Showing posts with label world of warcraft. Show all posts
Showing posts with label world of warcraft. Show all posts

Friday, August 29, 2025

The Business: There Is Only Competition WITHIN The Network

The Critical Role revelation confirms what I have long explained: There Is Only One Game That Matters.

While D&DTube continues to huff that copium like they're having heart attacks (because they are; they need to hold their delusional beliefs that their dogshit matters), what I am seeing manifest as concrete reality is what Ryan Dancey explained 25 years ago: there is no competition between Network Effects within a niche, but only within that network (and thus only within that brand).

I started saying "Just play D&D" for a reason. Note that I did not say which version.

I can get people to play 1st Edition. It is far harder to get people to play anything Not D&D, even if it's close like a Palladium game, because they trust the brand and disdain all else. Furthermore, being that this is a group-centered hobby, everyone can agree on D&D and will refuse Not D&Ds. Thus you get people not playing anything but D&D because no one else can agree on anything else.

The Off-Brand D&Ds (the clones) get traction because they are still D&D, to the point where even the most lame retroclone beats the most successful Not D&Ds.

Why? There is no risk to the Normies in playing it because it's still within the network, brand or no. To overcome this you need a massive brand, and that is not at all guaranteed as the Star Wars, Warhammer, and Conan experiences show. (Call of Cthulhu endures because it is the D&D equivalent in its niche, same as why Traveller and HERO/Champions does.)

What does this mean? There is only a VERY NARROW window of competition in the hobby, commercially speaking. Since most folks don't get it without parallel examples from beyond the hobby, here it is:


Because WOW recovered from its Shadowlands botchjob in record time with Dragonflight, and Final Fantasy XIV flubbed its chance to pull off the Sith Succession Scheme by botching its follow-up to Endwalker with Dawntrail, WOW retained its position of dominance in the MMORPG marketplace. Furthermore, the recovery was so strong that WOW has begun to break away from everyone else as WOTC pulled off with D&D when 3e arrived 25 years ago.

The reality is that most people do not bounce between MMOs. They stay within a single MMO, either playing that game or not any MMO at all, and only Blizzard has figured this out.

What WOTC has figured out under Dancey is how Network Effects create that bubble effect. Blizzard figured it out almost 25 years later, but they tacitly allowed for it for years by ignoring the rise of the clones--private servers--until Nostalrius got too loud to ignore; this would later lead to official Classic WOW servers, mirroring WOTC having to make past D&D editions available again to blunt the demand for retroclones.

Now WOW players that don't want to play Retail have Official Classic (past editions) and private servers (clones) to stay in the WOW bubble indefinitely. They never need to learn a non-WOW game. D&D is not only in the same boat, it's been there for three generations longer.

This is why the #BROSR is a viable threat, and Le Indie Darlings and other Non-D&Ds are not; the Bros compete within the network, so what they say and do is recognizable and applicable to the doings and interests of hobbyists and Normies whereas Non-D&Ds might as well be aliens pretending to be real people.

You want to challenge D&D? Do it from the inside. You get nowhere otherwise, and after 50 years that is not a conclusion that you can gainsay in good faith anymore.

Friday, July 25, 2025

The Culture: The Endless Clone Complex Is Not Just A Tabletop Thing

You all know World of Warcraft even if you never played any version of it.

It is the D&D of the MMORPG marketplace. Therefore it would not be surprising that, just as later D&D editions aped WOW to varying degrees, so would WOW somehow ape what's going on in D&D.

"Clones?"

Yes, like all the B/X clones that the OSR still publishes. That's been a thing in the WOWsphere for several years, called "private servers", and like the B/X Clones all of them are different takes on the same idea: "Do (X) but 'better'." For WOW, the latest Classic Plus server (going live this weekend) is Project Epoch.

The two others of note are Turtle WOW and Project Ascension. Yes, there are more; yes, you can waste time on a subreddit about them; no, most of them are not worth your time unless you're out to scratch a specific itch.

"But why all the clones?"

For the same reason B/X clones clog off so much shelfspace: it's what gamers will buy and (sometimes) play, save that the three aforementioned are all Free To Play.

And, as with Tabletop, most WOW players suck harder than a 12 volt Hoover on overdrive; the Hardcore clip videos (where there is no ressurection spells, so if your man dies he stays dead) show this daily. The Soup Aisle is real, and not just a Tabletop problem.

20 year old game, more extensively documented than World War 2, and people still can't be bothered to Git Gud- especially the Muh 20 Year vets. Sound familiar?

So cheer up, folks, we're not the only gaming sector plagued with these problems.

Sunday, May 18, 2025

The Business: Commercially-Driven Product Design In Action

It is difficult for some people to comprehend what I am talking about when I say that commercial incentives have perverse effects when it comes to game design.

That is why I have to go outside of Tabletop to find comparable examples from time to time, so again I'm pointing to World of Warcraft to illustrate the point.

TLDR: Blizzard's game design for Retail WOW is so bloated that most players can't execute their bloated rotation of abilities to achieve the necessary damage/healing output while staying alive and avoiding mechanics. To rectify this, they are putting that rotation on an in-built macro so that most players--those unable to not stand in the fire and meet the damage thresholds required--can meet those requirements on the two lowest difficulties (because no, you still won't be able to do that on Heroic or Mythic in raids or high levels of Mythic+ in Dungeons).

Why?

Commercial incentives. Specifically, the incentive to maximize player retention by making low to mid-level endgame content participation metrics higher by reducing the barrier to entry present because over 80% of the population cannot perform to standard and execute encounter mechanics competently.

"Really?"

Fuck yes, it is. It's been a problem since Vanilla--Classic, these days--such that there's been PARODIES.

And at the high level, that capacity max out performance while executing mechanics is what wins World First races- and with it, prizes and prestige. PVP is no less a massive filter for attention and execution capacity, which is why those that are hardcore about it are as big on practice as professional athletes.

To keep the participation rates up, they nerfed the requirements to perform in order to beat encounters. Participation rates means retention rates go up, which in turn keeps revenue from subscriptions up and increases revenue from the Cash Shop.

There's your real incentive.

This has nothing to do with making the best possible game. This has everything to do with Line Must Go Up.

You can see this same thinking take place with commercially-driven Tabletop publishers also, like Wizards of the Coast and Games Workshop (but this drives so many others), and it is this force that perverts game design away from making a proper game into a Viable Product (and now, the Minimal Viable Product) as the basis for Endless Product Slop.

This is what the Colony Drop ended by killing the commercial viability of Tabletop.

This is why you need to stop bothering with selling product as anything but a self-sustaining hobby; the incentives by themselves are sufficiently corruptive to pervert it into something that cannot meet requirements.

Now consider what would done to actually unfuck WOW if commercial incentives weren't driving everything, but instead the incentive was to refine how the game worked to achieve the promised gameplay experience 100% of the time. That's what Tabletop is again able to do, and should because the money's gone- and with it, the clout.

That's the difference. If you need to be paid to be in Tabletop, you don't belong.

Sunday, March 30, 2025

The Business: Confirmed That WOW Is To MMOs What D&D Is To Tabletop

I have stated for years that Official Edition competes with WOW, not with any other Tabletop product.

I stated that this is because WOW and D&D are the same thing in different media, and following Preach's video about how Blizzard copied Wizards' business model homework we now have this confirming it.

That's right, this is the Top Five:

  1. World of Warcraft (Retail)
  2. Final Fantasy XIV
  3. World of Warcraft (Classic Expansion)
  4. World of Warcraft (Season of Discovery)
  5. World of Warcraft (Classic Anniversary)

That doesn't include just plain Classic Era. That's right, four versions of Classic. It also doesn't include the dozen or so private servers either, which would be equavalent to the OSR Retroclone movement.

Flat-out, WOW dominates the MMORPG business in ways that only those familiar with how D&D dominates Tabletop can comprehend. In both cases, their Network Effects are so strong that nothing short of a catastrophic Out Of Context event from outside the entertainment media sphere entirely--like a nuclear war--can do anything to damage it. Blizzard screwed up a few times, only to come back stronger every time. WOTC's screwed up more than once, only to come back stronger also. That Josh Strife Hayes video I linked to previously explains all of that, and it applies to both Tabletop and MMOs because what drives both media is the same thing.

This is why, despite the Sigil thing blowing up, I don't see this changing anything. There is no one in Tabletop able to capitalize on this like Paizo was for the 4e screwup, so this will pass with WOTC still on top and as soon as they gin up something Good Enough (not good, nevermind great, just Good Enough) for the disappointed to be mollified all sins will be forgiven (as we saw with D&D5e's release) and it will be as if nothing happened once more.

Like I said previously, I've seen this dance before. There's been no changes to the pattern; merely variations on trappings, and that is nowhere near enough to dethrone a king even if there were someone willing and able to usurp him and there is not, and at this point there never shall be.

The same now applies to Blizzard. Square Enix wasted their opportunity to do so when they had the chance (because man was Shadowlands a major mistake) but SE hesitated and Yoshi-P doesn't have the killer instinct required to play the Apprentice to Blizzard's Master. What could have happened didn't, and everything sucks harder for that failure to act.

The Colony Drop has come to Tabletop. Don't think MMOs are immune; it's just going to take longer, and you'll see the same collapse pattern appear (those on the fringes die first, with WOW at the center and likely to survive).

Friday, March 7, 2025

The Business: The Alt-D&Ds Are Tabletop's Private Server Scene

These are the same video.


When I say that World of Warcraft is the D&D of MMOs, I mean it.

There are nowhere near as many private servers for the would-be Apprentices to WOW's Master, and yes how many private servers an official MMO has is a reliable metric for measuring the power of its Network Effect. WOW, like D&D, has one so strong that soon we'll be saying of WOW what is now being said by the other publishers of D&D: There Is No Competition.

In addition to every edition of Official D&D there is also the near-alikes that are the Tabletop version of private servers. Yes, PDF Slop Merchants, that's how you compare: you are the private server scene of Tabletop, something that will become more obvious as the Big Move progresses and Wizards of the Coast transitions the official game out of Tabletop in all but name.

This is why (a) I say that the Network is not the Brand and (b) it is possible for hobbyists to take over the Network, but not any commercial competitor.

By not only preserving past editions, but unfucking their mistakes, the private WOW server has successfully captured a significant portion of the User Network and thus benefit from the Network Effect. As with alt-D&Ds, the servers vary a lot in quality and thus only a few are worth playing long-term (Turtle WOW for certain) while others are good because they are playable dev environents for all intents and purposes (Ascension is this; play solo until you can dungeon grind to the cap, using a totally classless build system to break the game in raids and PVP)- all the fun, none of the money going to people that hate you (as these are always free to play).

What are these clones attempting to do? Preserve and unfuck, with varying degrees of success.

Should WOTC decide to take its ball and go home, the Real Hobby is already prepared to keep the game going indefinately because--like the private servers--we have the source code and can spin up our own. Now that we know how to do so without needing to follow the folly of making a business out of it, we can expect that what WOTC says and does to become increasingly irrelevant as more people see that we're having more fun than they are without having to pay Big Corpo a penny.

And given how things have gone, we should not dismiss this as a possibility.

Friday, February 28, 2025

The Business: Network Effects Demonstrated By A Snarky Brit

Josh Strife Hayes, without intending to do so, explained how and why D&D is The Only Game That Matters.

All of this applies to Tabletop. Not only does it apply, it started here. That Network Effect briefing Ryan Dancey gave 25 years ago is built off data demonstrating this very cycle in the older Adventure Game medium. (Side note: This is why MMOs are the direct competitor to Tabletop; they are directly comparable.)

What Josh described is the process by which D&D, once it hit a critical mass, became the unstoppable juggernaught that it is now. He is showing you how Network Effects work EXACTLY as Dancey said they would: to reinforce the dominance of the Top Network.

There is only a short window within which a would be Apprentice is able to shiv and replace the Master. As multiple Roll For Combat episodes of late revealed, no one is even close to that status. Wizards of the Coast has no competition at all within the Tabletop Adventure Game marketplace, and all of the "competitors" agree that this is the case- that is why all of them that can are following WOTC's abandonment of Tabletop for Vidya.

Back in the 1970s, when this all kicked off, there was sweet fuck-all momentum for any one actor in the market. You could, if you were on the ball, get into that space and fight for dominance. Some tried, but D&D won that early knife-fight and by 1980 it was already very late; by 1984--the 10 year mark--the window rapidly closed and by 1989 (and Second Edition) it shut.

What happened every single time someone tried? Look at the video; the same thing happened- folks would try out Something Else for a bit, and then like clockwork come back to whatever the current edition was. You'd get a few Also-Rans out of this, which would benefit from the same thing in their specific subniche, but by the time Dancey came out in 2000 to explain Network Effects to sell the Open Game License all of the actors that matter now were there then- all that happened since was the winnowing of the outer rings of the circle.

That's where we're at now: a massive culling of Also-Rans and Never-Weres. The Only Game That Matters will be fine. The oldest and most massive of the Also-Rans should survive (such as Traveller, Call of Cthulhu, BattleTech, Shadowrun/Cyberpunk, and All Things Palladium Books) but most of these will either stop pretending to be anything but hobbyist publications (which, I remind you, is not only fine but desirable) or stop existing at all (most of them) because they can't or won't make the leap.

Note the thing that keeps tripping people up when we talk about Network Effects: this is not about YOU, it's about what everyone agrees is worth playing. The reason D&D (in all its editions) survives is due to the massive number of people that are willing and able to play it, even if they prefer something else, because this is the only game everyone will agree to play. Consensus matters, which means numbers and ease of connection matters. D&D has it; most alternatives don't.

This is what WOTC has focused on improving with its digital initiatives, and why its C-Suite (biased as they are, coming from Tech and Vidya) concluded that going to Vidya is best for D&D. They saw how Revealed Preferences showed that the people they target as customers prefer the ease and convenience of playing online from home over meeting in person so they're going to make that the norm going forward.

It's going to work, for them. For everyone else?

Especially if WOTC gets critical mass adoption of their Walled Garden system, as Blizzard did with their Launcher-based system (itself a Walled Garden), making it too much of a hassle to go outside of it to play other games.

And yes, this same thing applies to the wargaming end; there's a reason that (a) Warhammer is the D&D of that niche and (b) those who quit Warhammer quit the hobby entirely instead of going on to other games and then (c) only to come back to Warhammer when a new edition releases and they think the changes are to their liking. Same process at work, gang.

In order to pull off what Blizzard (with WOW) did to Sony (with EQ), you need to be a peer actor. No one in Tabletop is even close. That's why There Is No Alternative, in Conventional Play terms. Your viable solution is (a) to go non-commercial and (b) to retreat to the Clubhouse and accept that the Real Hobby is neither commercially viable nor Normie-friendly. It's an occult practice, and it always will be, by its very nature.

You can't stop the Colony Drop. You can only run as fast as you can away from it, so haul ass!

Tuesday, February 18, 2025

The Culture: Some People's Long Career Consists Of Nothing But Naps And Meals

World of Warcraft is over 20 years old now. It is still the most popular MMORPG in the world; it is the D&D of that market niche.

There are many livestreamers that made their career playing WOW. For many, they come back to WOW or never left it because it always pays the bills and--for a few, like Asmongold--made them into millionaires.

There is also a parallel development of Totally Not D&Ds (other MMOs), some hewing closer(Final Fantasy XI/XIV, Guild Wars(2) to the model than others (EVE Online). There are even precursors and would-be competitors (Meridian 59, Everquest, Runescape) that are still around but permanently cast down to Also-Ran/Never-Were status whose presence wouldn't be missed for long if they died.

Which means that there is also a curious parallel to the Tabletop world in that there are a lot of Muh 20 Year veterans who turn out to suck at the game that made them famous and well-off if not rich- a fact proven every single day thanks to the official Hardcore (i.e. permadeath) Classic WOW servers.

WOW is the most well-documented adventure game ever. Moreso than any Tabletop game, every last little thing you want to know about any version of WOW is documented and archived; there are two sites devoted to this (WOWHead, Icy Veins), multiple Discord servers, scores of YouTube channels, and more dead sites and blogs than there are undead in Azeroth.

This means that there is no excuse for these Muh 20 Years veterans to not know what to do and how to do it. Yet here they are, fucking up the most basic things and getting killed for their errors every single day.

Why, then, would you listen to people who demonstrate that they don't know what the hell they are doing? You wouldn't. You'd listen to the folks who have mastered the game to the point where They Cannot Get It Wrong.

This is where were are now in Tabletop with the OGs and Muh 40 Years and all the other folks who should know better but prove by their own confessions that they don't- and thus torch their credibility as a result.

It is long past time to do what should have been done over 40 years ago: teach people How To Play The Fucking Game Properly.

As usual, the Boomers made the mess and it's Gen X and later that get to clean it up. That's where this has to go now, so it's time to queue up the Whitesnake song.

Sunday, December 22, 2024

The Business: Network Effects Proven By Science

Josh focuses on MMOs. Everything he did here applies to Tabletop games.

Also, this is a far more honest and ethical approach than most academic works- including those done in government think tanks.

While Josh tries to say "Play what makes you happy" at the end, he knew as he said it that it wasn't true- and it was on his face. (Go ahead, go look at it; he knows he's bullshitting.)

There is a Master (WOW) and an Apprentice (FF14), and they are contending to see Who Is The Master. Everyone else is a an also-ran that does not matter. Yes, even EVE Online.

People value playing with (or around) others over "fun". That's why WOW and FF14 are Master and Apprentice, and each is attempting to convince the same audience that they do what the audience wants better.

You won't see another MMORPG become a contender without figuring out what both of these games gets right, what they get wrong, fix the latter and sell it to that same audience. Furthermore, the only reason this state of affairs exists is because the company owning the Master screwed the pooche so hard with Shadowlands that is caused a notorious mass exodus of users to FF14 and Square Enix more or less successfully capitalized on that fuckup. That's why WOW did its abrupt turn with Dragonflight and going forward have tried to keep that going- to notable success. (That, and it successfully set up "The WOW Bubble", which also helped Blizzard a lot.)

As WOW is to MMOs, D&D is to Tabletop.

The problem? There is no Apprentice.

What Apprentice does Current Edition face? Pathfinder fucked itself. ACKS doesn't have that critical mass yet. No other retroclone ever came close, and no not-D&D did either. (Yes, Uncle Kevin, that includes yours.) Current Edition's only competition is itself, in the form of Past Editions that had critical mass popularity: 1st, 2nd, 3rd. If not for TSR and WOTC missteps, no one would know or care about anything else ever.

The proof that I am correct is in the attitude of Wizards of the Coast towards Tabletop: utter disdain and disrespect. WOTC doesn't see Tabletop as competition, but instead as unruly supports that need to be tard-wrangled from time to time to keep in line. WOTC sees Vidya as competition, which is why Next Edition is Vidya and not Tabletop at all.

The only other alternative is to go outside the commercial publishing business paradigm entirely. That's what the Clubhouse is about: a return to non-commercial hobbyism.

Sunday, September 29, 2024

The Bifurcation of the Tabletop Adventure Game Scene

The Cargo Cult of Conventional Play in Tabletop Adventure Games is in a bind.

The Crushing Force Hammering From Above

Sorcerors By The Sea continue to demonstrate that their intention is to take Current Edition, and the supreme Network Effect that powers it, out of the tabletop medium entirely in favor of an all-digital, online-only business and user model centered around a propreitary virtual tabletop.

That VTT will use Fortnite-style brand crossover deals to add value on top of being supported by the owner of Current Edition to its use over competitors, and it will be tied to a virtual storefront where Gatcha-style monetization will be in place to turn Free To Play suckers into simps and whales- and now proven and ridiculously profitable model. Do the sort of balance passing that A Certain Winter Store is infamous for with Globe of Gankcraft to compel paying for content unlocks on a seasonal basis, be it via some form of Battle Pass or something more simple than that, and you can see why the C-Suite at SOBS and Stupid American Toy Company see this as a money printer in all but name.

Given how well it's worked in videogames, and to a lesser extend in SOBS' own original properties (as it created "Collectable Card Game" as a product category), they have every reason to believe it. Given how well everything we've seen to date caters to the Revealed Preferences of the targetted Normie audience, they are right to believe so- hobbyists are not the target audience anymore.

But the Cargo Cult cannot grok this. Their reactions, as both end users and as third party/competing product publishers shows this with every word out of their mouths.

They honestly think this will fail. They think it will fail because they think they are still the target audience, when every indication of the company's performance with regard to The Brand overtaking The Product as the primary source of value--maybe the only source of value--driving their decision-making.

Anything Brand-driven always becomes Normie-driven because Normies use Brands as shorthand for value and Brand-driven businesses always rely on Normiebux to drive their growth, establish their power, and maintain their dominance. This has been known since the days that Montgomary Ward shleps mail-order catalogs in magazines and newspapers over 150 years ago. (Formally acknowledged by Edward Bernays and Walter Lippmann in the 1920s, after proving in in World War I as Allied Propagandists.)

Why do you think SOBS went so hard on Normie-facing media productions that made their Brand look good in Normie eyes? Why do you think they don't give two shits about the tabletop medium or the hobbyist audience? They know what Normies want, so they are making the product conform to Normie expectations to farm Normiebux using a Normie-friendly Brand pivot.

Which means that everything the Cargo Cult thinks is normal will be depreciated, denigrated, and destroyed to make way for Normiebux and Normie acceptance.

This is nothing less than SOBS' turning The Only Game That Matters into a giant corpo-run, corpo-operated Clubhouse aimed at gatekeeping the hobbyists out in favor of Normies. This is not due to some Death Cult ritual dogma. This is not due to some calls from this or that politician or NGO. This is not at all about Molech-facing bullshit. This is nothing more MBA Bro, Line Go Up, Stockholder Value Uber Alles, Mammon worship.

It's only going to get worse, and I can already see folks mainlining Copium like it was Black Tar Heroin.

The Cthonic Force Rumbling From Below

That Cargo Cult also faces the consequences of its past actions Memory Holing how the medium actually works coming back to bite them in the ass.

Turns out that you can't destroy the past forever. You can only hold it down, which is a lot like blowing up a balloon and then trying to hold it down underwater; you have to occupy precious time, energy, attention, and activity in maintaining that suppression indefinitely because the instant you fuck up or relent that force--like the balloon--instantly pops back up where everyone can see it.

That, folks, is what the #BROSR has done. Timekeeping, Patrons, and most recently Braunstein- and with that the confirmation that there are two distinct tiers of play, whose interactions form a stable gameplay loop that powers campaigns to their conclusions. Player-vs-Player Conflict drives the campaign at both tiers of play. The rediscovery of how Diffusion and Convergence also act as occilating forces that power the gameplay loop, and often in a fractal manner, was also restored from the Memory Hole by the Bros.

With this restoration of suppressed knowledge and wisdom, again encouraged by Mammon and not Molech (commercial incentives to exploit apparant naivety of hobbyists instead of instructing them on good hobby practices like a brother does), at last undone the missing component of a long-dysfunctional hobby is restore and now the machinry of the hobby is again compete and delivering on long-promised play experiences.

The catch? Doing so directly undermines all of the commercial operations of the Cargo Cult and their hangers-on. Why? Because how the games operate eliminate the need to constantly buy more product to solve deliberately-inflicted problems imposed by publishers to sell stuff they don't need.

The Cargo Cult, outside of the OSR, isn't feeling the effects just yet but they're effected all the same and that will just grow as hobbyists contrast what they hear from the Bros with what they're seeing from SOBS. Big Corpo says "Fuck you, paypigs. Give money or get stomped on by Normies who will, while the Bros keep showing folks how to play Real Games dirt cheap (buy ones, cry ones, on the cheap or free) without ever needing to buy any addons. Cargo Cultists can't maintain their own operations in such an environment, so they fold.

And those same people, when wondering where they can play, will be forced to confront that they either have to deal with Normies in SOBS' Clubhouse or they have to shape up and stop being Soup Aisle Sadsacks so they can get into a (or form a viable) Clubhouse run by and for hobbyists because the culture at-large won't be willing or able to make room for them anymore.

Either way, the future is now Clubhouse Or Quit.

Because the status quo is no longer viable, and the Cargo Cult cannot endure any longer either. Time is running out, Conventional Play people. Choose.

Saturday, May 11, 2024

The Culture: The Consequences Of Memory-Holing The Past

Yesterday we had a one-two punch of Why Your Conception Of Fantasy Is Pants-On-Head Retarded.

One came from Cirsova and the other from Grames Barnaby. I'll put both threads' first posts here; click through to the linked threads for the rest.

Daddy Warpig's post starting all this, regarding Tieflings, had in turn exposed just how degraded our culture has become.

Which feeds back to Jeffro Johnson's quip: "Don't read anything after 1980."

The Cargo Cult of Conventional Play coincided with the latter generation of the Fanatics in American adventure literature ("fantasy" and "science fiction") taking over OldPub during the 1970s, with 1980 being the tipping point. You did not see today's "fantasy" and "science fiction" before then.

This older, better literature is what Gygax put into Appendix N. This is also literature which most Cargo Cultists have never read, as we have seen after Jeffro Johnson wrote his book on the subject years ago- something so threatening that there's been deliberate attempts to gaslight people away from Jeffro's book.

That includes many of those making deratives of the game, in any medium, and that definitely includes Fightstick and Fightcraft. The most charitable take is that this is the result of information degredation via a long game of Telephone (aka Chinese Whispers).

The more likely take, given the histories involved, is deliberate Memory Holing by a few and the exploitation of the laziness of the many; it is no surprise that every edition of D&D after AD&D1e deliberately went further from its literary (and thus cultural) roots, sometimes for crash and petty reasons (e.g. anything to do with Lorraine Williams and the Blumes) and sometimes for ideological ones (e.g. the latest gaslighting out of Sorcerors By The Sea).

Severing a people from their roots takes many forms, but one manifestation is persistent across incidences: making it easier to gaslight the targetted people into believing lies that their forefathers knew to be such.

"It's not evil. It's just misunderstood and unfortunate."

"Alignment is just a personality marker."

Both of these are lies, and it would not be possible to say them with a straight face had the culture of yesteryear not been deliberately hijacked, suborned, shivved, and tossed into the Memory Hole. This is what Daddy Warpig got at, and thus what Grames and Cirsova followed up with, to predictable blathering from Death Cultists (arguing in bad faith, as usual) and others engaging in Normie-style Ego Defense freakouts.

In short, non-answers. Just bullshit and tantrums.

It is no surprise, therefore, that the same Memory Holing that threw the real game--and thus the real hobby--into a dank dungeon of its own until Jeffro rescued it was also the same process that pulled a Satanic inversion of morality on the hobbyist subculture as part of the larger cultural inversion via lesser successors of a great original game.

The literature that persists is that which is grounded in the real. Fantastic literature is no different. Folks already forgot about Westeros, but remember Middle-Earth.

The same thing will be true when Globe of Gankcraft finally dies; no one will remember it for long. The same has, to a great degree, already happened with the "legendary fantasies" and "epic science fiction tales" from 1980 to the present.

They are built on lies, from the cornerstone on up, across all media. No one wants to watch, or play, a Humiliation Ritual- which is what Death Cultists make everything they take over into.

This is why AD&D1e is one of the few games that are worth playing, long after it was Current Thing; it is rooted in the real, while its successors are not and thus why they fade ever-faster once they are replaced by a new Current Thing.

This is why Call of Cthulhu persists, above and beyond Network Effects, while others like Chill and All Flesh Must Be Eaten are forgotten.

This is why Traveller persists. This is why BattleTech persists. This is why RIFTS (and all things Palladium) are in deep shit once Siembiedia is gone.

That rooting in the real, in a real more real than mere material existence, matters.

And that's why severing that connection, even in something that seems so inconsequential as tabletop adventure games, matters. It's not the only thing that matters, but it is often the decisive thing, and too many find out too late why that connection matters when they're ruined due to something that their severed connections would have prevented.

Your game sucks because it's fake. Simple as.

Monday, July 31, 2023

The Culture: Cargo Cult Cancer Is About A Brand, Not A Game

(Continuing from yesterday's post.)

A Broken Frame Turned Cargo Cult

Most of the games in this hobby exist because a Cargo Cult arose blindly aping what Gygax and Arneson created, misunderstanding what they beheld and tossing out what they did not understand in their failures to comprehend what this hobby is.

What is now, by some, referred to as "conventional play" is a broken frame of reference. This conventional style is under increasing stress from competing media, media that do their style of play better than they do across the board- topping it with superior user convenience. Why bother with terrible rules, scheduling issues, and the occassional social misfunction that makes for hilarious black humor ala Neckberdia videos when you get a cleaner, easier, more convenient and--if bought on sale--cheaper alternative that delivers an equal or (often) superior experience via PC or console?

Why deal with ongoing commitments to such a broken medium when boardgames and cardgames have all the same excuses for socialization in person without the ongoing commitment?

Why put up with this, which all its fake non-agency and Illusion Of Gameplay,--

Friday, December 23, 2022

My Life As A Gamer: It's About Mastering The Game, Not Making Better Bulldozers

The other day, I concluded that there was a way out of the problem that Build Culture and Instrumental Play combined to create in both videogames and especially in tabletop RPGs.

That solution is simple: Eliminite Build Culture.

Eliminating Build Culture means eliminating player ability to construct their character as if it were a robot, be it in the mode seen with Developer Kits products like GURPS and HERO, or Talent/Feat selection (d20), or being able to target powers/gear for deliberate acquisition.

Crippling Instrumental Play means eliminating all of the external aides that allow a player to go outside the game to learn how to optimize his performance.

Make the player make do with what he gets as best he can. Random rolls for character attributes. If classes are used, they are stripped down to the core functions necessary and have no other features. Eliminate irrelevant things like skills; characters are presumed competent within their defined spheres. Gear/powers are never guaranteed; all of them are subject to some form of scarcity or similar availabilty gate.

In short, you need the game to have simple character generation procedures--from scratch to play in five minutes or less--and give no control over development thereafter. For videogames, this means removing the ability to repeat playable content--to farm or grind--to chase down desired treasures or other improvements. (Yes, this destroys current ARPG and MMO business models; no, I don't care.)

The matter of Instrumental Play is harder, but for now--in addition to removing farming and grinding--removing player access to information that isn't character-facing should suffice; this will not be as hard as it seems because by destroying Build Culture you destroy most of the external assets right there, so this is a matter of clearing out those that remain. No sites, no mods, no guides- and no game designs that leads to "solving the problem" with such things.

Once the only way to beat the game is to play it, learn it by playing it, and master it by playing it--not by watching, not by building a robot that overpowers the game, not by having a solution handed to you--in a play environment that is not static but rather is always in motion and thus always changing due to the consequences of player actions then this self-inflicted problem solves itself.

This is what those who are #EliteLevel comprehend.

Wednesday, December 21, 2022

My Life As A Gamer: How Mech Piloting Arose To Dominance

Three weeks ago, Folding Ideas posted this hour-plus video essay regarding Globe of Gankcraft.

To summarize: Gamers playing the game successfully identified what actually matters in the game, then ruthlessly pursued how to beat the game to get to the results that matter and have been refining it ever since as an ongoing regime of Best Practices that have had serious consequences for the game, for the players, and for the brand. The developers, themselves gamers and players of the game in particular, accepted this and incorporated player-generated solutions to past problems into later encounter design forcing an arms race that fueled the refinement of Best Practices into the current circumstance.

That's a nice way of saying "Once the objectives are identified, the skilled player solves the problem of how to get them and then refines the solution until perfection is achieved." This, in turn, becomes "Best Or Benched"; once a problem is solved, that solution becomes the norm and it is not acceptable to deviate from it.

What is not mentioned in the video is that there is something else, something deeper than what they mentioned, that made all of this possible: Build Culture.

This means that you do not merely roll and play a Warrior. You build one, as one does a machine- or a robot.

See the tab above on Mech-Piloting. Build Culture fosters the ability to optimize character performance--something Build Culture fosters as its objective--and Gankcraft does this through Gear and Talents; there are always Best in Slot gear lists and Optimal Talent Builds. That's working on a machine, not on your skill at the game.

The mentality this produces is a brute force mentality. You are expected, with your fine-tuned and optimized character build, to bulldoze everything in your path. These days you rarely see Crowd Control abilities used outside of specific mandated cases, and God forbid you try otherwise or you get shat upon- and likely kicked out of whatever you're doing. Why? Against Best Practices.

You're expected to maximize your damage output regardless of your place in a group. You're expected to max out your healing throughput as a healer, and to maximize your damage resistance as a tank; the tank is also expected to know exactly where to do, what to do, what hostiles to engage, when, where, and how. Failure to conform means you get kicked.

While this is a video specific to Gankcraft, this attitude is commonplace in MMOs--even ones that try to discourage it, like FF14 does--because it is effective. In short, it's the Grade A asshole who nonetheless (a) is always right and (b) gets it done first, best, and isn't shy about it. You can't be it, so you have to join it or you're culled from the game.

Over the last 20 years, starting with D&D3 and its design that's all about character builds, this began creeping into tabletop RPGs also. In any RPG where character abilities and performance can be controlled by the players, a cohort of theorycrafters will identify what the game is about and optimize performance to achieve those objectives. Thanks to the Internet, this information is easily crowd-sourced and disseminated, making the same phenonemon seen with Gankcraft apply to those games.

D&D3 was the first to see this manifest. D&D4 reacted to it by making a game that (a) catered to that cohort by (b) making it impossible to play contra-intention and that turned a lot of people off. Current Game and Pathfinder are a mess because of tensions between this unconquerable force and the mushes masses of poseurs.

Not that it couldn't be detected before that point, but there was not a mass play environment or a social scene where its practitioners couldn't prove their position superior by Actual Play results that others would verify as legitimate. The Internet changed that, first with talk and then with tools--tools that showed proof--and backed up with videos and livestreams demostrating this in action.

In short, once everyone could see the superior performance in action, everyone had the same realization that everyone seeing breach-loaders vs. muzzle-loaders in action did: either conform and catch up or get wrecked and left behind.

Until the publishers and developers are willing and able to do what it takes to put an end to the means that allow this culture, it will persist.

This can be done. There is just insufficient will in nigh-all MMO businesses and too many tabletop businesses to do it.

Wednesday, July 13, 2022

The Business: Friction Is The Special Sauce of MMOs

Stupid Irvine Game Company has a proposed subsystem change that might not such for its flagship game.

Bellular's comment that this proposed change to how item crafting will work, and its criticism by the key demographic driving the game's business on terms of efficiency, is why Bellular made the crack about "Do you want to play a MMO?"

He used the word "friction" to describe that necessary element of a successful Virtual World game, as it gives the game more things to do and more ways for players to participate other than constantly farming the battle content and engage in player-v-player combat, something Stupid Irvine has been lousy about for over a decade and competitors have constantly shown them up over.

This is not confined to the economic sphere. Friction indicates a lack of processes automated into the game's code that smoothes out the information flow, demanding less effort and dedication from the player to attain success in their endeavors; the live game now tells you where to go, what to do, and even how to do it at time in no uncertain terms- and before that it allowed third-party addons do all that as well as automate picking up and turning in quests.

Then there's the well-known fact that Irvine has always allowed for third-party addons to automate the information flow of combat encounters, both against NPCs and against other players, allowing players to perform far beyond what the native user interface and their own native ability would allow- and we see proof of this when top-end raiders come to games that ban such tools like Final Fantasy XIV.

Automated group formation tools negating the need to solicit other players to perform group activites, such as running a dungeon or dealing with a hard overworld NPC, turn the game into a glorified lobby where other players might as well be NPC bots- and often don't play as well as those provided.

All of this removal of friction happened incrementally over time in response to common player complaints, complaints themselves born of the developers' own incompetence and intransigence in fixing it (e.g. Irvine implenting automated dungeon group formation because too many players playing off-meta races, classes, or specializations got benched and thus hit a hard wall in gameplay progression; this could be avoided if that meta problem got properly addressed).

Yet each step further turned the game into Action RPG With Extra Steps, and away from a MMO.

The answer, as with tabletop RPGs, is to accept that many players are Normies and reintroduce the friction anyway. Then do your jobs and put forth a game that actually works, a process that will necessarily have a development time of multiple years in Alpha and Beta status before launch; we're looking at no less than five and easily ten or more.

And Corporate just can't accept that, which is why AAA will never be the ones to do what must be done.

The irony here is that tabletop shows the way, and I don't be Current Year by Wankers or their across-the-street fellow travelers Baizuo. I'll expand on this tomorrow.

Thursday, July 7, 2022

The Business: The MMO Problem Stems From Violated Expectations

As a follow-on to yesterday's post, here's Josh Strife Hayes talking about tutorials as a vital element of bringing players into your game.

To summarize, the objective is: "...the goal isn't hold the player's hand as you force them to have fun. It is to make them aware of what they can do, give them a chance to do it and combine it until they eventually know everything." How?

  1. Introduce a new mechanic in a safe play and let the player use it at-will. Then present a challenge that must be overcome using said mechanic.
  2. Stack previous mechanics together into increasingly complex situations. Give them the opportunity to see how everything they previously learned works together in harmony with that they're learning now, giving them that "Ah-hah!" moment when they realive how things work together.
  3. Present this information to them in the same way that the rest of the game is presented, keeping narrative and media cohesion.
  4. Integrate this entire process into the opening of your game so that it doesn't feel like a tutorial, but the natural opening of your game. If they say "Ugh, tutorial", you failed.

Josh's video shows very easy-to-reference examples of good and bad introductory experiences, and you should heed these if you are a videogame designer because if you don't snare a prospect right away you'll lose them over four out of five times, closer to nine out of ten. While there is applicability for tabletop gaming here, that's for another post.

What a tutorial does is not just instruct a player on how to manipulate the controls and navigate the playspace, it sets the expectations of required effort to succeed. This is what all those MMOs having issues with players skipping or quitting are actually reacting to: a violated expectation.

This is because MMORPGs, by and large, are terrible about the New Player/Early Game experience. Even the better ones don't have good tutorials, if they have them at all. You may learn how to use the control and move about, but you do not learn how the core gameplay content actually works due to not being in it much until you're near or at the endgame. What you play, aside from a dungeon or two here or there, is so easy that it is effortless and so the player comes to expect this as the norm.

That may be tolerable in a single-player experience, but it is not in multi-player. Other players are not there to train you; they are expecting you to be competent and just slide into your chosen role, doing what you are expected to do at the level you're expected to perform at, as revealed by over 20 years of Revealed Preference. If the game doesn't train you to meet the expectations of endgame, then you won't and that's when that sudden difficulty jump slams into you and you hit that Quit Moment.

Now couple that poor establishment of expectation with the following things: most content in a MMORPG is at endgame, most players are at endgame, and the top levels of prestige and power are at endgame. The result? Disdain for, and discounting of, everything short of endgame; the "Ugh, tutorial" sentiment is applied to everything before endgame and thus is born "The real game starts at the cap."

(Note: This problem varies greatly across the sector, with World of Warcraft being the worst; others, such as Final Fantasy XIV, are far less riddled with this cancerous meme but all MMOs are still afflicted by it because most players will quit if there is no endgame- again revealed by over 20 years of Revealed Preference. No players, no revenue, no business, no game, no paycheck for the devs.)

The way out of this is not just to make a competent tutorial, but the entire game must be consistent with the tutorial. Everything you intend for endgame must be present from the start and introduced in the same consistent manner aforementioned. Do you want a mechanic where the entire group stacks together to split the damage? Have the player do this with a NPC group first, and make this visual and audio cues consistent thereafter. None of this "Use red this time, blue the next, mark with a star, then with a circle" nonsense that just makes players mad- looking at you, World of Warcraft.

It's not enough to make your early game a natural part of the entire game. Your entire game must be treated like a competent tutorial. The best games--as Josh notes--do this, and the best franchises do this consistently; it's why the Souls series and its close cousins (Demon Souls, Bloodbourne, Elden Ring) remain popular and the older games still get played to this day and most complaints about games are traced back to this failure to establish and maintain expectations of what is required to succeed. Fix this shit or get left behind.

Wednesday, June 8, 2022

The Business: On Failing To Tell Prospective Buyers What Their Experience Will Actually Be

You've seen me post various videos in the "Tex Talks BattleTech" series. Those videos are fantastic, as are Luetin09's lore videos for SpaceMace 39K, and both of these run into the same problems that fans of the Final Fantasy MMOs are now: the realization that what looks and sounds great in Wiki articles, lore videos, and single-player games do not work in the core gameplay medium of the property (tabletop wargaming for the former two, MMORPG multiplayer play for the latter).

This is a marketing problem. You want to attract people to your game. Therefore you want it to look and feel cool, so you hype things up. Then you find out that you completely screwed up by creating expectations far out of line with how the damned machine--that's what your game is, a machine--actually works in practice.

Get yourself a sheet and fill it out with a stock 3025 Warhammer. Now try to play that Mech on the tabletop like you hear Tex (and everyone else) depict them in lore videos, tie-in novels, and other secondary media- including videogames. You can apply this to the Rifleman, Marauder, Catapult, etc. and you will run into the same conclusion time and again: your actual play performance will look and feel nothing like what the secondary media tells you to expect. You will overheat quickly, see performance degrade to worthlessness just as fast, and get rooked good and harder by better designs with better players running them. This can and has resulted in prospects quitting on the spot.

In the MMO context, FF fans are having to confront that gameplay gimmicks that are novel and even endearing when you're playing a single-player game wherein you have full control over the party and how you go about doing things turn into absolute clusterfucks in a multiplayer environment because those gimmicks completely wreck the necessary real-world team dynamics that emerge organically in multiplayer play- especially if it's Player vs. Player and not Player vs. Environment.

That gambler with his extreme randomness mechanics? Completely unreliable in a real team environment, so he gets benched. Beastmasters? So you spend most of your time as a drone wrangler while in the line of fire, wherein most of your actual effectiveness depends on the devs' ability to code NPC AI competently? There's a reason most pet classes get dumped over time; it's far more bother than it's worth. Shapeshifting means, in effect, mastering multiple scuffed psuedo-classes with a thin veneer of justification (i.e. a change of player model and skin); this too is either Mandatory or Benched in practice, and that's assuming that this obese codemonkey is worth having at all since it should, and could, just replace everyone else- and in games like Place of Pwncraft, they do. This dynamic, and its clash with wrong expectations, has resulted in far more self-inflicted problems than most are even aware of.

The need to carefully establish expectations that match what gameplay is actually like is not apparent to most game companies. This is, quite frankly, because they are run by retarded fuckwits most of the time and the rest of the time they are run by people who Peter Principled themselves into leadership and thus might as well be retarded fuckwits.

In short, they do not see the problem until the steaming turd is smeared in their faces, and that is insufficient to get them to actually fix the problem.

For BattleTech, this means making certain that all secondary media conforms to the reality of tabletop play since changing the rules will go over like a lead balloon. For the FF MMOs, it means accepting that they are making a multiplayer game first and foremost and realizing that their gameplay design space is hard-bounded by multiplayer dynamics and the drive to maximize odds of success while minimizing risks of failure- and thus reducing uncertainty to zero.

The specific thing to address will vary from one property to the next, but there is a specific thing that actually exists and prospects that see this reality going into it and still accept it are far more likely to become long-term loyal customers with all the long-tail revenue that entails as well as the cultivating of positive brand perception (with all the benefits that brings).

This, ultimately, is why actual play matters, why mechanical design matters, and why bullshitting prospective buyers like this should be actionable- you're selling steak, while delivering tofu.

Tuesday, May 31, 2022

My Life As A Gaming: Even Fantasy Gamers Need To Know Their History

The title is misleading. This is really a recap of the Battle of the Atlantic in World War 2, dominated by German U-boats vs. Allied surface and aerial assets.

Indy talks a lot about technology and doctrine, but I can put it simply: the Allies forced the Germans into killzones and pounced upon them. The bait were the convoys and all the goods needed for the United Kingdom to stay in the fight. The killzones were the spaces created between the bait and the escorts, complimented in time by intelligence provided by aerial reconnaisance and signals intelligence intercepts.

It took a lot for this to come together, but the results speak for themselves and if such a similar situation were to arise now you would expect to have all of these elements reassert themselves swiftly to recreate those killboxes and replicate those results.

Therefore, I ask you this question: put in the position of someone looking to do commerce raiding to drive an enemy power out of the fight, and with this history informing your actions, what do you do to avoid this scenario repeating itself?

It's an interesting scenario question, isn't it? Now apply all of this to your campaign--even fantasy games, since they have stealth and piracy is a thing--and you see where I'm going with this. The historical record often has fantastic events in its pages, events that are going to come up organically in your own fantastic adventure gaming and fiction, and the different trappings don't change the fundamentals.

Imagine, for example, that you're playing in Jeffro's Trollopolous and you want to bring a hostile city-state to heel. Choking off the trade that supplies it with what it cannot produce itself is part of a siege campaign, and that's what the Battle of the Atlantic was. Imagine that you're playing a Macross campaign; you're going to want to find out how the enemy is supplying itself with the food, men, and material that it requires to wage war against your heroic Valkyrie squadrons and the idol singers that love them. You can be the First Lord of the Star League, the Emperor of the Galactic Empire, Warchief of the Horde, or a free captain on the Sea of Stars who's skull banner means freedom, dealing with this scenario in this manner is the same process.

Therefore, regardless of what genre your scenario claims to be in, you are dealing with the same things. If you can answer the above hypothetical in real world terms, you can answer it in any fictional context. This is why the better fiction writers always have a handle on real world history and current events, and make reading about it part of their routine; it makes the fiction better by providing it with the vital substance of reality without the drudgery that often comes with it.

And that is why real RPGs--real gaming--as the #BROSR lays out--is the real hobby; real gaming is wargaming.

Wednesday, May 18, 2022

My Life As A Gamer: The Stupid Irvine Company Openly Tokenizes

Stupid Irvine Game Company, being throughoutly converged by SJWs, is now bound by the three laws of SJWs. This below is "SJWs Always Double-Down".

I said previously that the recent legal conflict was a mask for an internal coup attempt against the remnant of the founding cohort and their chosen successors. That coup attempt succeeded, and the Death Cult now openly control and operate the company. This video by Sophia Narwitz shows that control is consolidated now, and the final form of an organization fully and wholly converged by SJWs is open for all to witness.

As Sophia notes, the SJWs literally cannot go past the surface. What I dispute is that this is not just a narcissistic manifestation of Death Cult incompetence. The Cult's sole use for any organization is to propagandize, gaslight, and parasitize the minds and institutions of outsiders- i.e. to spread the disease. The tool shown here is nothing more than a self-tell on what the Cultists in the company believe the images of Friend (high scoring on the tool) and Enemy (mid-to-low) looks like.

The good news is that the response to the tool is not a good one. The bad news is that the Cult will still implement and use it, just on the down-low. However, the company is still on the downstroke and no amount of sucking off the EGS moneyprinter can stop the company from driving itself into the ground.

This company hates you. Don't give them your time, attention, or money. Instead, give some to Narwitz; Sophia earns it.

Sunday, May 8, 2022

The Business: The MMO Business Has To Adapt To Survive, And Some Already Have

Josh Strfe Hayes suffers so you don't have to. This is his video on Lord of the Rings Online.

TLDR: It's better than he expected, and likely the best LOTR videogame out there.

What I am seeing with commentors and developers--the better ones, anyway--accepting that the MMORPG business has to accept that the past is gone, that new genres arose that better satisfy certain segments that fell away, and therefore what must happen is to make a virtue of necessity and incrementally change the games to deal with reality.

Take a look at what Josh liked about LOTRO. Its single-player experience was one he liked, albeit with caveats. He didn't play long enough to do multiplayer content, so that's still unknown, but this is indicative of a larger trend.

On the dev side, we have FF14's new patch turning a huge amount of the base game into something you can do solo- including instanced dungeons. This is the start of a long-term project to make the entire game into something you can play as if it were any other title in the franchise, titles that (barring 11) are stand-alone single-player games. Feedback to date has been positive; those who truly do not want to deal with people are increasingly able to disregard them entirely, play until they're satisfied, and go away until there's more.

Unlike Blizzard, Square-Enix is fine with players coming and going because the latter company isn't so focused on quarterly reports and similar short-term thinking at the cost of long-term, year-on-year retention of existing audiences while attracting and recruiting new ones. Not everyone likes to race chocobos, go fishing, or slam their heads against the wall on one of the most difficult encounters in the game.

The MMO developers and publishers need to accept this. They have to make the cyclical nature of MMO player attention an ally, and the sooner the first big player does this the better everyone will be due to witnessing the impact and wanting to exploit it themselves. You can do it wrong, as all Western MMOs have done so far, but you can also do it right; 14's approach so far has worked, with no timegating and cursory bitchwork to provide narrative cover for the activities.

There needs to be more information gathered, analyzed, and publized before a truly useful solution can be implemented; at this time, actors are iterating around the edges because that is all they can really do to address the matter, hoping that the tinkering does more good than harm. 14 has hit this so far, but there's a lot going into that success which does not transfer to other MMOs. Until solid data applicable across the field is made available, this is as good as it gets.

Tuesday, April 19, 2022

My Life As A Gamer: Don't Let The Irvine Company Deceive You

The Stupid Irvine Game Company released a trailer and a complete fake-and-gay roundtable press stunt for the new expansion to their declining MMORPG.

It is exactly what was rumored about for months: "In Case Of Financial Falloff, RELEASE DRAGONS"

For those who've been around the MMO space for a while, you'll remember the last time SIGV ran into this sort of issue, which was when their attempt at doing a What If? on their original RTS game premise as an expansion utterly failed so they cut it off prematurely in favor of "Oh shit, Demon Invasion RELEASE THE LEGENDARY ARTIFACTS!"

(Yes, I'm dancing around the company, the game, etc. as I am adhering to #BrandZero. Deal with it.)

The now-ending expansion--"Let's Go To The Death Realm & Do A Plot Where Nothing Actually Matters!"--has turned out to be just as bad a disaster as the What If? expansion was, and that was before the legal issues and the Death Cult coup took their toll on an already decrepit company.

Folks, I'm telling you that nothing I've seen has given me any reason to believe that the game will improve. Instead, I see them blindly attempting to repeat the Legendary Artifact expansion, which was the last time the game was any good or any fun, without understanding why what worked did work.

The company is now a complete cargo cult operation in thrall to the Death Cult. This company is fully converged and therefore no longer fit for purpose. (Well, aside from spreading the disease.) It doesn't help that the company is now purely reactive, counterprogramming rivals so reliably that this date was called when Guild Wars 2 announced their dragon expansion and Final Fantasy XIV announced their patch release date.

The previous conclusion stands: Do not give them your time, your money, or your attention- even if very cute anime girls play their games. Play something else, something clean.