple weeks. Having played since WoW original recipe, I've spent a sick number of hours in the realms of Azeroth - enough that I'm a little frightened to see the "/played" stat that the game provides for all of its players. Through that time there was one very real statistic that all players would agree to - and that's the gear grind. It takes countless hours to level up a character to max and at that point go through the motions to get the gear to allow seeing end-game content. Cataclysm made that a little easier in one of its later patches with the Raid Finder feature, but the main idea stays the same:
With all the time it takes to equip those delicious epic items, which may add up to days, at least a couple of them can be replaced after 5-10 quests in the next expansion's starting zone. And the trend looks like it's going to hold - straight through level 100 when the time comes.
Welcome to Pandaria, kids.
Tuesday, July 5, 2011
83. World of Warcraft and Add-ons: the Fall of a Purist
[Article first published as World of Warcraft Add-Ons - the Fall of a Purist on Blogcritics.]

Now if any of you read this with any sort of regularity, you’ll know that I play World of Warcraft. Until recently, I may have been one of the few that played it without add-ons or UI modifiers. I’m counting Recount as an exception here, because that just shows how much damage we’re doing and who I can blame for breaking my traps.
I was, in short, almost a purist, and classified add-ons as sanctioned cheating since they take a lot of the challenge out of the game. In fact I said I wouldn’t allow myself to use any add-ons (again, except Recount) until I had leveled a character to 80 “clean,” which was the cap at the time. I’m the same way with most games I play on the PC and consoles. Game Genie style devices or mechanics haven’t touched my consoles via my hands since I was 10, when I doubled my party’s initial health in the first Final Fantasy for the NES. After I beat the game, the victory seemed so tainted end empty that--at 10 mind you--I felt I had to start over and beat it clean before claiming victory. It’s just how I roll. I can probably credit my father with this – he wouldn’t let me use a calculator in elementary school until I could do my multiplication tables up to 15 in my head.
I started playing WoW right before the Burning Crusade expansion came out so I didn’t play much of the game “vanilla,” but I still got through heroics and Karazhan’s ghostly denizens, and even plowed through Arthas’ frosty minions in Icecrown Citadel in Wrath of the Lich King without too much issue. Evading boss attacks and knowing when to do what was relatively easy: for example an enrage is obvious as a boss turns bright red, and most of the other attacks coming my way were clearly telegraphed with an animation (like something showing up on the ground or some sort of charge-up). On my end, I would have to just pay attention to when my abilities were active so I knew when to use them. I knew for example that when it said “Lock and Load” above my head, I had two free explosive shots at my disposal. I didn’t need fancy glowing screen filling notifications.
In every WoW iteration though, Blizzard incorporated the functions of the most popular add-ons into its stock user interface, making the need for additional add-ons even less necessary in my mind, and giving me even less of a reason to download them. My “Lock and Load” example from above now makes explosive shot glow with a gold border so I know it’s active. I’ve got no problem using that now, as it’s in a player’s stock toolkit. Eventually however, after years of countless reactions to my playing with an unedited stock interface that went from the bewildered to the surprised to the downright strange, I stepped into the Blackwing Descent raid encounter a couple months ago and it finally happened: after the slew of wipes we experienced I downloaded Deadly Boss Mods. DBM and other certain other add-ons have almost become a requirement for even being invited to raid groups, since it flat out increases the chances of success by giving you warnings and timers for absolutely everything that’s going on. Don’t have DBM installed? You might find yourself back in Stormwind or Orgrimmar spamming the Looking for Group channel, because you just got kicked from your (former) raid group.
I tried to tell myself that I wasn’t downloading it for me, but for the guild, and that my having this installed would contribute to less wipes and save us a lot of time and repair bills. After running raids in the Cataclysm expansion a few times, I found with the add-on I was required to think less and able to act more, with the jury still out on whether or not that really was a good thing. I mean I perform much better, but did DBM make me a better player or bring me down to a new lower standard of gameplay?
All of us became worse players in Wrath of the Lich King, which was incredibly easy compared to Burning Crusade and Cataclysm. A lot of people blame that lack of difficulty in Wrath for the frustration-fueled departure of players after level 80, but I think they’re only half right. It was Wrath combined with DBM and other third party add-ons that created a class of players characterized by (a) an ability to collect epic gear damn near blindfolded, (b) an expectation that all things be that easy for them, (c) an inability to cut it when things became a little bit difficult, and finally (d) a level of being spoiled that precludes them from even trying.
My self-assessment that I am a half-decent player comes from what I’m able to do with the tools I have been given – which I’ve handily been able to do through level 85. And the way some of these Cataclysm boss fights go, add-ons are pretty much needed to get through them. So I shouldn’t feel so dirty using DBM right? I guess it’s for the team. Either that or I've just gotten good at rationalizing.
Now playing a rogue on the other hand… that’s a feeling of dirtiness that’s unforgivable.
Friday, April 15, 2011
70. FBI raids students for gold farming and bank fraud, stormwind's SI-7 nowhere on the scene
Tuesday, December 7, 2010
45. world of warcraft and fantasy football
just the network, 3 engineers, a programmer and sometimes some chinese food. and we owned, if that's at all relevant to anyone.
but there's way more similarity between these two things than one casual observer might think. look at every major MMO or RPG that has been released in the past two decades. the basic elements of hit points, mana, damage, defense, evasion, etc., etc., etc. are all modifications to different degrees to old school dungeons and dragons and tabletop RPG's. these are the same base principles that flowed into other forms of nerd entertainment, like collectible card game magic: the gathering. everything is driven by numbers. in warcraft my hunter gains 1 attack power per agility i have, so my choices in weapons and armor will naturally be high in agility, to maximize the amount of damage i can deal. characters whose role involves tanking, or damage mitigation, would optimize their gear for stamina, dodge or parry to enhance their defenses instead, because more defensive stats mean less damage will be inflicted on them by opponents. every role has it's own numerical values, and a player will benefit from learning those patterns and trying to optimize those statistics with stat bonuses and augmentation.
so that's my quick nerd speech on basic stats in world of warcraft. so how on earth is fantasy football, a game played traditionally by people into sports, and NOT gaming, related? it goes back to the numbers-driven play that is present in a lot of gaming. fantasy football has similar rules. suppose i wanted to run a successful 10-man raid, let's say icecrown citadel. i would want my team to be made up of 2 tanks, 2 healers, and 6 dps (damage dealer) players. on the other hand, i also want a successful team in my fantasy league - so i would need (in our league setup anyway) a quarterback, 2 running backs, 3 wide receivers, a tight end, a kicker, and defense/special teams. in both situations, a win is only obtained through good performance from a majority of your players, or if a few perform exceptionally well and carry the rest. bad performance hurts your chances. your raid will be sunk if your tanks can't survive long enough. and your fantasy head-to-head matchup and playoff dreams could be done for if your quarterback is throwing interceptions. just as anyone who had mark sanchez this week. poor jets. poooooor jets. that game was a massacre. but anyway, again, everything is based on points.
so like i said, my warcraft hunter may get a point of attack power per agility, but my running backs get 1 fantasy point per 10 yards rushing (plus bonuses) and 6 for a touchdown. quarterbacks get a point per 25 yards passing. defense gets points for sacks and interceptions. meaning while my hunter was delivering 10k damage points per second in azeroth this past weekend, maurice jones-drew was delivering 24 points for me in tennessee. and those points, even though they came from a great run game and not by stacking agility and level 264 gear, could easily be considered damage - against my opponent for week 13.
see everyone? fantasy football. the nerd shall inherit the earth. on schedule. and at least make it to the playoffs.