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Blizzard has lost almost 29% of its overall active playerbase in three years (massivelyop.com)
362 points by mfilion on May 5, 2021 | hide | past | favorite | 541 comments



I can't say what's driving all the playerbase losses but:

They stopped development on Diablo 3 a long time ago. It doesn't have the staying power of more modern online games where new content is added continuously.

They stopped development on HotS, which never achieved the same level of pull as League of Legends.

Overwatch faces stiff competition from Valorant and other competitive small team FPSes, and also has overlapping audiences with battle royale FPSes.

Starcraft 2 is basically dead. WC3 remastered flopped. The RTS genre writ large is definitely in a waning phase.

IMO, when a gaming company doesn't make new games, it is going to see some losses in the playerbase. To me it's more remarkable that they've only seen this much of a dropoff.


>Overwatch faces stiff competition from Valorant and other competitive small team FPSes, and also has overlapping audiences with battle royale FPSes.

The competition isn't driving away people from Overwatch. The game is incredibly stale, and IMO, is probably the death knell of full price online games.

There has been little to none new content and changes to the game. The competitive community has always complained about the slow trickle of balance changes and the casual community has always complained about the lack of new content (maps, events, heroes). The communication was decent at first then fell off a giant cliff. A lot of competitive players and streamers burned out of playing boring and/or frustrating metas (for a year or more) and casual players ultimately got bored.

My theory is (I'm stealing this from someone else) is essentially Activision saw they had a huge player base who paid $60 once and never again. The extremely consumer-positive loot box system (you can get ample loot boxes by just playing the game, and loot boxes avoid giving you items you already have) means that most players didn't need to buy loot boxes; in fact if you played the game a lot (as a potential whale) you didn't need to pay at all for your favorite skins.

Activision saw that after Year 2/Year 3 the revenue growth for OW fell off a cliff and deprioritized people who would have been making new art/content for the game. In order reclaim that revenue those people were then moved to "Overwatch 2" and all new content was focused on that game. However that game has been delayed (again, and again) so now the player base is hemoragging even harder.

I say this as someone who loves the game, and doesn't play any other game. The game might have lasted longer if they followed Riot's model and made it free to play with micro transactions.


Overwatch is a frustrating game to play because they almost have it right. It's almost there, if they could just tweak a couple things. A good example is the overtime system. One of the worst ideas in games I've run into. For one, it creates artificial and spiky emotions in players, which just burns people out. It's amazing they don't realize basic things like that, which means they actually haven't had the right talent for a long while.

The company also has a lot of hubris. They spend tons of effort on things like trying to make healers and tanks fun. There's many good reasons to do that and they gave it a good try, but the conclusion should have been: we aren't able to make healers and tanks fun, let's try something else. Instead, they forced people to play them.

Other mistakes include not understanding "the meta." Once they think the meta is balanced in a game, they get conservative and don't want to tweak things too much. They don't realize that the meta is an equilibrium state found by the players. Change the game, a new meta will be found. They don't seem to get this and just let their games run stale because they think the competitive scene drives the player base, instead of the other way around.

Overall the facepalm factor has been too high for too long. Blizzard has always understood the science of game design, but since at least SC2 they lost the art.


For me, as someone who played OW just to have fun, what pushed me away was just the lack of things to do. No mode diversity meant stuff got stale really fast.

Remember OW was supposed to be a different game, one that they cancelled. They reused a lot of the assets and so on and hashed them together with the ultra-popular genre of the time. It mostly worked at the start but it was pretty clear to me after a little while that they didn't really have any clear idea about where to take it. It always felt like a "recovery" game, a "we spent a huge sum of money building these assets, let's at least get something out of them" rather than something with a well-thought out long term plan behind it.


> ... just the lack of things to do. No mode diversity meant stuff got stale really fast

Overwatch has one of the best custom game mode designers I've seen in a game since Garry's Mod. The amount of things that people are able to do with the custom games in Overwatch is incredible and I'd recommend checking them out if that's what you're looking for.


> the conclusion should have been: we aren't able to make healers and tanks fun, let's try something else. Instead, they forced people to play them

Healers and tanks are fun! The problem is that they keep introducing balance changes that make it incredibly frustrating to play certain tanks/supports. With DPS, this isn't an issue, because there are literally more DPS characters than there are healers and supports combined, so there are more to choose from.

If they made the experience of playing tank/support more consistent, or if they actually expanded the pool of tanks/supports by having more than 8 tanks and 7 supports, there would be more interest in playing those roles.


2/3's of the player base disagrees that healers and support are fun. Well more than the majority prefers dps.

If I were going to single out one thing that I've never seen anyone mention it is that shields are 1 way only. It makes tanks too powerful and stable, thus support is needed, thus dps is third tier.


It's hard to theorize because Blizzard made so few tweaks to the game. I can't speak on "fun", but before 2/2/2 the problem was supports were way too powerful (Overwatch has always had a problem with supports being too powerful). The GOATS meta was a reflection of this where you were borderline throwing if you chose DPS. It's telling how many metas were driven by a support that was too powerful (Brigette; GOATS, Moth meta; Mercy, Nanoblade/Beyblade; Ana). Having too powerful supports means that ultimates are the only thing that kills anyone.

Of course Blizzard had a challenge designing supports - if they were too weak they were unfun to play but if they are too strong then your entire dedicated player base complains for months.

Ultimately I think the problem was the lack of diversity among the other supports/tanks. The relatively few amount of tanks/supports ultimately meant that the community would quickly coealesce on an optimal tank setup (Rein/zarya, Winston/dva, etc), and as a tank/support player it became boring to play because picking an off-meta tank would be seen as a throw. There's little that is worse than queing to play your favorite tank and the other 5 players yelling at you to switch to $meta.


> There's little that is worse than queing to play your favorite tank and the other 5 players yelling at you to switch to $meta.

*Healing teammates*

Team mate: I need healing

Me: Im already healing teammate

Team mate: I need healing

Team mate: I need healing

Team mate: I need healing

*hasn’t stopped healing*

*Team mate dies*

LITERALLY NO HEALS. FFS HEAL!

End of Match

FFS HEALS UNINSTALL THE GAME.

Cards land.

Top healer of the match, 40% of damage recovered.

Me: What more do you fucking want???

For me, that’s I enjoy the least as being healer. I would rather have 0 comms than that. And the thing is, there is fuck all bliss can do to fix it. Dicks are gonna be dicks, idiots are always gonna be idiots.

EDIT: The other “fun” one is this.

Healers: “We have tracer and or doom fist fucking up out back line”

*tumbleweeds*

Healers: “hey, we are seriously getting are arses handed to us in the back line, can we get a bit of help just so they lay off our back line for a bit?”

*tumbleweeds*

Rest of the team: WHERE THE FUCK ARE RHE HEALERS?

Healers: “Dead, we are both dead. We can’t heal if we are dead or having to attack in order to keep ourselves alive because we have not backup. They have a Rein camping the spawn so I had to switch JUST to get out of the spawn room alive”

Rest of the team: FFS LITERALLY 0 HEALS.

ALSO GROUP THE FUCK UP. And don't spam "I need healing" and then go the opposite way to your healers (If we can't get to you or have LOS on you, we can not heal you), or spam it when you don't need healing (it takes our attenstion off those who do).

Oh and my personal fav(s).. Ask for heals, get a small heal then run away 2 sec's later and than complain you are not at full health, Or be a widowmaker way back away from the team snipping, spamming heals when you are standing 5 meters away from a large medipack. Or be a high mobility char getting healed, take 25% of damage thing "Fuck this PEACE", Leave by a means your healer can't only for your healer to then been stomped on (bonus points if you then complain about healing 0.5 seconds after leaving your healer).

And you wonder why we flip the fuck out, say fuck it and turn into a DPS Moria or a well booping Lucio?


> 2/3's of the player base disagrees that healers and support are fun.

[citation needed]

> Well more than the majority prefers dps.

Well more than the majority of characters are DPS characters. If Blizzard provided the same variety in tank and support characters that they do in DPS, there'd be more of a draw to play those roles.


The extremely lengthy queues and support and tanks playing like dps indicate i'm correct.


Agree. I've been playing DPS a lot since priority passes came out, and every time I do I wish I was playing tank instead. (I think I have the most fun playing Echo, copying one of the tanks and making a play. Ever eaten a grav as Echo? Very enjoyable. The enemy Zarya is going to be mad at the game for the rest of the afternoon.)

The problem with DPS is that you can either pick a fun one with a ton of weaknesses that loses your team the game, or you can play hitscan. Pro players and people with a background in other games really love the hitscans, and Blizzard obliges them, to the point where it's kind of throwing to not pick one. (Have you ever been upset to have a McCree on your team? Stun the dive. Cancel ults. Two tap someone across the map. Flank around and McRightclick a support. The dude does everything!) That's not to say you can't win games with the off-DPS -- there is someone out there streaming how you can pick Symmetra or Bastion every game and win 60% of them against the pros.

Support is a fun role. I've always said that Ana is the sniper for people that think Widowmaker is too easy. There's a character where if you play perfectly, you win the game. You make a mistake, or your mechanics falter, you lose the game. (Does anyone ever watch ML7 play and not want to play Ana immediately afterwards? You can do so much... if you're good.)

I'm pretty happy about the current state of tanks. It wasn't always this way, but you can pretty much pair any two of them and not instantly lose. Both players can pick "a fun one". Shields were once pretty much mandatory, but people got better at the game (and they shields got nerfed into the ground), and they have less effectiveness than they once did.So you can get away with the weird combinations. Ball/Hog was meta for quite a while. Winston/D.va has always been good with the right players and coordination. Rein/Zarya is of course a lot of fun for the Zarya player. I've even lost some games to Hog/D.va, though I'm not sure I'd personally pick one of those if the other was already locked in ;)

Anyway, I keep reading that nobody wants to play tanks, and I don't get it. You can spend 15 minutes in DPS queue, pick Widowmaker, get one sick kill for your montage, and then spend the remaining 8 minutes of the game being chased around by some Wrecking Ball spamming "Ho ho ho!" with a D.va in tow that shows up from time to time to remind you that it's the perfect weather for a hotteok. I'd personally rather spend 30 seconds in the queue and be able to switch between 8 dramatically different heroes depending on the situation that unfolds.


This is the first time I'm hearing any complaints about the modern overtime system. It seems totally fair to me, the defending team has to actually win the final fight. What would you change about it?


oh it's fair, but extremely frustrating to lose after 60 seconds of overtime


To me those are the best games, it feels like you were evenly matched :)

I hate getting just completely run over way more, personally.


people don't want "fair" though, they want to win about 2/3rds of the time

of course the numbers don't work when you're exclusively playing against other people

this is why smurfing is so popular


I find smurfing funny. I’ve never tried it in overwatch, but in other games with good match making smurfing doesn’t last very long. You rise to the level of incompetence really fast. I think the last time I smurfed in LoL I got about a dozen games before I started to hit a wall, which was like half as long as my previous attempt.

I actually wonder a little if smurfs in a game like overwatch with a steep starting cost are tracked and treated special to keep that revenue stream.


That's why buying low mmr accounts for a couple of bucks is a thing, you get tens if not hundred+ relaxing matches for few cents each

Maybe things have changed, but up until recently Smurf detection usually didn't work all that well


"people don't want "fair" though, they want to win about 2/3rds of the time"

This is why I think PvE is more sustainable for a player base and more conservatively solid as a business plan. WoW for instance.

But then by definition it isn't PvP and isn't going to get the same player base.


Designing a game around PvE is hard though. It's difficult to create an AI challenge that's interesting and can simultaneously challenge extremely good and mediocre players without feeling impossible.

I think the future of PvE games is going to be in AI. If game developers could put a DeepMind-playing-StarCraft level of AI into games without immense cost, then it's going to change games quite a lot. It wouldn't be perfect, but you could have AI offer a challenge to players for longer without feeling unfair. (It's still AI that doesn't learn based on the player though, which means that the players would eventually figure out the puzzle of the AI.)


Better AI is always a good thing in PvE, but as you say, hard to do.

I think the immediate future is asymmetrical roles for humans.

For example, one side is playing FPS for a Kill/death ratio basically, the other side is a single person playing RTS for a win/loss ratio.

IE Mechwarrior team deathmatch. Team of multiple human FPS players against a single human MechCommander-with-basic-AI-team.

It'd give scenarios more flexibility and allow for human intelligence to combat the meta.

And allow the FPS people to get a 2 or 3 to one kill ratio.


I think you are touching on some interesting points, but don't go deep enough.

(Just as a point of reference I played up until the hamster release)

I would say that the core design of characters with cooldown skills and very powerful ultimates that need to be chain to team wipe opposition ARE the crux of why everything is impossible to do right in the Overwatch.

I have played ladder for first few seasons and its essentially, get a 'pick kill' and save ultimates, combo ultimates to push through a chokepoint.

That is very cookie cutter experience that gets old really quickly.

They pushed themselves into making characters that have to have a spike impact in the game (their ultimate) or they are garbage tier character.

Adding new heros that need to follow the same design principles further locks them down into that principle, or they would have to rework +20 characters in one go.

Also the cancel and force movement abilities are extremely frustrating. I remember reading Team Fortress 2 dev blogs and they made a design point of never doing those, and limit the one shot kill experiences (since then I believe there are couple mechanics like that in TF2 and they are unfun).

There is nothing more frustrating that getting hooked and spending next 2 seconds knowing you will die. Taking away player agency is frustrating experience.

As you mentioned the characters are locked into set meta, railroading players into who you pick and how you played given hero. No flexibility, no verity.

I haven't played CS or TF2 in a long time but on odd occasion I would watch a twitch stream of some tournaments. CS is one of the best competitive esport to watch - hands down. Its very easy to understand, rounds are quick and economy makes sure that there is some verity to available weapons and tactics from round to round.

Despite playing overwatch their esport is not fun to watch. Its messy, hard to follow. Again due to ultimates you have game of hide and seek into all ults are out screen is flashing and after dust settles back to hide and seek.

... man I care way too much about this


On the other hand, one of the things I like so much about Overwatch and TF2 is the importance of mobility and crazy movement patterns - with some characters you can be flying around the map, ending up in odd places, and characters usually have enough HP to be in a good fight with someone when they land.

By contrast CS offers nothing like this - movement is always strictly along the ground/ladders/stairs etc, and gunfights are more like who saw who first. It just feels boring to play in comparison - sure the tactics are interesting, but there’s nothing like the feeling of freedom you get from some other games.

I’d like there to be more of a focus on games that are fun to play, in terms of movement and combat mechanics just feeling awesome. Horizon Zero Dawn is another great example of making combat awesome.


I haven't played Halo 5 multiplayer (no PC release) but I've seen movement-videos and they look _incredible_. Incredibly fun even just to watch! I'm curious to see if an improvement on that, plus the possible addition of grappling, can do in Infinite.


Very similar thing plays out in MOBAs. CC is always powerful because it removes agency. Getting killed with no counter isn’t fun. Playing against a ton of healers isn’t fun. Yet for all those things in combination it’s a lot better than a counterstrike-like experience of whoever sees the pixel first wins.

Having a mechanic that forces fights during inopportune times helps, that’s why I tend to like Mobas with creeps and side objectives. That’s something that OW could add that might force a less “everyone push down mid” mentality.


CS as a pixel hunter is very shallow view of the game, its like saying that Starcraft is just click per minute competition or football just kicking a ball.

CS is about reading opponent, creating opportunities and reacting to what is happening.

Pixel hunting is very last step.

That said, DotA is by far the best esport to watch if and only if you played it before and can follow what's happening.


It’s an absolutely gross oversimplification of course, and my intention wasn’t to disparage it. Your description could of course be applied to any pvp game :p


> A good example is the overtime system. One of the worst ideas in games I've run into.

I like the overtime mechanic. It feels fair -- you're about to win, but you ran out of time. But there's overtime, so you don't just insta-lose. I agree that it brings out the worst in players. The calm and methodical team always wins here. (I haven't heard the term "Route 66 effect" for a while, but it's a thing. Players panic, forget everything they know about the game, and lose 2 checkpoints while they stagger in. Don't do that.)

> They spend tons of effort on things like trying to make healers and tanks fun. Instead, they forced people to play them.

Role queue was to force people to play DPS. The problem OWL and the high ranks were suffering from was that 3 tanks and 3 supports won every game against any team that had a DPS character on it. They nerfed the tanks into the ground and buffed the DPS to nightmare levels, and they still couldn't fix it. (They made the mistake of creating the most oppressive meta ever on the same day they introduced role queue. Sigma/Orisa. That was not great, even as someone with Sigma and Orsia at the top of their favorite character list.)

> Once they think the meta is balanced in a game, they get conservative and don't want to tweak things too much. They don't realize that the meta is an equilibrium state found by the players. Change the game, a new meta will be found.

Some of this is the community's fault. They get locked into thinking they have to do certain things, and the result is that they make the game stale for themselves. Blizzard changes something, and it has a totally random effect. Most recently, Orisa got that buff where she can't take critical hits during Fortify, and the meta became Rein/Zarya again. What? It always amuses me.

(Speaking of shaking up the meta, did you play that April Fools experimental card at all? Even though it was an unbalanced shitfest, I found it incredibly fun. I love those kinds of experiments.)

I think a lot of people think they've figured out Overwatch, but they don't play like they have. There's still a lot to unlock there, with or without Blizzard's help.

I also think that Blizzard is often too hasty to adjust things that players complain about. 2CP and Mercy have long been points of contention. The way the attackers win 2CP is to walk onto the second point and use 0 ults (even when it looks good!) to bait out defender ults. You all die horrible deaths, and then walk in and use all 6 ults to get a clean wipe. You win. The counter for this kind of overcommitting was Mercy's team rez. She sneaks away in the heat of battle, people kill everyone they can see, and she then flies in to resurrect everyone. By the time the attackers realize, it's too late. All 6 enemy players alive and well, and 33% of the point not captured. All those ults wasted, and then you just spend the rest of the game losing the ult economy and eventually lose the match. Someone should have noticed that they only killed 5 people and sent someone else to go shut down Mercy, but nobody ever did that, so instead they complain to Blizzard and ask them to remove the only ability in the game that counters overcommitting. Blizzard does. People continue to play 2CP wrong, now that there is no counter to the strategy of a dry push and a clean wipe. They mess it up every time, the defenders stall for 5 minutes (which is a beauty of orchestration and coordination when done correctly), and they complain to Blizzard and ask them to remove 2CP.

Something I like about computers is that you can't negotiate your way out of being bad. But Blizzard listens to the community, and that has actually become an option! Instead of playing the game they're given, they play the game they think they personally can win, and then convince Blizzard to change it to that. Sometimes it works. Sometimes it doesn't work, and you get to listen to some streamer have a meltdown about how tough it is to play computer games for a living. Metagaming at it's finest, and a great strategy in real life. But at some point, I think players should try to play the game as implemented and see how it goes. There's probably a strategy you haven't considered yet -- go try it! It might be good.


> The game is incredibly stale

This is what I would describe as the state of Overwatch. After sinking thousands of hours in this game, I stopped playing my favorite game because Blizzard didn't care.

1. They pretty much gave up on any new content for OW2 development. 2. Competitive was broken from the beginning. Good behavior was rarely rewarded and bad behavior was rarely punished. Most of my games were grind really hard to win and get 100SR, only to have two consecutive games where people would leave early and then lose 4v6 or 3v6 and have that SR disappear. 3. Elo hell was real. I was in Bronze because that's where I started from when I began the game, but eventually when I got better, I could never jump out of the ELO hell. I ultimately had to create a new account, and lo and behold I was immediately placed in Diamond. 4. SR awards were bs. I was a Moira main who'd get 40 kills and pretty much own the game, but just because Moira is rewarded on healing and there was a Lucio on the team, you barely get any SR for carrying your team, meanwhile Lucio reaps all the SR. 5. The event based content was so bad, recycled game modes from 3 years ago, recycled skins, recycled pretty much everything. 6. PvE modes were garbage. 7. Lootboxes were so frustrating, I at one point spent $50 to buy a fuck ton on lootboxes for a special event that had a ton of legendary skins, I managed to get just 1. Had a ton of repeats, that have minimal payoff. 8. Constant meta changes were brutal towards the end. Everything that came after Brig was just ridiculous. 9. 2-2-2 was BS. 3-3 was worse. 10. Everything, EVERYTHING was more catered to OWL than the player base.

At some point these MBA types who don't game, decided what's best for making more money and went ahead on executing in that direction. Player base was forgotten. And that has been pretty much the state of OW and all the Blizzard IP.


you have a warped view of how the MMR/SR systems function

essentially all that matters is your win-rate, if you can win more than 50% of your games over a reasonable stretch of time your MMR will increase and your SR will follow it

performance based SR is only a very small bonus (up-to diamond)

initial placement is essentially a guess: over 25 or so games your MMR will converge to where you're supposed to be

(4200 support main)


I don’t think I have a warped view of SR. Yes the idea that you win more than 50%, you’ll eventually get there is flawed. Especially in lower ranks where there’s an overcrowding of salty folks who leave, throw, smurf, pick heroes not based on need and just straight up don’t play the objective. I agree that the logic works at higher ranks, but it simply doesn’t at lower ranks. Performance based SR is important for lower ranks and that’s something that straight up gets ignored. It’s especially brutal because there’s no way to reset your SR (it carries over from season to season) except creating a new account and losing all the progress from thousands of hours of playing.

I find the competitive in OW especially bad considering other games like Apex really do it well. There is simply no excuse to ignore all of these problems. I’ve literally had games where 5 of my teammates quit, and I sit through it because I’ll lose SR to only find that I lost more SR by sticking around. It’s inexcusable.


Even in lower ELOs each team should have, on average, the same amount of trolls, leavers, etc. Actually, if you can guarantee that you aren't one of those people, then there are X slots on the enemy team that might be a joker and X-1 slots on your team, so the odds should favor you.


I'm unsure of the intricacies of Overwatch's rating system, but the problem I've noticed in most rating systems is that players don't play enough games for the rankings to stabilize. You end up with a situation where a very large amount of players end up close in ratings, where only a few wins or losses can propel them way higher or way lower.

This might not be a big deal, but the game isn't static. It changes, which means that the skills someone picks up might not be as useful in the next patch anymore. This keeps the rankings somewhat unstable.

Team games inherently require more games to stabilize a rating too. You can get lucky or unlucky with your teammates. On top of that, a game where you can end up with a character you're not strong with probably increases the number of games to stabilize a rating even further.

On average it might work out, but are enough games played to actually reach that? My guess is that for most players the answer is 'no'.


This is anecdotal, but when I host my buddy at my place (he is high diamond on all roles) sometimes he'll hop on my account (low silver on all roles) and steamroll. I'd say 3-5 wins per loss, and he tends to stay off his mains. Yes bad games happen, but he consistently will leave my account at a higher SR than when he arrived (please don't ban me Blizzard). I am pretty confident a diamond level player could boost a bronze account in any role without much trouble.


I recall ster making a new account, sandbagging all of his placement matches to land in mid Bronze, and then reaching Diamond in 6 hours. [1] I think it took him another week to make it back to Grandmaster. Granted, this was in Season 2 and I quit around Season 4, so I have no clue if they made any changes that would affect rank gain much.

[1]: https://www.youtube.com/watch?v=NaORwv8dkt0


there used to be different mechanics like a win streak modifier, which are gone now

but if you have a high win rate you climb more or less immediately (once you've unstuck the MMR confidence value)


I get that, but I played maybe 200-300 hours of OW as dva and for some reason couldn't get out of silver. Nothing I did worked.

Ended up creating a new account, ended up in high plat and quickly became diamond, never to drop lower again.

Why/how did this happen? I'm not sure, but ELO hell was real for me.

(Dva main)


different elos require different playstyles

as a 4k support main I found qp games with silver friends extremely frustrating due to the extreme chaos and lack of structure (normally devolving to team deathmatch)

the tanks don't know what they're doing (e.g. rein charging on cooldown, sniper dva feeding, etc)

the DPS don't know what they're doing (mccree going for cheeky flanks and dying most of the time/getting a single pick)

the other support doesn't know what they're doing (wandering off alone to duel people)

adjusting your playstyle works, so as a support you become super aggressive, the enemy makes near constant mistakes and you pounce on them immediately

vs. a GM game where everyone knows what their role is and the game plays much more "normally", and I can't get away with that sort of behaviour


you also have a warped understanding of SR and climbing. >50% winrate doesn't guarantee climbing, because SR change is not constant and depends in your chance to win in every particular match. The better you play the lower SR reward (because your chance to win is higher). That's exactly why elo hell exists and that's exactly why purchasing a new account allows you to climb instantly. And the last fact is the reason why nobody will change this flawed system.


I understand the system perfectly

true: SR change isn't constant, delta SR after a game is based on the difference between your MMR and SR

SR is essentially irrelevant, MMR is the only number that matters

your SR oscillates around your MMR, essentially at random

MMR also has a confidence value, "elo hell" is where you can't win enough to unstick the confidence value

if you win more than 50% consistently the confidence value will drop, your MMR will increase, then your SR will follow it

a new account has a zero value for the confidence, which is why the MMR (and SR that follows it) is more volatile, at least to begin with


"then your SR will follow it" is a wrong assumption. SR will only increase if you win. And while MMR increases, you receive fewer and fewer SR points per win.


Why is it that online video games require these steady streams of updates to be viable? Chess hasn't seen an update in, well, I don't actually know the history, a thousand years maybe?

Although actually, perhaps a better example would be Smash Brothers Melee...


Chess was actually most recently updated around 1860, when en passant was standardized: https://www.chess.com/news/view/breaking-official-rules-of-c... .


(I don't think that's the link you thought it was!)


Team Fortress 2, Counter Strike. Both really old both almost unchanged for years and both have big active communities.


OW is more complex (outside of high ranks). In many cases the changes are meant to balance characters so more combinations are equally viable. when i played TFC way back when, pyro was a worthless character, effectively unused for years. they eventually balanced him; so probably just the far higher number of characters and abilities and desire to make more things viable. OW is gets stale at high elo but at lower ranks it’s whatever people are best at that tend to work within reason. (i quit just before 2/2/2. played silver to diamond)


The problem is not how Overwatch was maintained, the problem is that the core formula isn't fun.

Forcing two tanks, two healers, two DPS characters leads to eight minute DPS queues. But if you don't force this kind of team composition, the game becomes incredibly unfun for the team that has five DPS characters and no tank.

You'd figure that this would drive DPS players to switch to the other roles, to reduce the time they spend in queue - but no, the queues today are as long as they ever were. It's probably because a lot of people don't find the support roles fun to play.

Contrast it to something like League of Legends, where queues for each role are much closer in length - probably because a large portion of the player-base finds supporting roles fun in that game.


>The problem is not how Overwatch was maintained, the problem is that the core formula isn't fun.

This has been a criticism of Overwatch since day one. If the core problem was the actual core formula it wouldn't have grown so large to begin with. Millions of people wouldn't have billions of hours into the game in the first place if the core formula wasn't fun. I think you have a valid point, but I don't think it's why Overwatch hemorrhages players. None of the issues your brought up are any different than they were for the past 5 years (except role queue).

Also, you can't point to queue times, then mention League has a better system. It wasn't rare at one point (I don't play League anymore) to have 30 minute queues even in diamond. DPS queues in OW currently are 10 minutes max even in GrandMaster.


For the first year of overwatch, me and my friends played for hours. Every night. Every day.

Then they started restricting your team choices. You could no longer have two of the same hero.

You then had to be forced into meta-roles ONLY.

You then had to queue specific roles and were not allowed to pick anything else at all.

All lack of balance and content aside, what the hell?


But they did address that a bit by re-adding open queue, also flex queue helps a little bit if say one day you wouldn't mind playing tank and then another day you just wanna go strictly dps. But I guess it should be fairly straightforward to expect people playing first person shooters to want to play mostly damage characters, and there's probably no easy queue-based fix for that.


Yeah, but by the time they addressed it, it has already given everyone many, many repeated large reasons to move on from the game.

The worst part is/was (unsure if this has changed) that you are hard locked into specific hero categories even if you are queued as a full premade. Even when you are with a full team that is OK with swapping, you can't swap roles as needed. Incidentally, I played dps junkrat back when it was categorised as a defence hero. And the categories were decided and changed by Blizzard - Junkrat might have been the only defense hero I'd be willing to play, and now the only offense hero since they recategorised him - I would rather heal than play mccree, but there you have it


Open queue is plagued with stacks of people queueing as tank/support to get easy wins. So one side rolls over the other in the majority of games.


Yeah, they originally had it all open and found out that it was a mess. Having very distinct and static characters is a neat idea but the problem is that there is usually one set of them that everyone wants to play. I've started just playing tanks to get short queues, but it gets boring quick since there are so few of them and not much difference in play style.

The other issue is that if you play casually and get a terrible healer, then you will almost certainly lose. Being a fantastic player only gets you so far.

Other people mentioned Valorant, and it appears it has a very different style with exchangeable weapons that apply to all classes, but just different abilities and more strategic games. It seems like a really good player can make a bigger difference and play solo. I'm going to look into that now.


It's about power spiking. Blizzard committed to designing without power spikes and gamers prefers power spikes.

Maintenance requires switchups to these dynamics, but when you have created a system that's devoid of these events, your game is going to be stale no matter what you do. New maps, new characters, etc.


What are power spikes?


Power spikes are moments in the design of the game where one player/character is really powerful relative to another player / character. Sometimes in League of Legends heroes are designed to be kind of weak at the start or strong at the end. Sometimes a character is just really strong relative to others for a period of time because you unlock a power before the counters are unlocked, or you purchase a powerful item.

Power spikes can be fun because it can be fun to have a feeling of power, or see the balance change in your favor in a game. They can be frustrating because you can be faced with a power spiked player and feel helpless. It is a design choice with pros and cons.


Surely that's exactly what overwatch ultimates are?


They aren't optional power spikes, so the strategy/engagements are predictable from the moment the team composition is revealed.


It seems like they're setting up for that with OW1 being compatible with OW2 multiplayer. They'll probably just make OW1 free to play shortly following launch of OW2.


In terms of WoW, I'm sure a lot of it is focusing on the top raiding guilds and leaving the casual player with few rewarding activities.

Further, one of their most cherished metrics is how much time people spend doing a certain activity. Instead of making those activities more fun and rewarding, they made them take longer to complete and with fewer rewards.

To top it all off, they are nearly completely deaf to their player's concerns, and instead focus on metrics instead of gameplay or fun activities.

People at Blizzard certainly have forgotten that games are supposed to be fun.

They try to cloak their declining userbase by saying they have the highest number of logins ever, but they quit reporting individual subscribers a long time ago. One of them is a completely worthless metric and the other keeps the lights on.

The last of the original WoW dev team quit Blizzard last year, and they are running with a crew that don't have the chops to make engaging games.


This is why "you can't improve what you don't measure" bothers me. It's rare that you can condense all useful information into a number and it encourages people to remove critical thinking from the equation. People come to rely on the number instead of thinking deeply about what they're doing.


This is basically Goodhart's law (quote from Marilyn Strathern's generalization). https://en.wikipedia.org/wiki/Goodhart%27s_law

> When a measure becomes a target, it ceases to be a good measure


I don't align with the top tier player opinion about WoW. I feel that this is who they have driven away from the game. I personally spent a large amount of time in that top-20 guild environment and have only progressively seen them care less about the edge case of boundary-pushers and more about the day to day player.

The latest systems encourage time sinking less than they did in Legion, where there were infinite diminishing returns for playing, now there is just a full-stop end to your week. Legion was the most abusive expansion with regards to a player's time. The latest expansion fixed a lot of that for me and others, but it isn't enough to keep me sustained.

WoW Classic actually kept me enthused and is extremely enjoyable, however if you were on a streamer server, there were artificial queues for ages and it was exhausting living around a queue when trying to be competitive at that top tier of play.

If TBC fixes that (doesn't have the queues at release), I will be a lot happier with it.


> now there is just a full-stop end to your week.

Note that I don't think this stuff is casual friendly. As a casual, my problem with the way Blizzard does these systems is you want to do something every day/week/etc.

Quite frankly, it turns the game into a chore. It tells me that not only how much time I spend, but also when I spend that time significantly impacts my rate of advancement.

Disclaimer: I haven't played Shadowlands at all.


Yeah, this sounds very mobile-gamey. Systems like this tend to start feeling like a job you have to do when you're not in the mood to play them. My preferred casual style of binge-rest-binge would not not be well-served.


Definitely agree and a lot of the popular WoW content creators (Bellular, T&E, etc.) seem to agree. They don't always mention casuals, but lack of progression is a major issue, particularly in Shadowlands. As a person spending too much time playing, you are basically forced to do non-LFR raiding, rated PvP, or mythic+ dungeons to actually progress your gear at all.

Not to mention they seem to hate flying yet keep creating terrible zones unless you can fly. There aren't clear routes between common locations like roads in Skyrim. That can be ok, but in that case they really need to have a flatter level design like in Oblivion.


> Not to mention they seem to hate flying yet keep creating terrible zones unless you can fly.

Yes, this is just an ongoing disaster. My sense from their communications over the years is that, when players fly through zones, that hurts the feelings of the artists, which Blizzard doesn't like.

> There aren't clear routes between common locations like roads in Skyrim.

I actually really liked how roads were handled in original WoW. They twist and turn, and yet somehow they're always faster than going offroad. And they were reliably safe -- until in Duskwood there's a wolf right on the middle of the road, which added to the atmosphere for me.

For the latest expansion, my main complaint is that they provide a bunch of cosmetic features, which they know are a draw -- but you can't use the cosmetics on your other characters. All shadowlands cosmetics are restricted to characters who belong to the particular faction. (Which is, overwhelmingly, just the specific character who unlocked it.) I characterized this once in guild chat as "welcome to Shadowlands! To enjoy this expansion's new content, please wait for the next expansion to release", and got many pained agreements.

You can't use your mail-wearing toon to unlock plate cosmetics, either. You need to go through the entire rep grind, again, if you want two sets of cosmetics from the same vendor.


>Yes, this is just an ongoing disaster. My sense from their communications over the years is that, when players fly through zones, that hurts the feelings of the artists, which Blizzard doesn't like.

Flying should never have been allowed in WoW, period.

Beyond the whole issue of players skipping content in zones artists spend months building, the mechanism severely distorts gameplay. A player being able to hover, descend to the ground, pick up an item, then immediately remount and rise back up—avoiding monsters—is ridiculous.

If flying had to be introduced, it should at least have been done with some sort of meaningful takeoff/landing process.


A well balanced stamina mechanic would be a great way to implement flying. (Something along the lines of Valheim and Breath of the Wild's stamina mechanics)

With some tuning not only would it prevent complete flyovers, it could actually be really fun and add another option for progression. Like a basic mechanic where climbing altitude quickly consumes stamina, while gliding consumes it slowly. Add thermal drafts to strategic locations and let the player improve their flying stamina over time.

Now you can limit how much a player can fly and when, and create fun game moments with crash landings in hostile areas when you misjudge your stamina.


>A well balanced stamina mechanic would be a great way to implement flying.

I like the suggestion. I suspect, however, that making flying harder could only have happened before flying first appeared in the game, and that Blizzard has calculated that any such move now would cost too many players to be worthwhile.


Hi, yeah that would be me, the guy who "skipping content in zones artists spend months building" and you know why?

I do not give a rat's ass about the "artists spend months building" anything, I just need to be there, pick something up or kill something and I am out.

With all respect for those who enjoy the "zones artists spend months building", I am here (WoW) just to beat stuff up in a repetitive & predictable way. Until today, I have NO idea in what zone what dungeon is, or what the background of the story is of that particular monster that lives there. I have never seen a cinematic in full, turn off the sounds and run graphics at to the lowest level possible so I see stuff that is relevant (fire) and am not bothered with cosmetics (grass). And I have been p[l] aying this game (on and off) since over 10 years.

It is just a nice time waster which allows for easy & cheap boosting so I can show up with the same gear as the addicts.


> you are basically forced to do non-LFR raiding, rated PvP, or mythic+ dungeons to actually progress your gear at all.

Those things are the game though and pretty much always have been. Raids, dungeons, or PvP. If you don't want to do any of them why would you have ever picked up WoW.


Because LFR Raiding and non-mythic dungeons exist? It's worked in the past, why is the only way to move forward to remove the casual nature of things? I play FFXIV and I like playing with random dungeons, raids, and trials, and it's to advance without having to have a dedicated group or a super intense focus.


They do an incredibly poor job expanding the content. The only thing expansions provide, aside from occasionally requiring the relatively trivial act of learning slightly different class mechanics, is progression content.

That is, content that provides new/better gear, more challenging fights, etc. That is: content that heavily rewards a hardcore from day one play style.

They consequently are in something of a race against time: the current game is hostile to casual players, who quickly give up and leave when it takes hours to find groups for leveling, and stale to hardcores that “beat” it quickly.

So one can intend to play casually or hardcore and be poorly served in both cases.


The thing is, those aren't "Raids", "Dungeons" or "PvP" - they're specific forms of them. You could run dungeons every day, do a fair amount of raids, and a lot of PvP and be left behind because you aren't doing rated PvP or Mythic+ Dungeons.

There's not even a "You'll have to put in a lot more time." It's just a lockout.


I think after Mists of Pandaria I stopped playing wow as an MMO and just focused on doing single player stuff for the past many years. To me there is a significant difference in something requiring to farm an instance 50-100 over when you have time vs. doing it over 50-100 days because of daily lockouts. That is just not fun and and disrespectful to me as a player. I don't always have the same free time every day and when I do get a couple of hours I can't farm due to lockouts.

Their WOW playerbase are getting older and if you don't treat them will respect even more will be lost. There are so many games out there right now, sure not of this genre, but they provide options for someone who wants to pick up gaming and not necessarily invest in WoW.


I hate how many different grinds there are in this expansion for legendary weapons and such. Mythics are okay. WoW is just like my home away from home I go to explore lore and goof off for an hour or two a week. The lore and world is very rich. It’s fun to level and do stuff on occasion. It’s fun to collect specific armor and mounts at times. I just don’t enjoy all the grinds and kind of refuse to do them.


I find it equally demoralising but simply let some expert do these things for a couple of hours a week and find my characters all geared up and ready to go when I feel like playing.

May I ask why you don't just simply let these brain dead grinds be done by someone else?


That is just a different type of game at that point. It is all relative and I don't play competitively. Virtually all of the content is accessible at some lower difficulty level, so it doesn't really matter what the stats are on my gear if I can do the content I want.


> Further, one of their most cherished metrics is how much time people spend doing a certain activity. Instead of making those activities more fun and rewarding, they made them take longer to complete and with fewer rewards.

This is basically Goodhart's Law.


This is sort of what lost me - and I've been playing WoW for a long time. It was clear if I wasn't running Mythics, Raiding or doing Competitive PvP, I'd be both hopelessly outclassed and not have much to do. I sort of idly tinker with the stories when I feel like it, but I'm drifting away.


I went from hardcore-raider-lite to casual and then they gated my characters progress behind raid level dungeons I just lost interest.


> I can't say what's driving all the playerbase losses but:

"The Blizzard Way" doesn't work anymore.

Fortnite releases content monthly/quarterly. Massive updates with huge out-of-game tie-ins, changing worlds, in-game events, etc. Other games have changed to match/compete. CoD and Valorant both implement similar season-pass style systems.

Blizzard, on the other hand, insists on delaying/cancelling games, releasing "only when ready", continuing to lose touch with their playerbase, etc. They made it public that there would be no more Overwatch updates until Overwatch 2 (and also made it public that Overwatch 2 is actually a PvE expansion). There is no release date for OW2, so Overwatch players will be sitting with no new content for over a year.

It is very obvious why Blizzard is losing players and not really competing in 2021.


I basically agree with this kind of answer. I’m an old Blizzard alum circa 2000. Blizzard was a personal company filled with a medium sized collective of people doing ambitious work. It was about me getting patti melts with a mythical figure named Chris Metzen at lunch. And then inspired to spend the next 14 hours in the office on my level design application submission. No matter what we did it was either worth it and/or scrapped. This may be why blizzard had lost touch. It is very difficult to recapture the early magic. It’s been copied and even newness does not bring the original energy back because it lost touch.


It still works. The problem is that when they used to delay titles, they came out as blockbusters. The death knell of Blizzard as a premier game maker was WoW. WoW became so amazingly profitable that Blizzard became "the WoW company." I remember being excited for Diablo 3 until I heard that they took away 8 player games so that D3 wouldn't compete with WoW. I never bought D3 and was completely unsurprised to find out no one liked it. No other game can survive in that company long term.


Diablo 3 was a disappointment at release due to the always online requirement (which was rare back then), the ultra boring campaign, real-money auction house, and no end game.

Diablo 3's expansion though fixed all of those mistakes set a solid foundation. It was very good for several years. But then they stopped developing it, presumably (hopefully) because they started to pour all their resources into Diablo 4... which I have high hopes for, but with Path of Exile 2 on the horizon, I'm not going to be too disappointed if it flops.


Fully agree. Bought D3 at launch, played a bit. Meh.

Came back after the real-money AH was gone, then played the expansion - have sunk many hours into it since then, coming back again and again for a week of play in a fresh season. It's a good game now. And I like it a lot more than D2, that always felt too grindy and I hated that there were no talent resets. (AFAIK they added them at some point, but not when it was current.)


The auction house was just a terrible, awful idea. It became pretty obvious that they broke the entire premise of the game loop: do farming runs, try to get good gear that aligns with your targeted build, get real excited when that thing you were chasing suddenly falls into your lap, update build and go for more loot to realize it further. Instead you would just grind hoping for general "good" things, flip them on the AH for gold, then use that money to buy the exact thing you wanted from said AH for your build. Completely killed the little human spark from the loot roulette that basically underpins why people play it.


This analysis is probably correct, but it's also depressing as hell because Fortnite is a shallow, money-hungry game. Nothing like Blizzard's best work from the past (Diablo 2, Starcraft) that could be played for years with no "season passes" or other MTX.


I don't think there will ever be another successful game without "season passes" or other MTX. Overwatch may be used as a singular reason in the industry why the old model doesn't work.

Fortnite can afford to keep artists and programmers on staff to develop a huge amount of content because they have consistent money coming in. This isn't the case for OW and I hypothesize this is why they struggled to crank out new content.


I must be getting old. I don't get why everyone's so obsessed with new content or the lack thereof. Overwatch is already huge compared to older FPSes, adding more characters actively makes the game even harder to balance. New maps are incredibly hard to get right (Paris, HLC, Havana...).


Quake3 is still one of my fav games. I could literally play the same map all day even.

I think it may be more that the content is getting stale too quickly. Like place once and done.


Maps get stale when they lack depth and an evolving meta. Map size, assets, etc are almost completely irrelevant.

Over watch gameplay and especially movement is largely the issue here.


The meta is almost completely dependent on the hero balance at the time IME though, outside of Havana always having snipers at the top levels.


StarCraft I meta evolved for decades even though blizzard stopped updating the game. It’s hard to get that kind of depth from a FPS game, but CSGO’s Dust II is iconic in part due to it’s constant refinement but also near perfect balance adds strategic depth when players explore subtle interactions.


I think you could revert Overwatch to the launch day build, and people would play it a lot differently now than they did back then. The community learning to play the game will happen no matter what balance changes show up on the backend; balance changes just force people out of their local maximum towards a new higher local maximum. But, you could do that without balance changes. Just try something new. There is probably a better strategy out there.


Not really. Blizzard's balance team is shockingly bad. Metas usually exist for huge periods of time (GOATS lasted over a year, as did moth, as did dive). It is repetitive to play the same maps, with the same heroes, for a year.


I hear that a lot. Why keep playing? Why play the meta? The onetricks seem to do well no matter what the meta is.

A lot of players feel forced to play the meta. Then a few don't, and the meta changes.


> I hear that a lot. Why keep playing? Why play the meta? The onetricks seem to do well no matter what the meta is.

To compete at anything means making the decisions that put a contestant in the best position to win. A "meta" is the most optimal team composition for a given map. To play off meta is uncompetitive.

> Then a few don't, and the meta changes.

This is not how metas change.


So why did the Orisa buff result in a Rein/Zarya meta? She wasn't in the meta before, she was changed, she wasn't in the meta afterwards -- but the meta changed. What's going on there exactly?


Sorry, if you can expand on which Orisa change you're describing I'd be happy to explain what happened in that meta. Nonmeta heroes get changed all the time and do not change the meta (unless they get changed enough to become meta heroes).


The no-crits-while-in-fortify change. Probably just a couple patches ago at this point.


Ah yeah. The Orisa change was actually mostly irrelevant to the meta at the time. The change that actually had an impact was the 2nd of 2 big Hammond nerfs.

At the time, teams were running Hammond/Sigma/Tracer/Echo mostly. Depending on the map, Rush (Rein/Dva/Mei/McCree/Lucio) was also viable. After the change in the patch you referenced, Hammond was no longer optimal so Sigma/Ball stopped being played in favor of almost fulltime Rush.

More recently Double Bubble has become popular (Zarya/Winston), but Rush is still played a ton and the dominant meta.

The patch notes for that patch can be found here: https://us.forums.blizzard.com/en/overwatch/t/overwatch-reta...


Eh I mean. It's the biggest game in the world for a reason. It's shallow and money hungry to you, but a huge % of its players love it.

> Nothing like Blizzard's best work from the past (Diablo 2, Starcraft) that could be played for years with no "season passes" or other MTX.

The people responsible for that iteration of Blizzard no longer work there, is the problem.


> Fortnite is a shallow

Hate to take offense to this, but as someone who plays Fortnite competitively, it is absolutely not shallow. It's so much more than just another FPS.


I think Errant Signal has a great video [1] dissecting the appeal and breadth of content in Fortnite. It's not my cup of tea, but I certainly don't think you can call it "shallow". On the other side, Folding Ideas has a great video [2] (that the Errant Signal video references) dissecting the monetization systems in Fortnite and their negative aspects.

[1] https://www.youtube.com/watch?v=qNukmNDq60Q [2] https://www.youtube.com/watch?v=dPHPNgIihR0


Absolutely, I won't argue the dark patterns to get kids to spend their parents' money. It's kinda gross that it's simply the industry standard now.

I just know it's by far the most interesting competitive real time game I've played in years.


Can you expand on what about it is so interesting to you? My only experience with Fortnite is watching my 13 year old brother practice crazy fast building, and every time I can't help but wonder why they'd rather play that than Apex Legends. I sincerely don't understand.


Grinding fast builds helps you when you're fighting. :) Boxing someone and then editing a hole to shoot them is sort of "top tier" gameplay.

In general, not only do you have to shoot people as in a typical FPS, but you have additional defenses you can put up (builds), you can use those builds for mobility and gaining height quickly, Epic constantly rotates the weapon set, they add/remove mobility items all the time which forces you to change how you move across the map, and the map changes.

And then when I just want to chill there are all sorts of non-fight challenges and (relatively shallow) lore to chase down.

It's never not interesting, and if you like grinding and seeing your own skills and reaction times improve, it's all there

edit: I should link some videos.

1. One of the best players in the game right now getting 25+ kills in ranked play (ignore the rich kid chatter, he's 16 and already made nearly a million in comps which makes him insufferable sometimes): https://www.youtube.com/watch?v=FhTCEEeLvdk

2. One of the best teams placing 2nd in the last FNCS, what typical "endgames" look like in tournaments (lots of yelling): https://www.youtube.com/watch?v=qLFCmOFAf_w


Monetization systems aside, the game development work on Fortnite is pretty innovative.


While Fortnite is one of the bigger games doing it, I don't think it's unique to Fortnite. Many games have seasons and constantly updating content. That's the bigger takeaway, not that Fortnite is successful with it.

Players will no longer stick around a year or more for new content. Back in the days when there was a dozen different games, maybe, but nowadays there's so much other content out there, why would someone play Overwatch for 4 years straight?


"The Blizzard Way" works just fine. The problem is there isn't any Blizzard left in Blizzard, as near as we can tell. Put more directly the people that made the method work, don't work for Blizzard anymore.


Overwatch had that April Fools card last month, and it was a ton of fun. They should do something like that every month -- shake up the core of the game for no good reason whatsoever. There's no way to monetize that, though, so I guess it's not a priority. That's the downside, for users, of the "buy once" model.

Unlike most people here, I have fun pretty much every time I open the game. It's exactly my style. Nearly 100% uptime where you're gaming. Lots of dumb voice lines and silly characters. Always something to do or see or be amused by. I didn't play computer games at all before Overwatch, I bought it on a whim, and it became my thing. There is always some way to play better, a new hero to explore, new custom games, new friends to meet, etc. I'm still getting a lot of value for that initial $40, probably more value than I've ever gotten out of anything.

At least for me, Blizzard made something I didn't even know I wanted. That is really impressive for a Fortune 500 company.


The Blizzard Way absolutely works. The problem is Activision is your run-of-the-mill quarterly-targets-chasing company. Vivendi was very hands-off with Blizzard and allowed them to thrive and become the legendary name in gaming they once were.


It's interesting that Hearthstone is the exception. They're regularly releasing new content. I still play daily after 5 years.


> Blizzard, on the other hand, insists on delaying/cancelling games, releasing "only when ready"

Starcraft Ghost :(


Seriously, I’m so bummed this never was released. Still remember the gameinformer cover piece on it :,(


I wouldn’t say that about fortnight, in the past 3 years fortnight revenue dropped from 5 billion to 3 billion, a similar %40 drop.


The problem is that "The Blizzard Way" is not what Activision Blizzard has actually been doing for the past many years.

Diablo 3 was a rocky launch, and the always online requirement was indicative of poor choices by management. Recall, that they wanted a healthy real money auction house (presumably to take their percentage off the top), and always online is typically utilized to block piracy. Of course, anyone with a brain and not currently trying to get a promotion knows, that piracy is a distribution problem. D3 came back into popularity with the Reaper of Souls expansion, a lot of the early problems in the game were fixed, and it still today is incredibly fun to play. In addition, the tone deafness of "do you guys not have phones?" tells you everything you need to know. Some dude at the top saw that mobile is a big trend (good job!), then drew from a hat a name of a Blizzard game, then blessed that title with his brilliance.

Heroes of the Storm, they tried to push as an esport, and invested heavily into... everything except the game itself. What happened to build it and they will come? The truth is, it is a very fun MOBA, it fixes a lot of the problems of the entire genre. In doing so, it rewards team play so much more than being a lone hero. You would think it helps the competitive scene, but in the case of the MOBA playerbase that's often the most toxic and egocentric, it doesn't mesh well. They could have easily enjoyed having the most player friendly, low toxicity MOBA experience that tons of people crave. But no, if there wasn't a world championship scene on par with League of Legends, it wasn't worth Blizzard's time.

Hearthstone had some problems catering to China but I do think with the recent battle pass system and the increased in game economy, there are some great steps in the right direction. Good turnarounds in the monetization area for sure.

Overwatch you would be surprised to know has some very impressive player numbers even now, for a game that gets no updates. Now that Jeff Kaplan is gone, I'm afraid the last of the best of original Blizzard are gone. I really, really, really hope Overwatch 2 is good. I will give it a few solid chances and I will revisit it. I fear the worst though, I don't think Jeff would leave his baby like that.

Warcraft 3 Remastered was a disgrace by management. Truly. You could have literally, and I mean literally, took Warcraft 3 source code, and dropped in touched up models, sounds, and textures. It would have sold like crazy. That's it, no excuse. Why did they have to reinvent the wheel, with a team comprised mostly of interns and fresh college graduates, rush it, with no communication with the delays, oh and did I mention that the main menu is an unoptimized web app running on chromium?

The story of Activision Blizzard is monetization for the sake of monetization alone, and management decisions formed solely on the basis that they sound good to other managers. Overwatch had the pleasure of being shielded by Jeff Kaplan, so it suffered less than it had to. The other large projects usually launch like crap, but after management has had their way with the game for the first year or two, the devs slowly but surely bring it back and make it fun at the very least. Do they have the financial resources on their side? No. But be damn sure they will improve and polish the core gameplay loops.

I have watched this slow death since around 2014 at least, but it's hard to know where along the way the roots became so badly damaged that Blizzard became destined to be EA-like.


> The problem is that "The Blizzard Way" is not what Activision Blizzard has actually been doing for the past many years.

This isn't true though. Delaying (and not announcing) Diablo 4 is typical "Blizzard Way" nonsense. Same with the Overwatch content drought.

> Overwatch you would be surprised to know has some very impressive player numbers even now, for a game that gets no updates. Now that Jeff Kaplan is gone, I'm afraid the last of the best of original Blizzard are gone. I really, really, really hope Overwatch 2 is good. I will give it a few solid chances and I will revisit it. I fear the worst though, I don't think Jeff would leave his baby like that.

I wouldn't be surprised about anything related to Overwatch as I have played competitively/semi competitively since the beta. Overwatch is kind of an excellent example of a good idea implemented so poorly it's really sad to watch. I don't think Jeff Kaplan was a great game director.

> The story of Activision Blizzard is monetization for the sake of monetization alone, and management decisions formed solely on the basis that they sound good to other managers. Overwatch had the pleasure of being shielded by Jeff Kaplan

You've convinced yourself of a very flowery narrative about Overwatch and Jeff Kaplan that I just don't think is based in reality. It's pretty bad from a content standpoint, terrible from a balance standpoint, doing horribly as an esport, about to pump out a "sequel" that is actually just fluff content. I think it's about as mismanaged as I can imagine.


I don't think Jeff had much involvement in the esports aspect. He seems like he wanted to make a game for casual gamers just having fun with friends, but Activision wanted the sponsorship revenue from an esports league. Despite all odds, they did make something that the best professionals in the world can play, while still being fun for people that have no idea what's going on.

I tried to get into Overwatch League, but found it hard to watch. All the rich colors and scenery of the game drowned out by the ugly monochrome of team colors. All the rich sound effects of the game drowned out by the world's most annoying casters. (Seriously, who hired these people!? Are real sports like this?) All the while not fixing obvious UI bugs (you will be watching first person through someone's camera and it will say "STOP THE PAYLOAD" at the top, but that person is actually pushing the payload). If they tried to make it bad, they did a great job. I don't think Jeff was at the controls pushing to erase his artists' choice of colors and sound. I think he did the minimum required to not get fired, and it shows there.

Jeff's a good dude, and I do worry about the future of the game without him. I can easily see a world where they don't even let normal people play the game, and they just make you subscribe to watching vetted pros play the game.


My post wasn't really about esports, but I'm happy to chat about it.

Overwatch was built intentionally to be a game that fostered an esports community. Jeff had a big part in the esports aspect of Overwatch in that the game was meant to be their gateway into LoL-esque esports. They wouldn't have made Overwatch at all had they not been interested in getting involved in esports seriously.

> I tried to get into Overwatch League, but found it hard to watch. All the rich colors and scenery of the game drowned out by the ugly monochrome of team colors. All the rich sound effects of the game drowned out by the world's most annoying casters. (Seriously, who hired these people!? Are real sports like this?)

It sounds like you just don't really like sports/esports. The casters are a big part of the experience. The game would be awful/unwatchable without them.

The viewing experience for Overwatch is terrible. There's too much going on, and if you're not actively involved (playing), it's just awful. Colors and lights everywhere, weird sounds, orbs flying all around etc. I think Overwatch is kind of a failure in that regard as well.

> Jeff's a good dude, and I do worry about the future of the game without him

I suspect there will be massive improvements relatively quickly.


Agree wholeheartedly on the viewing experience. I'm curious as to how the largely unenjoyable viewing experience for an average gamer has to do with OW's dying popularity. I know Twitch isn't the best canary in a coal mine for the popularity of a game but it definitely is one of many signs. OW has had lower viewership than like Rainbow Six and Dead by Daylight and other games who haven't put a billion $$ in funding behind their pro scenes for better part of a year now. Getting absolutely blown out of the water by Fortnite/Valorant/COD/Apex Legends and other games you would consider in their competitive space.

I consider myself to be a pretty heavy gamer, played OW casually in the past but mainly Apex now. I used to go to Blizzard Studios in Burbank to watch OWL with my wife as she was a huge fan (funk pops and all that) and holy shit, even being a causal player of OW, trying to understand what is going on at all times and trying to glean any semblance of "exciting plays" or "clutch moments" from the pro gameplay is virtually impossible. The gameplay is essentially an unintelligible explosion of colors, sounds, and strategies that brings you to the brink of a seizure before ending for indiscernible reasons because it's impossible for the camera to view the important elements of the match at once.

This is in comparison to the popular competitors currently beating them in Twitch viewership above. I watched competitive Apex before playing it and it just made sense. Teams of 3, battle royale, they have different powers, now go survive. Done, easy. Same with COD, Valorant falls inline more with CS:GO which is equally understandable. All of which are proving to have more staying power than OW.


Yep. It doesn't help that Overwatch at the pro level looks nothing like ladder play, so even casual players won't see something they understand when watching an OWL match.

I think esports are best suited for games that are slower paced (LoL, DOTA, CS:GO) or easier to understand (CoD, Rocket League). Overwatch is a game that is very fast paced (Dive fights took like, 2 seconds from start to finish), and doesn't really have analogues in real life, so it's harder to connect with or intuit.


> It sounds like you just don't really like sports/esports.

It's not that exactly. There is much that can be learned from the world's best players training together and performing together against an opponent that does the same. It's just the format is unwatchable. I do find watching sports on TV similarly impossible, whereas watching them in person is much more enjoyable.

I mostly watch streams. I don't think solo queue is as interesting a game as full teams playing multiple games together, but you do get to hear one player's thought process, which is always enjoyable. That is probably incompatible with true competition, but is entertaining.

I think someone decided what esports should be, and everyone else just copied that, but we haven't actually hit the global maximum for the format quite yet. What's strange is that we often take steps backwards. There was one season when you got the ability to select your own camera angles and chat in a members-only chat, and that was the season that I enjoyed the most. Chatted with the regulars in there, got to watch whatever player I personally felt was most interesting to watch (usually Jjonak fragging people as Zen), etc. Then they removed that, as well as the ability to pay them extra for the privilege. Strange decision!

> The viewing experience for Overwatch is terrible. There's too much going on, and if you're not actively involved (playing), it's just awful. Colors and lights everywhere, weird sounds, orbs flying all around etc. I think Overwatch is kind of a failure in that regard as well.

I hear that a lot, but don't really have a problem with it myself. The thing that gets me whether I'm playing or not is when people use an ultimate at some range outside your current camera position, and it's totally silent and you have no way of knowing that they used it. There was a time when ults were map global sounds, and that got patched out for no apparent reason, and it's never really been discussed as a problem. But I think it's weird to play around a Zarya with grav when she just used it to kill some Wrecking Ball over in Narnia. Why punish players that are tracking ults? Never made sense to me.


> there would be no more Overwatch updates until Overwatch 2

I honestly don't get wth they were thinking with OW2... In what world is it the right decision to fracture your game community in two?


> Starcraft 2 is basically dead. WC3 remastered flopped

Paradoxically, I've noticed an uptick of new creative Starcraft 2 content on Youtube (similar to those "can you beat the game by doing [insert crazy premise here]" types of videos you see in the Mario community).

I think the two company direction things that were noticeable for me were that they decided to try to embrace two major cop-outs: milking cash shop (skins, voice packs) and trying to pull Disney-like re-runs of classics (SC and WC remastered). Many in the community are lamenting that e.g. the dev team behind Starcraft is essentially disbanded. It's like they fundamentally gave up being a game company, and decided to be a collectibles company instead.


The competitive Starcraft 2 scene has definitely seen a new surge of excitement within the past two or so years. (This is just my subjective impression; no idea of the actual numbers. And I'm not sure what the non-professional scene is currently like.)

I think a large part of it is that after around 10 years of dominating Starcraft 2 and 20 years of dominating Starcraft 1, there are now some European players who are repeatedly beating Korean players (and everyone else) in the big tournaments.

(Including in-person tournaments, so you can't chalk it up to latency differences. Though of course there haven't been any of those in the past year, so we'll see if that'll be sustained.)

The two main usurpers, Serral (Finland) and Reynor (Italy) also have a really entertaining rivalry. I'd go so far as to say that those two may have single-handedly kept professional Starcraft 2 interesting and alive.


I think the notable thing about the Starcraft 2 pro scene is the age of some of the new up-and-coming players. Reynor is 18, and Clem is 17. They're clearly not coming to the game for the nostalgia.

I think the uptick in challenge youtube videos is also no coincidence. These are games where there's depth in terms of acquirable skills, and there's definitely interest in the community for displays of mastery in these types of games.


Yeah, definitely. A lot/most of the top pros and commentators have been playing since the start of SC2 and often since early SC1, so all these new, young players are a huge breath of fresh air. They're growing up on a metagame that's been forming for a decade and putting their own creative spin on things, in addition to probably having a bit of a speed and reflex advantage. Reynor's keyboard cam is often pretty insane to watch.

(SC1 was actually the first computer game I ever played, back in 2000 or so, which I think is why it still holds a special place in my heart. Funny to think "computer game" is kind of an antiquated term now.)


SC1 and AOE2, have more streamers and events than 3-5 years ago from my Twitch browsing. Both games that are more than two decades old. Really shows the staying power of the RTS genre IMO, sure it's some nostalgia, but there have been remakes and an upcoming AOE4 sequel too.


AOE2 is not the old AOE2 game though, it's a remaster (the second even) with consistent new content, patches, balance and so on. Yes, mechanics and graphics are mostly the same, but there's a resurgence because the game is maintained/developed, not just because the original was good.


I'm personally loving SC2 scene at the moment. Lowko is a great caster, Harstem too. Serral, Reynor, Has, Clem, Stats, Maru, Special, Scarlett...Florencio. I love it all.


Also to a lesser extent, there is the rise of Clem (France). What makes that interesting is he is Terran, which is a race that rarely sees high level foreign (non-korean) players.


Yeah, I should've mentioned him as well. I was following it most closely in 2019, where Serral and Reynor were the main stars and Clem was mostly just a super young and kind of inconsistent up-and-comer. We'll see if Serral (23) can keep up with the teenagers.


It’s looking likely that the GSL is going away after Blizzard stops funding it the year after, though.

ASL looking strong in Korea.


> It's like they fundamentally gave up being a game company, and decided to be a collectibles company instead.

If there's one business lesson to take from the history of the video game industry, it's that being a video game company is extremely unreliable. Being a collectibles company is much more reliable.

As the company leaders look for ways to make their business endure, it's natural for them to turn to more reliable business models.

Nobody likes layoffs.


I dunno. I think riding on nostalgia can only get you so far. Disney's new Mulan and WC3 remastered getting flak were due to happen at some point, and the criticisms are well deserved IMHO.

On the other hand, Mario keeps reinventing the adventure genre with creative mechanics, even though storyline/CGI of each new game is basically non-existent compared to Blizzard's capabilities. WoW obviously did very well in spinning the Warcraft lore into new directions, and Starcraft Ghost was also highly anticipated before the vaporware lost its steam. I think the main difference between Nintendo and Blizzard - and why Nintendo still commands such strong brands - is Nintendo plays the long term game, never getting drunk on a single unicorn success.


I'm unsure if the RTS genre is in a waning phase. AoE2 is still a top-20 game every day on Steam. Granted, it's a 20-year-old game. Maybe that shows new entrants can't make it; or maybe it shows there aren't enough good new entrants. StarCraft 2 is not as popular as it was, but would still be in the top 20 games if it were on Steam. We'll see if AoE4 gives the genre a kick. Initial reactions are somewhat lukewarm because of the art style, but the game play looks good.


I recently started playing AoE2 again with my brothers after basically a 15 year gap, and it's a lot of fun. I was surprised to see such an active community. I've heard AoE4 will be more like AoE2 than AoE3 was, so I'm totally considering picking it up at some point if my brothers do. The game has aged really well with its design. We are all casual gamers, and it's nice to have something to play with people who aren't into the FPS twitch skills.


The game has seen a resurgence because of

1) the release of the HD and Definitive Editions of the game, with graphics and gameplay that still hold up

2) availability on popular game stores like Steam (though it's a Microsoft game)

3) continuous balance patches, content updates, and occasional DLC

4) talented Twitch streamers and YouTubers casting games, commentary, and analysis (See T90Official and Spirit of the Law)

5) an active, mature, and welcoming player base on Reddit, Twitch, Discord, etc

6) frequent and varied tournaments with increasing prize pools (the recent Hidden Cup had the highest prize pool for an AoE2 tournament in 20 years)


I feel like RTS would have a second awakening if they could de-emphasize the all-important actions-per-second somehow. It’s not appealing to new audiences because most people cannot execute multiple threads in their brains well. I think Factorio has some of this, where there is strong pressure to automate things that would otherwise demand your constant attention.


Wouldn't that get you turn-based strategy?


I suppose they mean in the commercial sense, new RTS games certainly don't drive industry leading sales for instance.

Certainly in the context of talking about a publisher like Blizzard nothing but raw profit is of any concern. Arty ambitions is the something for the game studios that appear and die off, not for the publisher that seeks to endure.


To me it just looks like they aren't trying very hard.

SC2 did something very smart with its last expansion with the coop mode, and it became very popular despite being only sort of fleshed out. I could easily see that kind of game mode making for a hit RTS if it was the central focus, and had the standard MMO-lite stuff like loot and missions and raids and story and customizable units/armies and support for other group sizes.


Immortal is being built with competitive 2v2 and 3v3 play specifically in mind in addition to 1v1 duels. It should be interesting to see how a pro-scene around that would play out. More combos, more team play, more personality clashes might all make for better eSports engagement. I'm sure PvE modes will be available too.


Yeah should be cool, I backed it for the alpha.


As GP mentioned, AOE4 will be a good litmus test of the "commercial sense". Microsoft arguably squandered one of their most iconic franchises for the better part of 2 decades, and yet here we are (in large part thanks to strong sustained grassroots support from the community).


Nothing wrong with being a solid niche imo. Classical music will never sell as big as pop, but there will always be musicians and concerts keeping it alive on a smaller scale. No reason the same can't happen with RTS.


But the industry wants all the money, and right now.

They are focusing on games that can monetize user-base actively via micro-transactions and subscriptions RTS games are not really capable of this.

Last example i can think of is CoH 2, which was disappointing and the 'pay to win' commanders drove me away from it quickly. Plus i think original CoH is much superior game in terms of balance and fun.


Fighting Games have a smaller, but devoted niche that does well enough. The games are more expensive and they do seasonal or annual content pack releases that are also quite expensive, but the player base is devoted enough that they will pay. They make up for lack of volume with higher margins that their fans will support. I see no reason RTS can't go the same way.


Blizzard kinda killed the RTS genre with Starcraft 1. It's basically the perfect RTS so everything that came after it seems inferior. Even Starcraft 2.

There are still niches for specialized audiences, like historical battles with a more strategic bent, but for mass market RTS nothing has been able to beat a 23 year old game.


I love BW but it's still far from perfect. Even if things like single build select and max 12 unit select were okay at the time and worked decently within the game's design, they're still incredibly clunky choices. Honestly, even playing it in its heydey, I already disliked the 12 unit select.

> It's basically the perfect RTS so everything that came after it seems inferior. Even Starcraft 2.

SC2 had a bunch of design choices that seemed to reflect a shallow understanding of what made BW actually super good. Like, how incredibly tightly units clumped together should've been picked out as an obvious flaw immediately, but instead they never fixed the underlying issue and just patched up some of the negative impacts via econ changes.


> Like, how incredibly tightly units clumped together should've been picked out as an obvious flaw immediately

Pretty much everyone who used air-units in SC1 abused the "tight" formations of Muta-stacks (or other SC:BW air units). In most fights: tight formations are incredibly superior to loose formations. (Obviously Corsairs / Valkyries changed that, but typical hit-and-run tactics are better when stacked)

Automatically having tight stacks in SC2 meant the skill-curve of tight formations was brought down: so that beginners can benefit from the strategy with less practice. Advanced players can still use their superior APM to loosen the formations (if they go up against anti-death ball units, like Siege Tanks or Banelings).


Are there no widely used flak/AoE weapons that heavily punish tight formations?


There are plenty. The problem is that it's created a game dynamic where battles turn in an instant. You either dodge the splash and your army melts theirs or you eat the splash and your army evaporates in a flash. The game feels really swingy and punishing when whoever gets the right angle auto-wins.

In contrast to Brood War, where battles tend to unfold as an aggregate of smaller engagements happening simultaneously all around the map, Starcraft 2 hinges a lot on positional play with two giant armies dancing around and probing each other trying to engage at an advantageous position. And then once they get drawn into an engagement it's just BOOM! ZAP! POW! and it's over. If you blink you could miss it.


In Starcraft: Broodwar... Muta-harass isn't about winning, its about forcing your opponent to make more clicks than you.

In the ZvT metagame, Zerg can deploy Mutalisks many minutes before the Terrain have access to Valkyries (AoE anti-air). Terrain's only response at that stage in the game is Marines.

Marines (who shoot one-vs-one) need to group up tightly to have a chance vs Mutalisks. However, a Marine only has 40 HP, and can be KO'd by a group of 11 Mutalisks taking one shot simultaneously.

This forces the enemy Terrain player to group up their Marines before approaching Mutalisks: the Mutalisks are flying however, so they just run away when they see the opponent grouping up. By forcing the opponent to group up, respond, and deploy, you win the "APM / Clicks" war. You're just trying to force the opponent to "waste their clicks" and eat up their mental capacity.

If the opponent fails to respond, you just run into their economy and destroy their workers. If you break the opponent's economy, you pretty much instantly win. Because you have flying units, you always have access to the opponent's backline / economy. (IE: most Terrain players "wall off" their economy so that ground units must destroy a 500HP defensive structure before reaching the backline. But you can get around those walls by using flying units, like Mutalisks)

Otherwise, you take advantage of map features: high-ground makes your creatures invisible (even air creatures are invisible on the high ground in Starcraft: Brood War). So you swing in from the cliffs / retreat into the cliffs repeatedly.

A missile turret has 200 HP, and is a bit harder to deal with. However, a Muta-stack with of 11 can KO the missile turret before it even takes a 2nd shot. It takes much practice: you need to learn the timing of the Mutalisk, carefully watch their animation and positioning (they only take a "instant shot" if they're flying in the same direction that the shot will take place), and Mutalisks can instantly turn-around (you need to move-click 180-degrees offset from the direction of their current movement).

With accurate timing, you can move-click, attack the missile turret, move-click away (causing an instant turnaround, leaving the missile turret range, preventing the 2nd shot), then move-click attack the missile turret a 2nd time and KO the defensive structure. This is the "muscle memory" practice that made Starcraft: Brood War famous. Only those who dedicate many hours of practice to memorizing this strict timing will even reach the barebone basics of the game.

-------

Eventually, Terrain can go Valkyries and with a large enough group, can AoE kill the entire Mutalisk stack. However, that's later in the game. By that point, the Zerg player has moved onto their main strategy (probably mass ground-forces, like Hydralisks). Valkyries are useless against that, and its well known that Mutalisks are otherwise an inefficient unit in combat. So its unlikely for the Zerg player to heavily invest into Mutalisks.


Stacked cannons anyone? :P

Whether intentional or not, I think 12 unit select was one of the design choices that enabled the pros and experts to really separate themselves from the average folks.


For a "perfect" game, Dragoon / Goliath pathing is sure awful.

Starcraft 2 units really do "what you want" most of the time: automatically balling up into groups or "dancing" together. From one perspective, elite Starcraft1 players who memorized "The Magic Box" and other engine-level pathfinding behaviors saw this as an abomination: other players can gain the same skills now without practice.

On the other hand... lets be frank. Dragoon / Goliath pathfinding was bullshit from Starcraft1. The extraordinary measures you'd have to take to become a competitive player who uses those (ie: Magic box memorization. Dragoon Dance practice. Etc. etc.) was fundamentally unfun.

This is coming from me: someone who did put in the effort to properly dragoon dance / Muta stack / etc. etc. We all do things to seek a competitive edge against our opponents.

-------------

The work / reward ratio needs to be there in some extent. But it can't be so large to turn beginners away. I'm not sure if anyone's found the proper balance yet, but Starcraft2 definitely was better from that perspective.

EDIT: I'm also a big fan of fighting games. Hyper-fighters, like Blazblue or Guilty Gear, have a nice auto-balance called combo proration. Combos are clearly the best way to play, but each combo makes the rest of the combo exponentially do less damage (!!!). This means that a 50 hit combo in BlazBlue will probably only do 10% more than a 20 hit combo, despite the huge difficulty curve in executing. The bulk of the damage is from the attacks before proration kicks in. This allows for the expert-community to practice for those 50-hit combos, while not necessarily granting huge 250% bonuses over beginners. A casual player may only decide to learn the 20-hit combo and still be 90% of the way to playing like an expert (compared to experts who have to work far, far harder to get the last 10% of damage).


I've always held that their patch/balance style is what ultimately killed SC2's scene compared to SC1. Just look at how many balance patches were required from SC2 vs. what they applied in SC1.

While neither game is perfect IMO, letting the game mature without micromanaging it was a very important aspect of SCBW's success. Instead of mucking with units on a monthly basis they let things simmer and ultimately let balance be achieved through proper map design used in the competitive scene.

In my personal opinion one of the biggest faults with SC2 was their unit design philosophy. The idea that every unit was viable or had some special unlock created a balance nightmare. Its been years since I played either game competitively (played iCCup in BW / Collegiate StarLeague for SC2:WoL) but I remember always feeling like the game had too much "gotcha" in it that SCBW never had. Didn't scout proxy reapers? gg. Didn't scout fast void? gg. Didn't scout x? gg. It was too much rock-paper-scissors where missing one piece of intel was death while SCBW wasn't entirely the same. Taking the Terran/Protoss matchup for example you'd typically expect the early game to be vulture+tank vs. zealot+goon where if the terran player just a-moved into the protoss it was guaranteed loss, but microing the vulture and tanks gave you the chance and arguably the upperhand where the skill of the either player determined the outcome. SC2 didn't have that to the same extent.


That sounds more like a symptom as opposed to the underlying problem. A large number of patches isn't necessarily a bad thing, but an unstable meta is definitely bad.

So SC2 starts off with SCV-auto split, no more manual splitting at the start of the game (all players now can play the first 5-seconds of every game like a pro: no practice needed anymore) But then muscle-memory people wanted an edge, so they added MULEs / Spawn Larva / Chronoboost, giving players a muscle-memory / simple timer countdown to play with. Etc. etc.

Just back-and-forth changes like that was the real problem. The general balance patches had no idea for the final metagame they were actually going for. Did Blizzard want a game that rewarded manual effort (Juggle MULEs?)? Or did they want a game where manual-effort was minimized (Auto-Worker Split?)

In the end: Blizzard wanted both, even if the two designs contradicted each other. You really can't please both groups of players, but by switching back and forth between the two designs, they only really pissed off both camps over the long term.


I'm not sure I agree, the balance for pro level has almost no bearing on lower leagues who suck. I think the reason people stopped playing is that it's really really hard (tiring) and it's not a team based game and can get quite lonely.


Even in Starcraft:Brood War days, it was common to learn from stronger players by playing 2v2 (where Strong+Weak player goes up against Strong+Weak player).

Starcraft 2 added "Archon Mode", where you can 2vs1 (Weak+Weak player vs Strong player), controlling the same team. There were far more opportunities to play teams in Starcraft2 than Brood War.

And the 2v2 was always an option in Starcraft 2 anyway.


It's still a lonely experience. Social and player discovery was badly done. 2v2 play was lonely too, it doesn't feel like a team game when you're getting rushed 2v1 at 8:00 clock time and your teammate is far away building their early econ. Compare that feeling to DoTA or counter strike which really feel like team games and not like two 1v1s that happen to be on the same map


Speak for yourself; I can't stand SC1 after all the quality-of-life features they added to 2.

There's nothing dumber and more immersion-breaking than watching 15 dragoons get stuck in a small opening because the game's pathfinding is the very best the mid-90s has to offer. Or watching a reaver's scarab just ... get stuck, on the way to a target. They solved all of this crap (and a whole lot more) in SC2, and I can't go back.


Dragoon pathing is actually a bug where the dragoons think they're smaller than they are IIRC. They just never patched it because it ended up becoming a part of the accepted balance.


I think its because their model changed their hitbox as they moved. So while their pathing was calculated at one point of the animation they could no longer fit and would re-path or something to that extent.


> They just never patched it because it ended up becoming a part of the accepted balance.

I wish people would do this today. Release your game and let the rules be the rules.

Last year, Magic: the Gathering announced "by all our metrics, we consider the metagame healthy. So we're doing something we've never done before: we're banning a bunch of cards purely for the sake of change."


> Blizzard kinda killed the RTS genre with Starcraft 1. It's basically the perfect RTS so everything that came after it seems inferior. Even Starcraft 2.

The overall market killed the RTS genre because everybody has a pretty clear idea of exactly how much money you're going to make selling an RTS and it's not that high. RTS games don't port well to consoles or mobile, and that's the majority of people and revenue.

Blizzard killed the RTS genre by completely optimizing for e-sports click-fests at the expense of everything else. A pox on their house.


I much preferred Supreme Commander, but then again, I'm not the eSports clicks-per-second type of gamer.


I remember enjoying SupCom back in the day. I find it interesting that it still seems to have a small but loyal following thanks to ongoing, fan-driven development like Forged Alliance Forever. I can't imagine it's making anyone much money any more, but the game was good enough to build an enduring bubble around it.


I watch probably 10 hours a week between SC1 and SC2. I have to agree, BW is a much better spectator sport imo. Battles take longer, there are things happening on more on the map ect. But SC2 is still a lot of fun to watch.


I watch both too and I disagree. After a while I have to stop watching SC1 games, I can continue watching SC2 for much much longer. SC1 just gets way too boring. It really is like watching chess, slow and methodical (assuming the perfect control only the top players can achieve in this game, I could not stand watching any less skilled players, other than with SC2). I appreciate the much faster games in SC2. I think SC2 game play is more significantly more varied too.


Both are great :). I especially like TvT in Sc2. I find it is more interesting than the the SC1 counterpart.


AoE2 is another 20+ year old game that has experienced a renaissance due to new updates.


I still play SC1:BW Remastered almost every day.

It's PERFECT!


.


Neither is an RTS. They're MOBAs.


True. But these Mobas are descendants og these RTSs. WarCraft 3 gave birth to Dota 1. StarCraft 1 had the Aeon of Strife map.


Sure but mobas are much closer to action RPGs than RTS games in the actual game experience. The origin story as a mod for a RTS is interesting but doesn’t lock in the genre


I guess it wasn't clear but he is talking about RTS games of which your examples are MOBA games and would not apply.


DOTA and LoL are not RTS games; they’re MOBAs.


Those are MOBAs, not RTS.


Yikes. I'm a very keen RTS player and I couldn't disagree with this any more strongly. Starcraft is a very milquetoast RTS that follows a basic formula and takes no risks. It's the Marvel movie of RTS games.


Overwatch is just feeling stale because OW2 has been in development so long. I'm sure they'll get a huge boost when it launches. But yeah, all their current titles are pretty much just rolling along with nothing new, people are going to go elsewhere in the meantime.

The FPS crowd is extremely cyclical, mostly owing to Call of Duty and Battlefield's annual release cycles. Gamers buy the latest FPS, play it for a few months until the next one comes out. A game like Overwatch just... feels old now, even though it's a high-quality well-balanced game.


Or maybe Overwatch does not have staying power. It is quite interesting how CS still has million daily players... And they don't do that much either in terms of new content.


Overwatch queue times are still pretty good outside of Masters+ competitive play (remember most players are quick play or Diamond and below). I'm fairly certain overwatch 2 and beyond will be just fine barring some massive screw-up. The main problem with OW was how much money they blew on the Overwatch League and E-sports partnerships - hundreds of millions of dollars invested and the top talent keeps leaving because they are miserable.


>and the top talent keeps leaving because they are miserable

Can you expand on this please? Why are things so bad?


Three main factors:

* Work/life balance is fundamentally broken for most E-sports players (in all games). Bad habits like playing/streaming 6+ hours after 7+ hours of practice/scrimmages, terrible diets like 100% uber eats + pounding energy drinks, and finally the stress and anxiety of performing what the internet community breathing down your neck. Many E-sports players have never lived on their own prior to moving out to team houses, and some of these individuals can barely take care of themselves - and it shows. Most players burn out within a year or two.

* Meaningful incomes are almost never provided via your salary or tournament winnings - the real money comes in through sponsorships and streaming revenues. Even though OWL has a generous minimum wage and provides housing allowances, top talent has consistently spurned six figure salaries for seven figure streaming salaries. Sinatra, XqC, Seagull, Harbleu, are some examples of top talent who chose not to sustain their professional e-sports careers.

* There's very few roster spots available and tier-2 teams that on paper are supposed to provide a career path into the league are openly considered a joke for most games.


Has making 17-year-olds move to a foreign country and work 12 hours a day 7 days a week ever worked well? That's what Overwatch League is.

The field is in its infancy, and some day the esports pros will negotiate like other professionals -- work/life balance, a big 401(k) contribution, and compensation commensurate with the fact that they'll be replaced by an 18-year-old when they're 22.


It's pretty amazing how evergreen the CS formula has been considering how simple it is.


In games simplicity isn't a bad thing. Think of Chess or even more think of Go. A thousands of years old game, with two pieces/colours and very simple rules.


The last content added to Overwatch that wasn’t new character skins or balance patches was in April of 2020 when they added the last new character to the game. The last new non-death match map added to Overwatch was in 2019.

Correct me if I’m wrong but I think CS:GO has had like two big updates since like Q4 2020 alone.


If it launches, one of the major faces of that project has left. There's not a lot of trust @ Blizzard releasing good updates to games anymore.


I'll miss Jeff, but he's not the end all of why Overwatch is a fantastic game. Bear in mind "faces" are often just that... the "face" of a large group, who generally is comfortable being in front of the crowds and talking with everyone.


Hearthstone just wasn't the same without Ben Brode.


I wonder if the reason Jeff left was that he was asked to leave for taking so long with the game...? I would rather he not leave as he has been the face of OW for a long time and beloved by the fan base. But, this is a public company and deadlines and dollars matter...


I highly doubt it. Very visible employees that are community-loved are incredibly stupid to let go of. Jeff's community fame is worth dozens of other employees' worth to the company.

My guess is that Jeff wanted to move on, either due to issues internally, or for something different.


My money is on Jeff Kaplin joining mike morhaime's Dreamhaven. That studio seems to be stealing lots of top executive talent from Blizzard.


> Starcraft 2 is basically dead. WC3 remastered flopped. The RTS genre writ large is definitely in a waning phase.

I wouldn’t call SC2 “dead.” You can still queue up for a game within a couple of minutes if you want to play, which is all that matters. This is even true of Brood War.

I think the dominance of Starcraft 2 on the RTS esports scene basically smothered any contenders in the crib. The oldheads who still like it seem to prefer playing Brood War with all its incomprehensible esoterica (to uninitiated audiences) to anything new. Now that Blizzard has put the game in maintenance mode I expect there will be more sunlight to nourish new seedlings as its canopy withers. All the influential Blizzard RTS developers seem to have decamped for Frost Giant games to create a new RTS, and it looks like they have the industry clout to make a splash when their title finally lands (maybe in 3-5 years ha).

Meanwhile Sunspear Games, which made the innovative “Vanguard” mod tor SC2, just got done with a (purely hype-focused) kickstarted launch for Immortal: Gates of Pyre (slated for late 2022). And then Relic is putting out a new Age of Empires as well.

I am WAY more optimistic about the future of the RTS genre now than I’ve been at any point since Heart of the Swarm came out and half of SC2’s active player base decided it wasn’t worth it to continue playing.


> They stopped development on HotS, which never achieved the same level of pull as League of Legends.

Which to me isn't surprising as HotS' way to stand out from the rest is also why it's not fun long-term. At first it seems cool that every map in the game has a unique objective that the teams compete around. But the game is balanced in a way that you either win that objective 2-3 times or you lose the game, with rare exceptions. So now suddenly you do have a couple different objectives, but those never change and set the pace and timing for every single round, always in the same way.

In comparison, LoL and DotA always have the exact same map and objectives on it, but the teams are free to do what they want. Stay in lane for 20 minutes? Sure, why not, if none of the teams force the next phase. Focus on teamfights and kills or try to get the next dragon? Whatever you want.

I played HotS for 2 weeks and then I just needed to see the next map's loading screen to know where I'd need to stand exactly 2 minutes into the round. It becomes a game of kill-and-fetch quests where you also have to rely on 4 other people to do the right thing. Not fun.


I strongly disagree. The maps add tons of variety and the objectives force you to have team battles instead of just one vs one landing to last hit minions all game. Shared XP is another part of making it less about winning your one lane

The issue is they were late to MOBAs and made the game entirely free so there was no reason to really support the game. Eventually the finance people notice


> The maps add tons of variety

The maps remove variety because they shrink the possible space of what you can do to a finite number of gameplay objectives. The game tells you that some objective starts in exactly 1:27 from now and if you're not there at that time your team is disadvantaged and probably about to lose. That's not variety, that gets old quick, as a player as well as an audience for a professional league that you'd need to even start competing with any other Moba.


If that was true, we would still be using myspace and friendster.


> Stay in lane for 20 minutes? Sure, why not

You mean you are pretty much stuck doing just that for half the game. Hope you like lasthitting all day, GLHF.


I just started playing Dota 2 less than a month ago. The game is enormously complex and a pleasure, HoTS feels like Fischer Price MOBA by comparison.

Laning involves pushing, farming, last hitting, denying, harassing, taking down towers, jungling, runeing, and ganking. It isn't stale at all. But maybe I just haven't gotten tired of the game yet. I am having more fun with Dota than any other multiplayer game (save for WoW circa 2010.)


If you think laning is just about last-hitting I can see that you don't like it.


> don’t you have phones?

Blizzard isn’t the same company it once was. It used to be known for deep gameplay and creative stories but now it’s focused entirely on the free to play skinners boxes of card games, a mmo, and loot boxes to monetize the other games. Almost the entire early-days staff has moved on to other companies. Blizzard doesn’t exist any more, just a big corporation with the same name


Ain't this the truth. Most of the OG Blizzard team members have left; it is nowhere near the company that made Warcraft, Diablo, Blackthorne, Starcraft et al.

The writing was on the wall with Diablo 3's item market. D3 itself is just... Forgettable?


WoW also just got boring for me a long time ago. Sure, they keep adding new things, but it's still riding in very deep treads they dug long ago. It's still fundamentally the same game, and in my eyes showing its age.

I'd love to play a new MMO that explores new ideas. WoW explores WoW.


I've tried a bunch of MMOs since WoW... and despite newer engines and some neat features, they often end up just being... mostly WoW once the sheen wears off. I occasionally revisit WoW because if you're going to play a WoW clone, you might as well just play WoW.


You should try playing some older MMOs: EVE, Anarchy Online, Ultima Online, Runescape. All stuff fundamentally untouched by the WoW design - and they are much better for it IMO. When I've played these games, even 20 years on, I am completely stunned. Makes me realize how psychologically kneecapped we are by WoW.


No love for EverQuest? Any MMO I've played since hasn't held a candle to the world design and enduring sense of mystery and wonder EverQuest was able to spark in my fragile little boyhood heart.

I went back to play in a "static" group on the old school Project 1994 servers a couple years ago. Buncha strangers agreeing to meet online a couple times a week to play, drink some fancy beers and shoot the shit. No wonder lost. That thing is still a place of glory.

WoW was the beginning of the end for the genre, in my opinion. Everything about it was smoothed over in all the wrong places. The art design and worldbuilding were just not good, especially when you consider the lore was a hobbled together mess of inheritance. The Colosseum legionnaires of the Iksar in their jungle and swamped wilds or the truly monstrous trolls selling dwarf bits that could have been pulled straight from some Nordic fairytales: that's some love of the grim imagination.


> the old school Project 1994 servers

You mean Project 1999: https://www.project1999.com/

(LFG, by the way)


Oh jeez, that's what I get for not proofreading! Thanks for the correction.

What side of the world are you on?


I've spent a lot of time involved in the EVE space, I was on the DUST 514 version of the CSM, and I've participated in a couple of wars, even though I am very bad at Internet spaceships. Sometimes I wish EVE was just a tiny bit more like WoW... I wish the environment felt more varied than it does today. It really solely differentiates the game over time and area by player politics. Which is definitely fun, but almost in spite of the game, rather than because of it. ;)

(Other games I spent time on, which yes, are newer than WoW: I really enjoyed the moment to moment feel of playing WildStar and Black Desert Online (largely because they replaced casting/cooldowns/calculated damage values with movement and combos), but of course, RIP the first one, and the second one is macrotransactioned to heck, my wallet couldn't take it. SWTOR's early storyline content is insanely well-done, but unfortunately, once you graduate out of it, it literally is exactly the same game as WoW.)


eve online's formula is... controversial. the significant IRL time grind (doesn't necessarily need to be actively played, your skills train even when offline like an idle simulator...) was always a controversial game design point since it meant newer players were permanently less skilled than older players, they could never catch up... but CCP made it so you could just pay to get higher skill points, which isn't great either.

dust failed and it seems like CCP pivoted towards trying to monetize EVE Online harder. And it was already a fairly heavily monetized game (real-money trading was sanctioned even 15 years ago, the game basically required multiple accounts for high-level play, etc)


Doing the FPS + MMO integration was a risky step, but they get points for trying because that was pretty creative back in its time.

Like walking-in-stations, (now in Star Citizen and Elite: Dangerous) they seem to be pioneers back in the day but didn't get much credit for it because the execution was so important.

I'm fine with EVE having pay-for-skill points now because you were always able to buy accounts and that was actually scam-free. You'd need to buy a lot of PLEX back then to pay for one with real money though.


I feel like CCP's vision is always ten times that of its capability. Walking in Stations would've been achievable for a larger, more funded studio. But CCP has never been able to put out something on that scope. (EVE itself is simple, in comparison to WiS, from a game development standpoint, and that took over a decade to get where it is.)


I logged into Ultima Online recently and played a bit. Still fun, though the community is a lot smaller now. It is a shame that Origin took so long to try to fix the nonconsensual PvP and other issues (then split the worlds instead of just doing consensual flags), which resulted in lots of people leaving. They really did a very impressive thing with UO, and the original graphics still beat the cartoonish 3D stuff they added later. Again, goes to show that a solid foundation can endure for a long time. Lots of good memories, friends, and immersive play.


If you've played a lot of WoW, you also spot glaring flaws in other games very quickly.

Usually the 'feel' of combat/animation/movement just isn't up to Blizzard standards, and UIs are often very inflexible compared to WoW's moddable interface (without that, nobody would play healers for long!). Sometimes the travel timesinks are just unbearable (SWTOR), or the global cooldown feels glacial (FFXIV)

And WoW keeps getting more and more polished. Just a shame that it all feels as if it's being run like an F2P mobile project now, probably driven by analytics/monetisation people rather than passionate MMO players.


I would say WoW is getting less and less polished, at least for existing, active players (the new player experience has just received a massive boost).

The WoW community has become accustomed to systems getting launched in a poor state, expecting future patches to fix glaring flaws in core gameplay, with the developers all but admitting this in interviews (if you're really into the details, Torghast would be the latest example of this pattern).


The FFXIV global cooldown is a bit weird in that it feels super slow until about lv50, where suddenly it doesn't feel slow enough. It's not the same for every class but using non-GCD abilities in between the cooldown becomes the primary rotation and it's _super_ challenging. I've been playing a lot of the Samurai class lately and the rotation is way more fun than I originally expected.


FFXIV is the one that finally hooked me. It improves on WoW in a lot of areas. The learning curve is a bit steep and the hell that is mogstation are points against it, but I've been very much enjoying it.


Mogstation is truly incredible, it's like the digial equivalent of those "this is not a place of honor" signs, it feels designed to actively repel use.

That said, FF14 is a ton of fun! And IIRC these days you can play the free trial up through the end of the first expansion, which is a LOT of gameplay.


given the graphics horsepower of many modern computers, I've been hoping for a "world of diablo" that focuses more on the gothic horror imagery and the backdrop of the much more exciting world that diablo is set in. Make it dark, atmospheric, and pack it with random dungeons, sorcery, and doom-style jump scares. Maybe as a bonus, put it in VR and innovate controls for attacking and spell casting.

I can dream, right?


Honestly BloodBorne might scratch that itch if you're willing to work through SoulsBorne difficulty.


I’ve been taking some time away from work recently. I played WoW (classic version) for about three months for the first time ever. I made it to level 47 as a night elf hunter.

The environment is beautiful. The fighting is well designed. Dungeons can be a nice social experience. It can be a very fun and relaxing game. But it gets super repetitive after a while. The quests are all minor variations of a few simple formats.

I just started playing Minecraft two weeks ago and I’m loving it. I’ve never played it before either. It has the exploration and beautiful scenery aspects and feels like a much more creative game. I’m guessing it will be less stale after 3 months than WoW was. But we will see :)


You are in the no mans land of wow leveling in the mid 40's. As a hunter you should be able to blow through to 60 in a few days from 47, it is one of the better classes for solo leveling.

The real fun of wow classic is running dungoens and instances with a guild. A clean run of a 40 man Molten Core run is a hoot. I would say join a guild and run instances with them and see if that sparks some of the fun back into it.


> The real fun of wow classic is running dungeons and instances with a guild.

This does nothing to solve the parent's problem:

>> But it gets super repetitive after a while. The quests are all minor variations of a few simple formats.

Instead, your proposed solution makes this much worse.

> A clean run of a 40 man Molten Core run is a hoot.

And this is an... unusual perspective. I raided Molten Core in WoW Classic (the recent release, not the original). It's a huge slog in which the only challenge is mustering the willpower to stay in there for the hours it takes to clear. Once my power cut out during raid, and it came as a big relief.


Riot is developing a MMO based on Runeterra. It will be interesting to see how that pans out.


These days I'd be weary of running anything Riot puts out since they got that new kernel anti-cheat.


What's the flipside, you want to play with cheaters?


Yes. Very much. The idea that you should be playing games online with strangers you'll never see again has done terrible things to computer games. The solution to cheaters is to tell them "hey, knock it off", because you know them socially. Or to use the same cheats (call them "mods") while playing with them. Or to be so much better that you win anyway. Any of those is better than what we have now.


Yah, that's just not fun to me. I have seen entire games become not playable due to cheats. I would opt in to a kernel module anytime


It will 100% be like Genshin Impact. Sure you can treat that as an MMO too but don't expect anything like WoW at all


So there's going to be a gacha system trying to extract hundreds of dollars from you?


Well, they have it LoL, so that's to be expected. (the hextech chest stuff)


Ive recently revisited GW2, and its been fantastic.


I’d love to play World of Warcraft with Diablo/Starcraft fixed-POV and gameplay controls. It could be such an interesting story if it weren’t for the camera controls that make me wish I had a flight simulator joystick.


What is missing from the title is that revenue is up. They are wringing more cash out of fewer players. This could be aggressive monetisation driving people away, either directly due to how it feels or indirectly due to dev resources pushed into fancy hats instead of core content.

The article does say that Shadowlands and WoW Classic carried the torch for revenue. One is old-Blizzard quality I guess, the other pretty much as expected for a new WoW expansion. People are going to buy it. Whether or not they stick around is another story. It does note that they did not confirm if subscription numbers are rising or not in WoW (modern).


The monetization in WoW is pretty invisible. Many games have a core of players who love playing no matter what and don't mind buying whatever new thing pops up on the store.

Everquest 2 is such a game. It is basically dead in terms of attracting new players, but people who love playing it have been keeping the parent company afloat for a while. IIRC, WoW and EQ2 came out at the same time. I can easily see Blizzard having the same fate in the not too distant future.


Well the monthly sub is quite clear, as well as paid expansions. Which I'm a fan of (I play FFXIV a bit). Otherwise, there's no clear price signal.

In f2p or bolted on cash shops like FFXIV I'm always wondering, should I buy some mtx? I don't really want to encourage them too much. I don't know what is reasonable to spend to keep the game afloat, I don't want to feel like a leech, but I really have no interest in cosmetics. I don't know if buying or not buying sends a stronger signal to them to spend more effort on mtx rather than the game - sometimes it just seems like all roads lead that way.

FFXI is in a similar state to EQ2 I'd guess, it only has the monthly sub but a really hardcore base who's still there (or dips their toes back in like I did for a bit) after all these years. It still gets minor monthly updates and probably has a nice ROI for the effort.


Diablo 3 gets a new season with some changes. It's not a lot, but there's still some attention being paid to the game.


Diablo 3 was pretty bad imo, clearly targeting consoles. Path of Exile is a much more faithful sequel to Diablo 2 and has a very active player base. It’s almost like if Valve gave it the same treatment they gave dota2.


I don't know if this is true or not, but it seems doubtful since it didn't come to consoles for over a year after release.

According to Wikipedia:

> It was released for Microsoft Windows and OS X in May 2012, the PlayStation 3 and Xbox 360 in September 2013


If you played the game it’s a given that they were planning to do that release a long time before it was announced. The gameplay was heavily dumbdowned in D3 exactly for that purpose.


POE is dangerously close to "2nd job" territory and is struggling to be fun as it heads into curiously complex gameplay and meta game.

So i struggle to see how different it is from other blizzard games


yeah d3 was lacking meta and PoE overdo's it for the average "hardcore" audience. d2 was mostly fine and the reason why it was so beloved. the problem is that replicating what d2 did with something new is challening or impossible without rebuilding it (thus being a clone)


I prefer Grim Dawn, myself.


I didn't know about Valorant before. Thank you! I'm going to go look into that. Every time I play Overwatch the matchups seem so off and if you get a bad healer or tank you are toast, I end up thinking "Why do I still play this game". Valorant seems to have a better way of dealing with differences in the classes and mix-and-match with the weapons, which seems like a good player can play solo casual and make a bigger difference without having their team just completely fold.


> Starcraft 2 is basically dead.

Do you have source for this claim, because population in StarCraft is fairly stable, at least based on ranking statistics.


I used to be a daily Hearthstone player and I dropped completely given how they handled the situation with the Hong Kong protests


Same but with sc2.


RTS genre is waning, but Age of Empires 2 is still holding on.


Plus Overwatch development has stagnated for the last year or so as their team has been focusing on Overwatch 2, which probably won’t even come out this year.


> Starcraft 2 is basically dead

I just started playing. Awesome game.


All of this started with the Activision buyout. They wanted to milk the cow as much as possible, outsourcing ALL. It is not working.


>I can't say what's driving all the playerbase losses

It's because the current culture at Blizzard is dominated by theorycrafting eggheads who believe that the poor, misguided players aren't playing the game "properly" and need to be told what to do.


I just don’t understand what they’re doing. I played every Blizzard game since Warcraft 1 but after them killing HotS and me growing bored of Hearthstone and WoW years/decade ago there hasn’t been anything for me to buy from them in years.


I stopped playing their games and being particularly excited about what's coming when they got taken over by a large publisher. That's always a deathknell for fun, and without fun there's no point to video games.


WC3 remaster flopped so badly it killed the original WC3, and the ridiculous clusterfuck of that has ensured that I'll never buy another Blizzard game. You truly have to try to screw things up that badly.


How about hearthstone? They release new content regularly and have significantly extended the game with new modes of play over the years.

I think it has its own set of problems but they seem different from the ones you mention.


> The RTS genre writ large is definitely in a waning phase.

I've been longing for a good RTS for a long time. Give me something like Lords of the realm 2, C&C Generals, Future Cop: LAPD (ps1) plz.


add to that their foray into Mobile gaming (ignoring their main player base), as well as the controversy around Hong Kong.


> WC3 remastered flopped

Was really looking forward to playing Helm's Deep on Bnet like good ol times but alas


Overwatch development has basically stopped; everything is on hold waiting for Overwatch 2. Because they announced Overwatch 2 in 2019, with a strong implication it was already well along the track, and because they announced they were stopping all new content for Overwatch in 2020, a lot of people expected Overwatch 2 to drop sometime in late 2020. Well, it didn't happen. And in fact, communication about Overwatch had dried up, and the lead designer (the much loved Jeff Kaplan) has left. At this point, people are guessing Overwatch 2 may be landing in 2022 - which means ~2 years of Overwatch being abandoned.

In context, there's no surprise Overwatch is haemorrhaging players. They've as much as told people "go away, Overwatch is dead, check back in 2022 for the sequel".

Meanwhile on the World of Warcraft side, the Warlords of Draenor expansion (released 2014) was badly bungled; many headline features were scrapped, and the pipeline of content that keeps subscriber numbers up between expansions wasn't there. They (very obviously) panicked, and threw EVERYTHING at the next expansion, Legion (released 2016). It was quite well received, and it was clear player numbers had recovered. The problem is that the following expansions (Battle for Azeroth, released 2018, and Shadowlands, released 2020) have been pretty underwhelming. But with a two year expansion release cycle, and two underwhelming expansions in a row, that lines up with a sharp drop in active players over the last three years.

Also don't forget the announcement of the Diablo mobile game; some PR missteps made the fans think it was a Diablo 4 announcement; when it turned out to be a mobile game it was, basically, worse than nothing.

There's also the misteps relating to WoW Classic. It had been a perennial fan request, but Blizzard had always refused, at one point infamously telling fans that "you think you want it, but you don't". Well, they finally released WoW Classic, and it turned out the fans really DID want it. Without that the collapse in WoW subscription numbers during BfA would have been much worse. But when you think about a team that struggles to make compelling new content, then argues with fans about whether there's any appetite to revisit old beloved content, then finally discovers they were wrong and there is...well. It raises some serious questions about whether the current team understands what the player base even wants. Because on some level, you can look at the last few years as Blizzard saying "you guys are wrong, you don't want Vanilla back, you guys want BfA!" But no, the player base wanted Vanilla, and did not want BfA.

Finally, there's been a long, long series of horrible esport misteps, from the re-written EULA that ensured the Warcraft 3 remaster couldn't possibly become an esports staple, to their successful efforts to ensure that if they couldn't run a SC2 esports scene nobody else could either, to some very puzzling choices around Overwatch team and tournament structures, to the killing of of HoTS, to their repeated awkward attempts at creating an esports scene in WoW, despite the game being unsuited to it and the player base having no interest. (Seriously, between Startcraft 1 and DoTa, Blizzard had the modern esports scene handed to them on a plate, and threw it away in an attempt to gain control.)

29% decline? You don't say...


How do you lose revenue as a gaming biz during a pandemic? Kotick needs to lean in and build out WOW.


Revenue is up, up, up, but MAU is down.


"Do you guys not have phones?" -Blizzard staff in 2018, in response to booing fans upset that Blizzard wouldn't make a PC version of a game those same fans obviously wanted to play.

This company has been contemptuous of their players for years. They fell into that classic trap of "If we [do something that will alienate all our customers] we can get 10x as many customers from [untapped market]" As anybody should have been able to foresee, the old customers were indeed alienated and the new customers never materialized.


"Trust me, you think you want it, but you don't" - Blizzard, about vanilla WoW, a year before releasing WoW Classic.


The thing with most companies optimizing addiction (user engagement) is that they use these weird optimization loops that improve metrics one by one (+x% then +y%) but then end up with a product so far from the long-term equilibrium.

There's no context as to what each player wants. The loop just works across the whole player base, not really aimed towards any context of the player.


Something like how gradient descent may be able to find a local maximum but unable to find superior global maximums. Or, how if you add one more ad to your website you may increase revenue, but if you keep doing that you will eventually destroy the site's usability, drive off your traffic, and, perhaps irreversibly, crater your revenue.


This is so true, and most people in these spaces will still defend the metrics they're using. I've encountered this a lot when trying to suggest how advertising could be a social good.


Yeah, JAB (who the quote is attributed to) is now the President of the company, too... To be fair to him, however, he did admit his failure on that one.


Was it really a year before? I thought it was many years earlier that he said that.


Sorry, you're right - it was announced the next year but took several more years to release. (I believe that was said at Blizzcon '16 based on eg. https://www.reddit.com/r/gaming/comments/4dqtvj/you_think_yo... and WoW Classic was announced at Blizzcon '17 https://diaryofdennis.com/2017/11/04/official-vanilla-world-...)


I think this is more of the enthusiasts vs. causal user conundrum. Gaming has made the transition to a mature industry where mass market appeal is more profitable than a great product aimed at enthusiasts.

I can't really blame either side. It sucks for enthusiasts who want games that are complex, to be offered a watered down experience full of MTX. But it sucks for studios when they sink a 10xs the money into producing a complex PC game and earn maybe half the revenue.


Brands have value insofar as the consuming public recognize those brands, right? I'd wager that Diablo is most famous for the first two games which both came out 20 years ago, and that the enthusiast segment of the market recognizes this brand more than the casual segment (who, by nature of being casual, know less about historic games.) In the enthusiast/pc segment of the market, Diablo may still be a valuable brand. But in the casual/mobile segment of the market, the Diablo brand is relatively unknown and relatively worthless.

Trying to sell games to mobile/casual gamers is fine, but they probably should have invented a new brand for the purpose (like they did with Hearthstone) instead of burning an old brand for little gain.


You'd be surprised at the cache that old IPs have with young people who've never played them before. Young people have still heard about the legendary games from places like YouTube but may not have the capability to play them.


> You'd be surprised at the cache that old IPs have with young people who've never played them before.

This is obviously what the bliz heads thought, but I doubt it's true tbh.

That legendary status lives in our head, and isn't necessarily translated because people hear about it. You can't inject nostalgia by describing it.


Precisely; when consumers think of Diablo, what images conjure up? I expect segments:

1. What's Diablo?

2. Diablo 2 was great!

3. I played Diablo 3 but tired of it...


I think the problem is that big corporations always demand big returns in gaming not realizing for every smash hit there's usually many flops to middling successes. If they would stop trying to make just one product for one class of consumer and actually diversify their products then they'd have more reliable income rather than chasing fads like fools. It's been frustrating to see the likes of Activision, Ubisoft, and etc just constantly fail on something that doesn't really take much innovation nor really any 'vision' to achieve.


I tend to think that; if you look at the landscape of ultra-successful triple-A game studios, they almost all started with Passion before Money.

This seems obvious, but there are examples to the contrary (Zynga, etc). Assassins Creed was a legitimate artistic experience long before Ubisoft began milking it for everything its worth. Stories out of Bungie during the Halo trilogy era paint a picture of a college dorm, filled 24 hours a day with people working because they loved the product; a far cry from the billion dollar delayed outsourced forced-overtime disaster of Infinite (though, to be clear, nothing is all roses). Near every franchise that is worth anything nowadays started in raw, true passion.

Its difficult to simply say "Money shouldn't matter", because it absolutely does matter, but when it starts entering into the equation guiding development decisions, the quality of the product will decrease, and over the long term the company will begin making less money from their games. Call of Duty is a great example, which has seen reducing sales every year, until the Modern Warfare remake (also a bad sign; when a company has to reach back to their glory days to reignite the playerbase). Warzone captured a zeitgeist, but Cold War met with poor reception; the passion is gone, and players recognize that. More applicable to the article; WoW as well, where every expansion released since Wrath has seen a decline in player-count (except spikes when they first release, and Legion saw a small uptick, which per the previous parenthesis was mostly just a "hey remember Burning Crusade" expansion); its not a coincidence (though certainly not the whole reason) that Wrath introduced Dungeon LFG late in its cycle, and Cataclysm introduced Raid LFG soon after.

I don't know how companies can engineer an environment which helps maintain this flame of passion for the decades a franchise can last, except to say that the business should absolutely be firewalled as much as possible from anyone implementing the artistry. No talk of revenue; no metrics targets. That's a trust fall; businesses don't tend to like trust falls, but on the other side of the coin, this is more-or-less the model Xbox, PlayStation, and Nintendo all follow with their first-party titles, and the general high quality shows. Its a luxury for them, but seemingly a necessary one. Centralizing artistic power in an individual also seems to help; many incredible games, despite being the work of many, tend to have names predominately associated with them (The Last of Us? Neil Druckmann. Mario? Miyamoto), whereas bad games tend to be associated with a company (which may point to less artistic agency in any individual and more design-by-committee).

The world would benefit from learning about what makes some game companies so insanely successful (Nintendo being a big one); but, I also suspect, companies which have nailed the culture & process necessary to make it happen aren't keen to share, as its a serious, serious moat. One thing is for sure; I would not jump at the chance to emulate whatever Activision-Blizzard is doing right now.


I feel like it's relevant to mention how huge Hearthstone is, and that's a mobile first game (at its best on iPad which is rare) that I feel is totally Blizzard tier quality with expected polish and substance to it, and both satisfied a lot of Blizzard fans + successfully tapped into that 10x market.

There's fair criticism to how it monetizes but it still dominates its category for a reason, they continue to own it like the MMO genre with WoW.

I don't know where I'm going with this, I guess just that between Overwatch and Hearthstone I actually mostly enjoyed this recent era of Blizzard and I'm more hopeful for what's next. I didn't feel contempt from them playing these games, I felt that old Blizzard spark.


Both of those were fine in the beginning. HS became impossible to play without endless grinding or spending money. Overwatch became tedious and toxic, due to both the players and how the developers responded (spamming in-game voicelines is now "toxic").

I think people just got fed up with online trading card games and the grind/monetization that they have. At least with MTG I can resell the cards... In fact MTG online with cockatrice is way more fun than HS or any of the other clones.


Yeah i find that weird, viewership numbers on Twitch for HS have been steadily dropping for the past 2 years and have halfed in the time.

Yet it seems people still play it.


Hardcore gamers love to trash ATVI/Blizz but they are without a doubt dominant gaming developer/publisher in the business, and it's really not even close unless you count Tencent.

Ask people on HN if they like CoD and they'd laugh at you but the games are IMMENSELY popular every release and they print cash for ATVI.


When people bash Blizzard, they aren't bashing them based on their revenue or market penetration. A bad opinion of Blizzard does not translate into also believing they are failing to generate revenue or attract players. They have plenty of other reasons to bash Blizzard.


This isn't what I was saying.

My point was that these criticisms never acknowledge that ATVI is massively successful and the critics are always in the minority.

They assume because a few hundred on a message board said something the entire company is a failure and everyone agrees.

For the record I agree with most of the criticism...I also acknowledge what I want isn't necessarily what others want.


Lots of people like terrible games. Even if it makes the publishers a ton of money, I don't need to care about that and in fact I don't.


Just because you don't like something doesn't mean it's terrible.


The feature downgrades of 'bnet 2.0' or whatever they called it that they announced when Starcraft 2 came out was the beginning of the end. SC2 as a game was fine (not amazing for me but plenty liked it) but everything around it was a mess. D3 solidified this trend of them losing the plot.


Yes and no.

I see your point and agree totally on the "want to play" level.

However it is really legit to consider new options. After all Blizzard's games are community driven - and why not try to increase the community?

Execution was really bad. That's where I agree again. So it is a tough business after all. Like show business. Have a look at Star Wars for example.


All this talk is making it sound like Valve did everyone a favor by bailing on game development at their peak :\


Blizzard bailed, valve bailed, who's left, really? But then again, a PC game has to compete with not only other PC titles but the entire history of Windows games via Steam/etc. You can make a brilliant RTS experience but will people play it when Starcraft exists?


you're presenting this a little bit disingenuously. expectations were high that diablo 4 would be announced in 2018, and instead there was the announcement of a partnership to develop a mobile version of diablo. folks were upset and the presenter reacted poorly.

the following year diablo 4 was announced and much was forgiven. the mobile game is still not out (in closed beta rn) and early reports are good.

you can fault blizzard for thinking its core fans at blizzcon would be excited about a mobile game, but if you are a game developer with a popular IP you're making a huge mistake not developing for mobile, as it will be the majority of the global gaming market for the foreseeable future.


They probably picked a poor audience for the announcement. By nature, those present were never going to be all that receptive to a new mobile-first game. Slightly better venues would have been either E3 or PAX, where the audience doesn't consist almost exclusively of hardcore fans of their more traditional offerings.


Was it 2018? Wow that was fast. It must suck for them since that fiasco, losing online players during pandemic when we're all stuck at homes, doubles the pain at least.


And that accelerated with the Activision merger. Historically they were better aligned with gamers.


Blizzard died the day it was bought by Activision. It has been descending into mediocrity ever since. Many executives left, and many studios/teams inside Blizzard have been shuffled around and between projects, unlike Blizzard's doctrine of old (tight teams focused on a project until it's great or must be stopped -- Blizzard's infamous "Soon(tm)").

World of Warcraft is still being milked till it dries up (and I'm saying that as someone clocking 560+ days in game). Diablo has been abandonned (see the announcement of a mobile Diablo game last year¹, and its reception by the player base). So has StarCraft. Overwatch is stagnant (no new hero for a year) and Overwatch 2 is probably in development hell (pure speculation on my part I'll admit). Heroes of the Storm is also pretty stagnant (the game went from a hero every month to only two last year, nothing in 2021 so far).

In the meantime, there has been a very heavy push for e-sports with Overwatch and Heroes of the Storm (though I have not followed any of those). These efforts seem, to me, extremely centred on American audience, unlike League of Legends which has multiple leagues around the world. I'm sure a ton of money has been poured into this venture, but I'm unsure it has improved the games...

Anyway, the last time I launched Battle.net was for Destiny 2... and it has migrated to Steam in the middle of 2019!

¹Wow OK, that was in 2018 o_O Time flies, especially with a global pandemic, it seems...


Blaming Activision is too convenient. Activision is pretty hands off of its studios creatively.

The truth is a lot of the good developers left, their new mmo Titan was a massive flop that was rolled into Overwatch, HotS wasn't very compelling, and Diablo 3 never had a compelling endgame to be a "forever game" with constant revenue, Hearthstone was a creative grass roots effort that has since been hit with heavy competition and WOW is an aging workhorse but its not the phenomenon it once was.

Activision is the cause of all that?


I don't see any new IP development at all. All I see is dev of existing IP.


Activision Blizzard merged in 2008 while Overwatch was 2016. They were supposedly working on that game for a long time I would say with 8 years it has to count.


FWIW, they did announce Diablo 4 for PC/Xbox/PS the year after the Diablo Immortal fiasco...


You are right. Plus, the Diablo 2 remaster announced at the same time as Diablo 4 (IIRC)

Based on past track record, I don't hold much hope, though


D2 resurrected looks like it's lining up to be fun. The company that was outsourced to rebuild has said they didn't want to fix d2. They wanted to overhaul it's graphics and give it QoL. Same bugs. Same game.


(For in-involved readers: Which the community thinks is a very good thing)


Damn I hope they fix player hostile abuse in hardcore.


Diablo 2 is as good as I remember it when I was younger. As for D4 I have no idea but they seem to flail around and rely on community feedback too much which is a worrying sign for me.


It's anecdotal, but I know at least five or six people who stopped playing blizzard games, especially HS, after they punished a player and staff for expressing support for Hong Kong in a post tournament interview.

https://en.wikipedia.org/wiki/Blitzchung_controversy


I'm one of those people, but let me tell you, they have made it very easy on me. They haven't made anything even vaguely interesting in years.


Ditto. Blitzchung incident got me to cancel WoW classic, which is a pretty big deal to me…

Sometimes I wish I had a character but I heard they are messing up classic by introducing power leveling!


This describes me. I was playing WoW Classic with a close friend and regular WoW with a guild doing scheduled raids. Basically the day it all went down I disabled my account and uninstalled the bliz client. It was so weirdly easy to let go of it for some reason.


I didn't like how obsessed I'd become over Hearthstone. When this happened, I took it as an opportunity to delete the app and I haven't played it a single time since.


I straight up put in for a refund on the remastered War3 after they did that. Voting with your dollar is always a good move.


I did, but none of my friends did. I went sofar as to delete my Blizzard account. I wasn't having fun with their games anyways though, and I tend to get irrationally addicted to watching numbers go up (WoW achievements) so I think it was a good choice all around for myself.


I did this, and I went through the support process to totally delete my account, including purchased content. Sometimes I wish I could still play SC2 with friends, but expressing support for freedom of speech in Hong Kong and the sinosphere is more important.


I'm one of those who left in protest (played compulsively for around 2-3 years, bought every expansion for at least 1.5), and frankly it heartens me to see so many here in the replies who left for the same reason.


This type of thing prevented me from starting playing anything Blizzard at all.


This was me as well. I was actively playing Starcraft 2 up until then and logged at least 10 hours a week. I still miss the sense of purpose from trying to hit master, and following the esports side of it, listening to streams and YouTube videos, etc. I couldn’t play or watch again in good conscience.

It felt like a big personal sacrifice at the time, but I’m glad to see that it added up into a noteworthy headline here, even if there are other reasons for player decline.


Which was and still is a completely artificial controversy pushed by certain interest groups.

Blizzard is a private company, it's their tournament, their platform. If they don't want that to be instrumentalized as a political platform then they have every right to disallow that.

For another, very recent, example of this: The International Olympic Committee just issued a strict warning against wearing BLM apparels, or any kind of social protests, at the Tokyo Games [0].

Yet the popular mainstream response to that is not "The IOC is bowing down to attempts of censorship by an evil regime!", as it was the case with Blizzard and China, but all around agreement how the Olympics shouldn't be a political platform.

[0] https://thebridge.in/tokyo-2020/wearing-blm-apparels-social-...


While it is true that Blizzard is a private company and they have the legal right to punish people for political positions, Blizzard's customers have the right to punish Blizzard for their political positions. I cancelled a WoW subscription and didn't buy the Warcraft remaster over it.


> Yet the popular mainstream response to that is

That's a broad claim to make. I have seen plenty of prevailing opinions and discussion the other way; commonly referencing Tommie Smith, prior country boycotts and similar events.

In any case, I think it's reasonable for Americans to think that US companies should not sacrifice American ideals on the alter of foreign profits by cowtowing to (perceived) regressive demands of foreign countries.


> That's a broad claim to make. I have seen plenty of prevailing opinions and discussion the other way; commonly referencing Tommie Smith, prior country boycotts and similar events.

It's not really broad, even here on HN I'm getting downvoted for pointing this out, even tho out of all places we should know better. If you want to see the overwhelmingly non-controversial responses to this you can check out the Reddit discussions about it [0], those are mostly defined by understanding, and not outrage.

> In any case, I think it's reasonable for Americans to think that US companies should not sacrifice American ideals on the alter of foreign profits by cowtowing to (perceived) regressive demands of foreign countries.

And there it is again: The narrative that there were demands from the Chinese government to do it, instead of Blizzard just proactively putting the lid on it because it's bad for business.

If we would apply similar assumption to this situation, then that would mean the IOC was apparently pressured by the US government to make that statement, yet that's not something anybody even dares to speak out.

[0] https://www.reddit.com/r/worldnews/comments/n5i7iu/black_liv...


they say they don't want their games to be used to take political positions

then they put their president on stage wearing pride pins, make statements about BLM, and go on at length about how "every voice matters"

... whilst simultaneously banning people for saying "free hong kong", censoring the fact that Tracer/S76 are gay (in countries where this would hurt profitability), amongst other things


and i am an individual, its my money and i dont just hand it to people with ideas i disagree with.


That's true, but customers always vote with their wallets. It's been happening for decades and will never stop.


Blizzard has released only the WoW expansion and some minor hearthstone expansions in the last 3 years. They have not really pushed any major IP releases. Acti-Blizzard is as profitable as ever though largely because of the MTX they've baked into COD and other games, their mobile games, and things like their overseas market penetration working out for them.

That combined with the fact they've lost a significant amount of what constituted their top senior creative talent I'm going to say two things:

First they're probably a sound investment, they'll probably keep climbing as the MTX proliferates and as things like Diablo 4 on the horizon release and Warzone through Activision is still massively popular as ever.

And second they're probably not a place where you can expect massive innovation and polish in games any longer, and if you were a fan, like myself, that magical time is over, maybe look to Dreamhaven that some of that senior creative talent founded and others have gone to since leaving.


Hearthstone actually gets regular, huge updates now days. Far more than it did in the first few years. Just today they dropped a surprise update for Battlegrounds. It's clear there's a major, constant effort going into developing new expansions, new game modes, etc.

They've figured out a clever model of rotating out the old content to make room for more new stuff. No doubt Hearthstone is very profitable for Blizzard!

Starcraft 2 and HotS, on the other hand, have basically been abandoned. Even Overwatch seems to be stagnating somewhat.


That's true, and I love Hearthstone and play regularly (I really prefer the rule sets in HS to MTG:Arena, for example) and have played since Beta... But, Hearthstone is also monetized like crazy today, as well. Especially as compared to 3 years ago.


I think they have actually struck a pretty good balance when it comes to paid content. There isn't really anything (except maybe some of the hero skins?) you actually have to pay for and can't get for free. You can be top-level competitive without spending a cent, so long as you play enough and spend your gold & dust wisely...


Yes, I agree. The paid content is good (and the changes they've made to F2P are good, too), and I also think that it's required to maintain the level of development that they are pumping into the game, but... IMO, it is not as easy to play Hearthstone _casually_ today as it was 3 years ago and that's the time frame that the article is discussing wrt MAU.

edit/ The addition of classic mode may make it more approachable for casual players. Time will tell.


I'll admit Hearthstone is the only mobile game I've consistently played over the years. As a huge gamer, nothing else in the mobile space has had the breadth and depth of Hearthstone, while being accessible for 5-20 minute sessions.


Didn't they just copy the MtG model on cycling content for competitions? I could be wrong but I thought it was almost exactly what Wizards of the Coast starting doing in the early days of Magic.


Quite possibly. I'm not familiar enough with MtG to say. But it keeps the game fresh, while conveniently (for Blizzard) also ensuring the fans keep paying.


I’m excited to see life in the Diablo franchise after (personal opinion) the abomination that was Diablo 3.

But I’ve really lost trust in the company and have a hard time imagining Diablo 4 being much better than Diablo 3.

Diablo 2 Resurrected looks intriguing and seems to be going about things in the right way, involving the community, etc. but I believe it’s a contract job by a third party? I have a hard time imagining Blizzard proper ever making a single-player, offline-friendly game.


Am I the only person who really liked Diablo 3? I introduced my wife to it as her first game in the genre, and we’ve spent a lot of hours making team runs through hard dungeons. For sheer “let’s kill 300 things at once” endorphin hits, it’s great.


D3 has had a strange life. I think it's still a great casual Diablo game, but it totally lacks the depth that other titles in the genre (Path of Exile, Last Epoch, even Grim Dawn) offer, and has some very degenerate systems like paragon points and legendary effect scaling that make the game unbelievably boring for more serious/committed players. You basically get all of your endgame gear within 8 hours of starting a new season, and then there's nothing to do but push slight stat increases on the same items or with paragon points or gems. The game totally plays itself.

There was a time around the Reaper of Souls prepatch where the game could have been reworked into something actually quite good, and that just never came. Coupled with a multi-year content drought up against massive PoE leagues every 3 months, it's just a tough sell.


I thought it was fun for what it was, but that it was sold and pushed as something it wasn’t. And overall (just my opinion) lacking gravitas.

For one it felt too easy. Some of this was likely console controller vs. mouse - and so maybe not the game itself’s fault - but it felt like point-and-click turned into just click, making it more one dimensional.

And two, I felt less weight/permanence in character building decisions. One of my favorite aspects of d2 is specialized builds, that you can screw them up, and generally delaying spending skill/stat points until certain. I thought d3 character customization felt more cosmetic and like my choices ultimately didn’t matter as all builds were so strong. Like it didn’t matter how I allocated points on my tree in the same way it felt like navigation and attack, described above, had lost some nuance. And that seems off to me when every character pretty much plays as a gear-independent caster.


D3 is really, really fun. It started out at launch ok at best. Pretty grindy, and slow. One or two playthroughs was enough for most people. Nowadays though the endgame is definitely on my top 10 list. Once you hit level 70 and get an armor set finished with some Kanai's Cube and start leveling up your legendary gems... Oh man


That’s how I saw it. My wife and I each have hundreds of paragon points, so that new characters are born ridiculously OP. But IMHO that’s fun, too! I collected all the speed runs, like “beat Act I in 1 hour” and that was challenging. Going for the ludicrous achievements like “kill 400 enemies consecutively” was fun. Running through a ridiculously hard timed dungeon, getting an electric charge, and watching all these uber-powerful demons explode as I sprint past them was way satisfying. Coming up with equipment sets where every piece doubles my damage points was engaging.

At launch, it was alright. Now that I’m a wildly powerful godlike thing that can kill Diablo by looking at him sideways, it’s an awful lot of fun in a completely different way.


D3 is a good game marred by a sub-par launch.


Interesting, I played at launch so perhaps I ought to check it out again.


> Blizzard has released only the WoW expansion

I think the last thing WoW needs is more expansions.


I'm a WoW classic player and the company is a lot different than it used to be. You can't talk to GMs in-game anymore and they refuse to fix loot problems filed by guild loot masters. It's like they did a cost/benefit analysis before one of their waves of layoffs and decided they'll just automate everything.

They did a cosmetic pet thing recently, tied to donations to Doctors Without Borders and I found myself hoping it would fail. Instead of a fun thing where the community would come together it felt like being asked to donate to a charity at the walmart register in order to boost the company's profile.

As far as I know war 3 reforged is still screwed up. They acted shamefully during the blitzchung thing and then tried to post some twee black lives matter stuff during the george floyd protests last year. The people who actually cared about the games have fled, most recently Jeff Kaplan.

They'll still keep making money to appease the blizzard/activision shareholders but the soul is gone. RIP old blizzard


It's a small thing, but the community really needs to get over these "layoffs". Companies execute layoffs at the volume Blizzard did all the time, they were not any kind of indication of any major strategic shift whatsoever.


Strategic shifts are the only reason mass layoffs exist. If it's a slow shift according to market pressure, then you expect the ratio of incoming:outgoing to drop slowly. If it's stable, you expect the ratio to be stable. If someone decides to a do a re-org, or a new strategy and this whole department is no longer necessary in the new model, the ratio drops fast.

Otherwise, why would you drop a whole slew of people suddenly? For the fun of it?


They weren't mass layoffs, it was a handful of people. For some reason 50-190 people out of 9,500 is getting called a "mass layoff", when in reality it's nothing more than a fat trimming exercise.

0.9%-2% is not a "mass layoff".


I still can't believe they butchered WC3:reforged so badly. It could have been a massive boon for them were it not for the hideously greedy ToS along with all the technical issues and straight up downgrades from the original in terms of multiplayer.

There have to be some epic stories of mismanagement or hubris, if only someone would tell them.


It's incredible that a "remaster" could destroy a game like that. I can't even go play a game that I love, a game from my childhood, with an art style and gameplay that still holds up unless I torrent the old client and connect to third-party multiplayer servers.

For artists, there's a concept of "moral rights". Art may not be destroyed senselessly, no matter who owns it, because it goes against the human creative spirit - rights like that. We need similar rights for old games. You can sell a new remaster or even turn down the servers, but you can't remake it into a monstrosity that you can't opt out of.


Once of the concepts I'm working on from a technical angle is making stable compute super cheap from an operational perspective and zero maintenance perspective. I can understand companies turning off games because costs grow beyond revenue, so it only makes sense to clean house.

http://www.adama-lang.org/docs/why-keeping-things-stable


It's like they were trying to destroy any evidence that Warcraft 3 was ever anything special. I guess that's one way to dissuade people from making obvious comparisons.


Let's say WC3 had been a smashing technical success and it delivered everything everyone wanted in terms of the remastered graphics etc, it still wouldn't have been very successful.

Their legal team forced the ToS to include a clause where they claim any and all player-made content, stories or intellectual property belonged to Activision-Blizzard and not to the modders who made them. They did this because they believed they "lost" DOTA to Valve, instead of realizing that DoTA originally helped them sell a lot of copies of WC3 and they had no moral right to the IP anyway, something the courts recognized, thankfully.

I have a wild theory that no honorable veteran Blizzard dev actually wanted to work on Reforged because they knew about Legal's position and therefore knew Reforged had no chance of actually matching it's former glory days. The chance that a lot of modders would want to create content for it were effectively zero.


WC3 was my favorite game ever, so much so that I bought multiple copies. I calculated that I probably played so much that my price per hour was a couple of cents.

But I didn't buy reforged after how bad it was - and still is. It should have been easy money for them, and instead it was just a half finished money grab.


Ironically, having been a huge WC3 fan; I felt like reforged was great. I bought it, loved it, and am still routinely playing it (in fact, I've picked it up as a semi-regular routine, whereas I'd kinda mostly stopped playing the original). I love the new graphics, the bugs were pretty minor and quickly fixed, and the stuff the community complained about was either irrelevant (complaining about the game being heavier when it runs really fast on my not-very-good gaming rig), or was not a regression against the prior version of the game (not delivering the promised cutscene overhauls didn't make the existing game worse). The community complaints about the mod license changes were like - yeah, I sympathize, but it's not relevant to my enjoyment of the game. I get that blizzard doesn't want to have its lunch stolen a second time by LoL/Dota, but it's not a change that had any negative impact on me as a player.

If I'm angry about anything with blizzard, it's that they've stiffed a bunch of these existing communities by not giving long-term support+content updates. Like, reforged had pretty much the same level of bugs or unfinished stuff practically every game has on release, but after a couple months of the devs fixing a bunch of these, blizzard's management got cold feet and laid the whole team off. We might have gotten the promised cutscene upgrades. But now - now we'll never get them.

SC2 has this wicked game mode, "co-op commanders", that supposedly is one of their most popular things (and directly sells DLC), and what do they do? They stop making more content for it - all they'd have to do is make more DLC, and it'd print money. I've been playing a bunch of it lately, and I'm just plain mad, knowing that what I'm playing is truly all I'll ever get.

I genuinely don't get Blizzard, these days. I could understand them diverting their investment towards a far more lucrative pot (much like how Valve has doubled down on their real moneymakers like Dota/CS:GO, at the expense of i.e. Portal), but ... what is Blizzard even investing in? I thought Overwatch and Hearthstone were the new hotness, but if even those are getting stiffed, and blizzard's making money hand-over-fist, then...

... ? Like, what's even left?


>I get that blizzard doesn't want to have its lunch stolen a second time by LoL/Dota

But it's not stolen -- they didn't invent the genre, someone did off of their platform.

>I love the new graphics, the bugs were pretty minor and quickly fixed, and the stuff the community complained about was either irrelevant [...] or was not a regression against the prior version of the game

I have played the game a lot since it came out, and that is not true. There were multiple network-related issues that might have been in the original game, but were fixed by custom hosting bots long ago (GHost++), which cannot be used anymore (so you're stuck with high-latency). Some were not though, you could wait ~45 seconds for someone to fix their network issues, whereas now they get kicked at the first lag from online games.

There were also gameplay-related changes which have somewhat been fixed, although custom game development has become a huge pain, with crashes and desyncs way more common then they used to be (even before the custom hosting bots).

Arguably they didn't break the normal games AFAIK (but they did break the ladder, especially 2v2, 3v3, etc), although there are no more tournaments, but the main fun in wc3 were the custom games and they:

1) Made user-hostile ToS changes (why? map makers are working for free to make your game better)

2) Broke the netcode making desyncs way more likely and removed custom bots making latency way higher (playing USA + EU is now a huge pain because of where their servers are hosted)

3) Broke an important part of the community (clans, channel bots, etc)

4) Made the client way laggier and heavier


Blizzard should have just hired the dota guy / bought out the team’s idea. It would have been worth it in retrospect and it would have established a precedent that would motivate other people to make truly great content on their level editors, selling more copies..


I basically only ever played 4v4 RT. So my use case was fairly niche. But after reading about the network issues and watching people play on twitch that only used a custom ladder overlay and didn't even use the updated graphics ... why bother? I was hoping for resurgence in the game and player base, but at this point it's just the original game but worse.


I used my first salary to buy WC3 on 2003, so I may have an "exaggerated" emotional connection with that game. Two months before the release it was clear that they could not polish the (many) rough edges that the remaster had. Removing features like ladder and tournaments was something so unprofessional and unreal that even today I can't digest it.

Looking at the screens for the Diablo 2 remaster, it looks like that they are using the same outsourced art company to create the new models, as its style is way too similar to the WC3 remaster - I believe that it will flop too.


As much as I agree with you about issues with wc3 (and poor art style that didn't fit the old cartoonish-look), I have seen some people play the d2 remaster alpha on twitch and the changes look way more reasonable. We'll have to see


diablo 2 has been entirely outsourced

as Blizzard aren't working on it: it's possible it might actually be good


If you watch this dev interview, you can see they actually love the game and put an incredible amount of thought and care into it. It looks really promising

https://www.youtube.com/watch?v=D3dL7ZeIAsE


From my point of view, Blizzard has been slowly going downhill for ages. Some whines in chronological order:

WoW died for me when they introduced the random dungeon finder in Cataclysm and cut down the player-to-player interaction outside dungeons by 99%.

Starcraft 2 ... might have been polished and all, but honestly I don't see much difference from Starcraft 1. Also, I don't like memorizing openings (either chess or a RTS) and the multiplayer is toxic enough. Been called a stupid noob a lot, especially when i won :)

Diablo 3... i sometimes play that when i feel like doing something that doesn't require even one active neuron. It's about like watching TV.

Hearthstone was fun until I realized it's like MTG and you have to spend real money to improve your card collection.

They made WoW classic unplayable with their decision to cram 10x as many people on one server (and refusal to fix it). Then WC3: Reforged came up. So two botched remakes/updates.

Their other titles don't run on Macs, so considering how good the current titles are, I didn't even look. Heard that the Diablo 2 remake will be Windows only as well.

So... i guess good luck to them. They have to do A LOT to convince me they're worth my time now.


So true about WoW.

Dungeon Finder and Raid Finder made it so you didn't need to find people or be in a guild to do these things. They also took the sense of enormity out of the world because you don't have to physically go places anymore. The deeprun tram, boats, zepplins were all such elegant solutions to create a breathtakingly open and connected world, and flying mounts & dungeon finder killed the feeling so quickly.

I do think the best thing they've done in WoW recently though, for bringing some of that discovery back, is adding secret events and global puzzles. Going into Gnomeregan, seeing a small hidden button, pressing it and having a lvl ?? boss show up and obliterate my max level character was just awesome. And I had a ton of fun doing the Uuna quest-but-not-really.

But so much of the game has just stopped being fun.


The game became anonymous and lost the sense of having a server community and getting to know the regulars. Cross-realm everything and the phasing systems were fundamental changes.

Being able to do things alone was always part of the design, but they made it where even the group things could be done "alone." It's nice to remove friction and pain points, but if you make the entire game frictionless there is no game left, just mindless queuing and loot collecting.


If the developers of the game ever actually played the game, and experienced /2 or /guild, what we wanted was 4chan/reddit with the pretty visuals of Dal in the background and an occasional puzzle/challenge. Instead the developers thought we wanted more to do (anyone wanna do dailies? lol), more pretty colored loot, and dungeon clears (without really "earning it").

My favorite moments (and most hours spent) in that game were being so under-geared I'd drool in blues while I /inspect people in IF, desperate to find the next party/guild good enough to get some myself. Trying to figure out the perfect combination of saps and traps to kill a 3 pack. The occasional fear into a second pack, but the even more rare "teamwork" to actually survive (...thank god I threw up that soul stone, I almost never do...). What we got was item levels, rng oranges, and more rng loot boxes.


I think that’s the thing they missed - WoW in the end is a glorified IRC client and removing every excuse to actually chat beyond your normal group stagnates those groups and the community dies.

A game like WoW shouldn’t be made so “everyone can do everything” either - sure it’s nice to see a raid but I never really felt the need - I had enough fun plugging along at my own pace.


Remember when they accidentally enabled a server wide chat channel and put everyone by default in it? Those were the best times of WoW if you ask me.

Of course, they removed it after a while, too much interaction between players is bad mmmkay?


> They also took the sense of enormity out of the world because you don't have to physically go places anymore. The deeprun tram, boats, zepplins were all such elegant solutions to create a breathtakingly open and connected world, and flying mounts & dungeon finder killed the feeling so quickly.

I don't know... i think they originally wanted to sell WoW by the hour (I think it actually was sold like that in Asia somewhere) so time wasting travel was more linked to that. Don't forget how long it takes to craft multiple items too.

A lot of other WoW clones allowed some teleportation. Or non WoW clones. Being able to teleport basically anywhere (that you've walked to at least once) in Guild Wars never hindered socializing for me.


Being able to teleport in GW2 ruined any sense of where I was in the game. In WoW classic the flight system was incredible. You had to actually fly to the different flight points. Like OP it created a sense of the world you were and grounded you to the zones. Not only that, it was an incredibly unique system that to this day hasn’t been rivaled. No other MMO that I know of has a similar travel system.

I remember going on flight paths through Ashenvale with the full moon and was struck by how beautiful the game was.


The travel system in original WoW is beyond compare; the boats, the blimps and griffins, walking everywhere, finally getting a mount - it worked so well. After that long trek through the mountains to find a flight pint - so worth it. Even with a mount you’d still use the taxis (and the update letting you “travel through” was a good one) because it’d auto steer. Once the hub cities in expansions appeared it all was reduced to “hearthstone to Dalaran and hit the portal”.


You mean, the first 200 times you took a flight path?

It gets old after a while you know. I remember flying from Darkshore to Gadgetzan took 40 real time minutes where you did absolutely nothing. Do you really have infinite time to play?


Yeah, there's a reason they removed it and why people used the shorter portals; but not having hard things with reasons to do them makes the game shallower.

And during those 40 minute hiatuses is when chat discussions would happen (and you'd also plan your questing/travels around that travel time). I'd made some decent money just taking things from the faction auction house to the neutral one and back.


I rememeber doing that too, leaving to get dinner, coming back and being still in flight.

But still, if I compare that to hearthing to some location, hopping into a portal, flying to some objective, landing at the marker on my minimap to pick up some item, flying to some quest giver for the reward and then flying away, the latter feels so much more shallow.


Exactly! Would it be nice if I could step outside my door and be in Paris or New York or Mumbai? Sure! But entirely reducing all those aspects "of the grind" strangely makes the grind much more obvious. Dailies dragged on my soul much more than flying between cities.


> Dungeon Finder and Raid Finder made it so you didn't need to find people or be in a guild to do these things.

I used to feel this way more but in the past couple of times I picked the game up Raid Finder and Dungeon Finder were completely irrelevant to myself and every player I interacted with. I did 0 Raid Finder and like 2 queued dungeons on my raid geared characters.

Having a guild is more important than ever in my opinion as relying on getting invited to pug groups is very frustrating. Especially if trying to gear up a character later in the expansion.


... and how do you find a guild? Apply out-of-game? Play only with r/l friends?


Either through the ingame recruitment tool, whispering guilds from wowprogess that are recruiting Or even city chat.

Blaming lfg/lfr for the current wow community is misguided at best. The rewards from it are just too low for it to have such a large impact.

I mean the game has become pay to win at this point as you can pay real money for ingame gold... Which you can use to get carried through mythic raid/pvp/m+, giving you a gigantic ingame advantage.

This isn't even a niche thing anymore. There are spammers constantly offering carrys for all ingame content.


Funny, back when I was playing we recruited people after meeting them in PuG instance groups. If they were fun to play with we tried.

We specifically did PuGs with 4 people from the guild and one random for recruiting ;)


This whole thread has brought back so much nostolgia. I remember joining a guild this way. It really was such an organic way to meet people and make friends.


A lot of people hated Cataclysm, I thought it had the ultimate rule of cool of any expansions. Heroic Ragnaros back then is probably my favorite boss fight of any game of all time.


God, yah, D3 really is an imbecile's game. It's _hard to fail_ at it, to the point that it's completely forgettable.

I beat it once, and I tried playing it through again with a friend, and it was just so utterly dull that we shut it off out of frustration.


It's worse... because even if you up the difficulty there are only two outcomes: you either have good enough gear to survive or you don't. There's nothing you can do except grind for better gear.


What I don't understand is the financial equation around AAA studios like Blizzard.

Our software company is not even 10 people big and we are able to deliver extremely high quality software multiple times per day to many customers, while supporting a wide range of business contexts. The annual budget for our whole team is something like $750k. Our part of the AWS bill is less than $400/m, but we seem to make due and get shit done.

Blizzard in particular has something like 2 billion dollars in free cash flow to work with. Obviously not exactly the same problem domain but effectively the same sort of cost structure around core product development. Nothing ever works out linear at scales like this, but even assuming a 10x loss in efficiencies of scale (i.e. due to organizational overhead), you would still have resources to run ~200 copies of our software team in parallel on ~200 unique projects. How many teams would have to succeed before that model pays off? 1/200 figuring out how to build a proper WoW killer could get the job done...

To Blizzard I say: Take all that capital the gaming community has been injecting into your money bin for the last 2 decades, and invest in an internal startup culture. Spin out tens or hundreds of smaller teams with their own independent creative direction to try out new ideas. If you find some hits on one of these teams, maybe you take a less successful team and add their resources to the more successful one. In this way, you can dramatically expand the portfolio & diversity of the product base. This has caveats for any "common" creative vision, but judging by the comments in this thread, you may want to re-evaluate any convictions around that idea.


> Spin out tens or hundreds of smaller teams with their own independent creative direction to try out new ideas.

My impression is that big game studios would rather put all their eggs in one basket where they're (fairly) certain they can make a decent return rather than spreading it around a bunch of smaller projects and hoping one of them turns out to be Minecraft. This is the same dynamic driving large movie studios to invest huge sums of money in a shrinking number of huge blockbusters.


Yep another thing is that gaming is a zero sum game - blizzard would be competing with itself for player base


Is it worse to be zero sum with your own business or zero sum entirely to a competing form of attention, gaming or otherwise?


On the flipside of that, Blumhouse is one of the highest ROI film production companies out there


200 copies of a 10 people team will develop 0 AAA games.


The art team alone for a game would be 2-3x the size of the development team. I wouldn't compare a sass team to a game team at all


That’s hardly the limiting factor there. Just use placeholder art and save the artists for the best ideas. Or just create context-free art that the devs have to bake in.

Edit: although you are right and you make a good point.


If this was as easy as you say Disney and other major media companies wouldn't have failed miserably at entering the gaming space.

It's like thinking if you have $100 Million and the right production schedule, crew, actors, and producers in place and they work really hard you'll have a major hollywood blockbuster!

Creative arts don't work like that.


Have you ever seen the source code for AAA games? It's quite intense stuff.


this is more or less what they did with Hearthstone and Overwatch

but then the standard development process sunk in, at least to Overwatch, and now the content pipeline is dead


IMO video games are fundamentally unstable and everchanging things, because the customer base is continually growing out of it. Not to say adults wouldn't love to play, but how many people do you know that realistically have the time to get into videogames like the did in highschool, playing wow until sunrise fueled with energy drinks? Practically no one, especially people with families or a 9-5 job that punishes lack of sleep, and it's hard to get good enough at a video game to have a fun time that doesn't suck without having time to practice the mechanics. So even if you do squeeze in an hour here or there, that's not enough time to get even halfway decent at a new videogame, let alone understand anything about any meta that everyone else in the community will use against you in every game you play. It quite literally sucks to suck, and you end up not really playing video games as much because you just get slapped every match and you know you don't have the time to practice and actually get better.

Publishers need to continually cater to a fresh generation. They risk alienating their existing playerbase when this happens to a firm degree, which makes this an art. Blizzard has failed to compete at young peoples attention as well as other distractions on the market, for this new generation at least.


That's to say in less words that Blizzard never figured out the formula. This is because they focused on niche genres that doesn't appeal to kids.

Take Mario and Pokemon for example. Those IP will always attract new players for years to come. The formula is simple but it works.

In contrast, people aren't as crazy about RTS games as they use to be.


I wonder...

Back when I was still in their target market, Blizzard was definitely known for imitating successes better than their rivals. Starcraft, Diablo and WoW were all quite late to the RTS, RPG, and MMO scene respectively, but they had a depth and polish that the pioneers in these fields lacked and that made them powerhouses of their respective genres. They were the Shakespear of popular genres, doing nothing original but doing it better.

Overwatch seemed like it was an example of that approach into the... not sure what to call it, Team Fortress genre perhaps? But I've not seen anything similar since, they seem to have stayed out of the sandbox RPG genre altogether.

I wonder whether they were so focused on customer experience that they couldn't emulate the loot box model, and therefore were left behind.


Very good observation describes my gaming journey very accurately.


World of Warcraft was so far ahead of the competition that it basically killed the MMO genre. Even 15+ years later, it's not really been beaten. But players have drifted away, or just grown up and have less time for gaming.

It's kind of a shame we never got to find out what MMOs could have become if the market had remained more competitive.


Not surprising, Blizzard has lost its way and its brand doesn't mean what it once did.

The fall from grace started with the advent of paid services, and in game cosmetic shop in WoW and all of the issues surrounding the launch of Diablo 3 (let alone the disaster that is OWL/Overwatch, complete abandonment in HotS, etc.)


Maybe it's not that it lost its way, it's that they made very good games that people wanted from 1998-2005, made reasonable followups, but what people want from games has moved on.


I don't think what people want has moved on so much as what seems to make the most money from games has.


Not to mention the huge mess around WC3 reforged.


What about Overwatch is a disaster?


I can only speak from personal experience. I absolutely adored Overwatch at launch but about a year ago I uninstalled it and never looked back.

What finally killed it for me is the role-based queueing. It locked in the developer-proscribed 2/2/2 meta and made the game feel very static and uninteresting. Previously, if you saw a gap on your team you could switch to a completely different role to fill the void. Though even before role-based queuing there was a (very annoying) portion of the community that believed you had to be playing the high-end "meta" even when you're at the lowest ranks or playing casually and would complain endlessly if you did anything different.


I used to completely agree with you re: 2/2/2, but I've been getting back into competitive lately, and the matches are much more predictive and it's much easier to figure out what you're supposed to be doing based on your role now. It's very "coachable"/"trainable" in a way that open queue isn't.


The problem was that for a long time they had no open queue, you either had to play healer or wait a long time. That killed the game, there is no coming back after losing that many players.


Team Fortress had that right - if you have a team that wants to all play medic let them do it. Perhaps have a game mode that forces 2/2/2 for those who want it but allow the mad scramble and the meta to develop organically.


Game is fun (but Overwatch 2 is needed?) Characters are cool. Zero map rotation. Competitive scene is terrible, OWL even more so.

Really just highlights Blizzard is terrible at esports. Lots of examples here for MDI, AWC prize pools vs. investment required to be successful.


It's not unique to Overwatch and applies to any team game that requires voice-chat but I'd play it (and enjoy it) a lot more if I wasn't constantly harassed by people who seem entirely incapable of wrapping their head around the existence of a woman who plays video games. Quick Play is usually fine because no one really uses in-game voice chat (on xbox at least, though you will occasionally get nastygrams in your inbox) but competitive play is an unmitigated disaster.


Overwatch is quite sad in a certain sense in that it's kind of drifting, when it's probably one of the most approachable, fun, and stable games I know. I've played a few seasons in an esports team in a rival FPS, and the game is just full of annoying issues that I don't get in overwatch.


The whole original vision for OWL was teams would travel around the world and play at esport arenas filled with people who bought the ticket. And then covid hit.


Don't forget the weird franchise model with crazy upfront costs to try to fund the thing. It was a wannabe LCS, but worse.


I played the game since release in 2016 and when OWL was announced it all felt a bit... forced.

There were huge org buy-in fees (in double-digit millions) for even fielding a team, completely unheard of for an esports league, and it was coming out of the gate with almost zero community competitive scene to back it up. Esports scenes thrive on an amateur/semi-pro/pro feeder system and for the parent company to dump a hundred million dollars at the top end without waiting for organic growth at the bottom smacked to me of a cash-grab by Blizzard. Also, Blizzard established itself as a monopoly with exclusive rights to create tournaments, which really rankled with the semi-pro players.

Aside from the tedious balance issues that resulted in us watching an entire season of OWL where top-tier hitscan dps players were forced to play tank, the whole top-to-bottom emphasis on "support team [geographical location] [adjective]" did nothing to foster support for particular squads. Esports leagues are rootless - there are no Wolverhampton Wanderers or Gunners on the Internet - instead people follow specific players for their individual playstyles and skills.

The most hilarious example of the most tone-deaf enforcement of this was when Seagull (one of the OG beta testers that somehow exploded and got thousands of viewers on Twitch) got signed to Dallas [whatever adjective] and proceeded to spend the next 6 months benched (and offline on Twitch) because his skillset wasn't meta. He then spent a single season in competition, quit, returned to Twitch and made orders of magnitude more money from doing whatever he wanted than he would have got in the League.

The thing that sealed the League as a scam for me was the introduction of linkage between a Twitch account and your OW account - you could gain in-game tokens to buy cosmetics from time spent watching OWL on Twitch, but this was trivially defeated by setting the stream to 160p resolution, muting the tab and continuing to do whatever you wanted. At that point it was obvious it was all about gaming metrics and not making a game, and I got bored and left.


it's a fantastic game artistically, technically and gameplay wise

however it's managed really, really badly

it's a billion dollar franchise and can't even put out a new map for the regular game mode in 24 months

(or slightly alter two broken ones in 12 months, hlc + paris)


I've been an off-and-on World of Warcraft player since the Burning Crusade days, and I honestly think that Blizzard is struggling to evolve the MMORPG genre into something suitable for the modern day.

There was a great article in Kotaku[1] that illustrated this quite nicely. Essentially, what made World of Warcraft successful when it launched can't really exist today, especially with our hyper-connected world. Blizzard has made many attempts to make World of Warcraft more modern, more accessible to newer players (and some have even worked!), but nothing they've done has been able to recapture people in the same manner as it did originally. I think this isn't so much Blizzard's fault as it's just a factor of our world now; there's so much competition for our attention that the "average" gamer doesn't really have the motivation to immerse themselves into the game world (nor can they really when there's so much research you end up doing while playing).

The last truly transformational gaming experience I had was with The Legend of Zelda: Breath of the Wild back in 2017. I suspect much of that experience was due to the fact that, in those crucial first few days, there wasn't really anything online about the game. (Sure, there were articles here and there, but nothing near the vast amounts of information about World of Warcraft that exist now). To a lesser extent, I think a lot of the experience I had was due to the single-player nature of the game.

I've said this for years, and I still stand by it: Blizzard should create single-player games set in the Warcraft universe in the vein of Skyrim. They've spent so much time and effort crafting these elaborate stories and worlds that I think the best way to really experience them now is with a single-player game. I could be convinced to accept a group-up mechanic for larger enemies (sort of in the vein of Monster Hunter), but a single-player narrative-driven game set in the Warcraft universe (with art done by the cinematics team) could be a blockbuster if done correctly.

However, there's no indication that Blizard cares about crafting that sort of experience anymore. They seem to be almost commpletely focused on multiplayer, microtransaction-based gaming, which is probably the way to be the most profitable these days I guess.

[1] https://kotaku.com/world-of-warcraft-classic-maybe-you-cant-...


Blizzard hasn't produced even one single-player-focused game since... Diablo I? Their strength has always been multiplayer, I very much doubt they could deliver a blockbuster single-player open world game.


I would argue initial release of Warcraft 3 was single player focused, with multiplayer as a feature, however I think post launch support was more multiplayer focused.

However I think that was the model of many of the older games. Once the game has been developed and released, single player improvements are largely either bugs, quality of life improvements or platform changes. The first 2 were needed less because of old school blizzard's dedication to quality.


Totally fair point! But I'd also like to point out that prior to World of Warcraft, Blizzard hadn't released an MMORPG. Prior to Overwatch, Blizzard hadn't released a first-person shooter. I totally understand your point that Blizzard might not have the talent to pull off a single-player RPG game, but I still think it's within the realm of reality.


Sure, but some of those jumps have been more gradual - WoW's hotkey gameplay isn't all that different from a fast-paced RTS, especially given WC3's dabbling into RPG mechanics with the hero units.

Overwatch and HearthStone are much bigger jumps to be fair.


The SC2 expansions were basically three good single-player games that came bundled with a different multiplayer game built on the same engine and art assets. HotS in particular the single-player game arguably wasn't even the same genre as the multiplayer.


D2 was a single player game, right? The multiplayer success always felt accidental to me.


I recently got into WoW classic, and my experience has been much more positive than what this Kotaku writer describes. I'm in my mid-30s and I never got into WoW when I was younger, but was always curious to try. There were so many expansions that I wasn't really sure how to get started-- do I need to buy all of them? Some of them? One of them? Anyway, WoW classic made it simple to dive in, so I did!

Since I didn't want to waste time searching for random people to party with, I convinced my wife and a friend to start playing with me. We're all about to get to level 20 and are eager to see if the 3 of us can complete Deadmines.

I haven't experienced the kind of "ghost-town" feel that the writer described. Even minor towns usually had people running around them. Also, the writer's use of "everyone" and "we" doesn't apply to me or anyone I know. The 3 of us are learning how to play together effectively, and having a great time doing it. At the rate we're progressing, we probably have many hundreds of hours of fun gaming ahead of us even if we never do anything more than 5-man dungeons.


I'm also enjoying leveling my first character. I'm about to hit 40 but I still need over 20g for a mount + riding.

Do you plan on staying on classic or going to TBC next week?


Me and my group are definitely going to TBC when it does full release on June 1. I'm playing a Druid bear tank for our group-- we just did Deadmines with me tanking-- and Druid tanks were significantly upgraded in TBC so they could rival Warrior tanks.

If you're struggling with gold, I would suggest buying some. I'm not normally one to cheat, but my group bought 4000 gold for $100 on g2g.com and it helped quite a bit. To the extent that there are rules against this, they are basically not enforced. It's unheard of for anyone to be banned for buying gold.


The key to WoW originally was having a solid core group to play with - it really wasn’t “soloable” the way it is now - and arguably that’s better for the game.

Last time I played a WoW expansion I got to level cap basically solo.


They've already done this... with WoW. Having dipped back into it in winter, it's more or less an single player game now, with more effort put into phasing players into whatever type of game they want to play and getting them there as quickly as possible. Leveling is laughably fast, and the endgame is mostly done with arbitrary people that will have no investment in decent socialization within the game.


For me the issue is, that in attempts to modernize the WoW, they alienated the game for me, as I no longer feel welcome in the game. The kinds of game interactions I used to have are gone. Game wants to put me into some bounds that make me feel uneasy. It tries to force me into a playstyle I don't like. And, worse of all, they periodically are trying to remind that they did not forget about players like me, so my hope is not gone but they constantly fail to deliver those promises, disappointing me again and again. I'm in a kind of weird love-hate relationship with WoW.


> The last truly transformational gaming experience I had

For me it was Subnautica. That game *hooked* me so hard. It had an incredible progression and such an interesting game loop. Recapturing that experience is like lightning in a bottle, which I agree is like when WoW hit peak numbers.


Maybe I'm just in the HN echochamber, but this really feels like a case of death by MBA.


Yup - spreadsheets and an absolute aversion to creative risk.


Their games just don't feel like labors of love anymore.

They feel like icky skinner boxes through and through.

Every aspect of their games are a/b tested up the ass to convert as many MTX as possible and personally it's a total turn off. I downloaded Warzone and tried it out this weekend and uninstalled after 2 matches, it just felt off. Hard to describe. Like a AAA graphics Candy Crush. yuck!


Also, the once famous Blizzard polish is all but reversed - Warcraft 3 Reforged speaks for itself, but also looking into World of Warcraft commentary, it has become common to expect systems present in the game at launch to require major fixes or overhauls over the coming patches. The very fact that players and commentators alike have grown to expect this speaks volumes to me about the changing perception.


This is something that's common across the entire industry (e.g. Cyberpunk 2077, Fallout 76 as the worst offenders).

Testing costs a lot of money, automated testing isn't widely spread / feasible, and the cost of distributing patches is low - so many studios opt for the economic advantage of using their players as guinea pigs.


It's a huge problem in WoW because they're so damn slow to fix anything. By the time it is fixed it's about time for the next expansion where they throw out most of that work so you get to ride that same shitty cycle all over again.

The last 6-8 years of WoW have basically been 1 long paid, subscription based beta test.


Sure, and it's always been a part of the industry. However, Blizzard used to be an exception - they were known for taking a long time and for doing tried-and-true game formulas, but for delivering extremely polished experiences, especially on the gameplay side. Basically, they were never the first to try out a game idea, but their game would always be what ended up defining that idea through sheer polish and mass market appeal (Warcraft II&III, Diablo II and WoW perhaps being the most enduring examples of how they defined a genre even while being far from the first).


Overwatch still feels highly polished to me (few bugs, great lore, good performance, character design, responsive dev team communication) though new content have been seriously lagging due to OW2.


I haven't played Overwatch, so I can't speak to it. It's very possible that my opinion only really applies to WoW, and perhaps WC3:Reforged was a fluke.

Still, Overwatch was released in 2016, and announced in 2014, so there is also the possibility that there was some shift happening after that time.

I believe HS gets major updates that are considered well polished, just to add another data point.


Blizzard didn't develop Warzone. Yes, they are both published/owned by Activision, and they share a launcher, but they are from very different developers.


It's odd how often people put studios and publishers together, when the relations are (often) a lot less close than people on the outside realise.


In this case though I can sort of understand it. Activision has invaded the battle.net launcher which was long reserved only for blizzard games. CoD is now right next to WoW in their launcher.


Yet another reason to hate the proliferation of launchers ;)


For me being outside of thess relations are indeed it is not so clear. Can you describe it more ?


In the original terms, game studios/developers made games, game publishers provided financing and support (such as distribution and marketing) to game studios.

You can have hybrid entities, and you can have game studios/developers chose to self-publish, or whatever. The relationship between a publisher and studio can also vary. You can have one offs, where an independent game studio pitches a single game to a publisher, and they sign a deal for just that one game. Or you can have longer term relationships. For example, after Bungie re-spun out from Microsoft, they signed a 10 year deal with Activision (but they weren't owned by Activision). Or sometimes, publishers can straight up own game studios (they'll usually own a whole bunch of them). For example, Microsoft owns a whole pile of game studios (like recently acquired Bethesda).

Activision-Blizzard is the parent holding company. Activision is the game publisher arm, and Blizzard is a separate game studio arm. Call of Duty for example is developed by a family of studios (for example: Infinity Ward) that all (well, at least IW) operate as parts of Activision. Like any creative-ish field, the exact relationship between the creative types, and the money types is... always contentious?

Blizzard's relationship with Activision (the publisher) is different from say Activision's relationship with Infinity Ward in that Activision the publisher actually owns IW, while Blizzard is technically an equal business unit with Activision the publisher.


The Blizzard we knew and loved is long dead. What you see is the logo with its head held up and arms being waved around by the moneybugs in suits.

Maybe somewhere inside the carcass is a new Blizzard with fresh ideas and a passion for games. I hope so, but I don't hold out much hope.


Haha, Warzone is a great game with one of the worst UI/UX designs I've ever seen. As a player who got it 5 months ago or so, I fully disagree with your assessment. It has a horrible and confusing store, no pay-to-win aspects, and solid gameplay with some actual decent depth.

I am in no way condoning Activision, and I think their approach to Warzone maintenance has been pretty horrible (they are just turning a corner on that it seems), but Warzone is a good game without any gameplay-obtrusive MTX


I was disappointed with Warzone.

* Best load-outs are faster to unlock with the paid game, so it is semi play-to-win

* Warzone client is MASSIVE (seriously, like fill your entire SSD massive) because it installs other games alongside

* Servers are awful, with extremely low tick-rates, so movement and shooting feels pretty ropey

* A general sense of sameyness crept in after a few hours. I have a hunch that this is due to a low skill ceiling to the mechanics. Whilst I'm sure this makes the game more accessible to a wider audience, I found it left me with no sense of progression. Like eating a Big Mac rather than a nourishing meal.


* Plunder provides a similar ability to progress loadouts as either paid game

* it’s the biggest game I’ve ever seen and updates way too much. Feels like it ate my entire 1.2TB soft cap last month. Sadly the other games are also coming with +60-80gb on top of wz itself

* agreed

* in solos, it is a pretty terrible game, but the other modes require good team play and utility usage. I think there is a big skill gap, but the game is very slow paced, and it’s hard to objectively describe success. Is it frags? Placement? I suppose it depends on your goals. I can say watching streamers get 25 frags against top quality players shows you that aggression and mechanical skill are still rewarded in my opinion


I used to be trapped in those icky Skinner boxes, and feel so much better to have moved on. While I have some good memories of my time in WoW, especially the early “wonder days” of shared social space and learning how to communicate with people online, and fewer good memories relative to time spent in Diablo 3, Heroes of the Storm, and Hearthstone, I feel like there are large chunks of time missing from my past. From what I’ve read about alcoholism it feels similar. Thanks to The Blindboy Podcast and his sharing the mental-health tools (CBT, TA & others) that helped him crawl through crippling anxiety I feel much more in control of my time and actions. Very rarely now do I feel like hours slipped by with no lasting benefit. Escaping responsibilities with games I wasn’t refreshed, but drained. Multitasking will elicit this drained feeling still. Reading or listening to a good book (and I’m more and more willing to not finish books that aren’t “good” for me), going for a walk in the woods, gardening, making music, and making useful things are how I’ve replaced the videogame Skinner box.


I have long been a big time contributor to the World of Warcraft scene. I've contributed to MaNGOS, I was a developer for a big server project - that I can't mention here :) -, a best friend of mine developed the most popular WoW addon of all time that I have contributed to, etc.

I really was torn about going back to play Classic WoW, but I chose not to, simply because I hate Activision/Blizzard. I refuse to support that company with a single dollar.

Their games being lifeless and greedy is bad enough, but as a company they are mean spirited, and will plant a boot in the face of anyone in their community just because they can.


Imagine my shock. Blizzard hasn’t released any new game since Overwatch, and that was in 2016. They have been able to keep their old games going to some extent with updates and expansions, but it’s mostly just been more of the same stuff, no innovation. Not much better on the Activision side. Other than umpteen versions of Call of Duty and re-releases of old games, the only memorable game they’ve done of late is Destiny (1 & 2). You can’t just keep rehashing the same old formula if you want to keep up with the market.


90% of my friend group stopped playing Blizzard games when they started to censor speech (specifically speech encouraging freedoms).

As an individual cancel culture or voting with my wallet is my only path forward, but as a corporation (specifically in gaming) cancel culture is going to be a huge problem.

Its not clear to me what the right solution to this is going to be.


I'd almost entirely stopped playing Overwatch for a couple years, but I got back in recently and feel like the tone is overall better than it had been. I think a lot of the toxic players may have actually just moved on?


As someone whose been playing regularly for the past 4 years, 2-2-2 role lock was by far the biggest reduction in toxicity. It removed an entire class of bad communication like “switch off DPS” as well as the stress of convincing 5 strangers to use a particular comp at the beginning of the game. Before role lock it seemed like every single game was a freaking argument.

They also released player reporting and endorsements though it’s harder to say what the overall impact of those are.


I was super hyped for Overwatch, I loved my time with the beta. I thought Overwatch was going to be the new Counter-Strike, Quake, or Halo. One of those games that just defines its time period.

Then it launched and I got bored after 1 month. Too few maps too few variety.


And whatever algorithm they use for match-making should just be completely scrapped so they can start over. It seems like most games are really lopsided - you're either stomping on someone or getting stomped on. Maybe it's different in the high-ranked competitive play but the hard-fought matches that go back and forth until the very end are infrequent, in my experience, and those are the best part of playing!


this is a nature of the game's design: ultimate advantage snowballing

short of reducing the power of the ultimates: I'm not sure they can do too much about it


I mean there's been a huge number of updates since it launched and quite a few added maps. You should give it another shot.


I miss the days of RTS games. Used to play a ton of frozen throne, and was getting back into it when Blizzard announced the remaster. Then in the act of launching the remaster they brought down the online ladder, causing me to leave the game and never return. To me it's because they want to be a multibillion dollar company and all their moves have to align with that. It's no longer good enough to make a solid game that devs and fans love and make a decent profit. It's all about the billions, often leads companies to do stupid things.


I'm still playing Starcraft 2 with my buddies every weekend (even more so now during the pandemic). If they made a Starcraft 3 with updated graphics, units / structures and perhaps the new fabled 4th race I'll absolutely pay for it (even on a subscription base which I normally hate).

Instead, they've scaled down the investments in Starcraft to such a degree that the servers were almost completely offline over the past winter holidays and despite hundreds / thousands of complaints there was no official reaction from Blizzard. :(


I am pretty hyped about playing d2 again with "Diablo 2 Resurrected". But I guess it's a bad sign that the most exciting thing they have going is a remake of a 20 year old past glory.


I'm way less excited for D2R. I was a hardcore Diablo 2 player, but the D2 endgame was spamming Diablo runs over and over, Cow Level farming, and one or two other things I've forgotten; not exactly dynamic content. Path of Exile has taken D2 game design to the next level, and the level after that, and even that game is aging (PoE2 is in the works). Obviously World of Warcraft Classic is the counter-example that will come to mind, but even original WoW still had plenty of content and grinds to do once you hit 60 (Booty Bay pirate hat, anyone?). Nothing in D2 will keep people around for more than a week or two once they've rediscovered how to play it.


Meanwhile it sounds like the Runic folks have also lost the taste for Diablo games. They made Hob, which looks cool but the basic story arc is not compatible with multiplayer (also PC only).

They let some other studio make Torchlight III.


Diablo 4 look good with its trailer but who know if they going to botch it like Diablo III until Reaper fix.


Coming soon... WC3 3.


It's worth noting that this is specific to Blizzard.

They have:

- an MMO (not a growth area compared to other genres)

- a FPS that tried to create a unique twist

- a card game that essentially created a new genre (with a commercial ceiling)

- remastered classics

Compared to the rest of the market that is growing in the following areas:

- large mobile presence

- MOBA (HotS has been discontinued)

- battle Royale


> - MOBA (HotS has been discontinued)

Development has certainly slowed down but it's still alive with new content, Hero reworks and balance patches.

https://heroespatchnotes.com/patch/summary.html


Good point. I thought they officially announced they were halting feature dev, but I guess it was just dev team cutbacks.


It’s at a similar patch cadence and size as Warcraft 3. The fall from the good times has been pretty severe


It is slower than we'd like it to be but the breakneck pace of the first couple of years with a new hero ever 3 weeks wouldn't have made sense in the long term either. It was necessary early on to fill out the roster but what the game needs at this stage is regular balance patches and reworks.


I didn’t expect new heroes very often but just the dev team seems to be like 2 people these days


counterpoints:

- HS is strong on mobile

- OW is arguably a MOBA/FPS hybrid

- CoD/warzone is the most streamed battle royale on twitch


> CoD/warzone is the most streamed battle royale on twitch

And is an Activision title.

> HS is strong on mobile

The category is still niche compared to other big titles: https://en.wikipedia.org/wiki/List_of_most-played_mobile_gam...

> OW is arguably a MOBA/FPS hybrid

Fair, but isn't doing well. Will be interesting to see how Valorant does.


I've said before that it's what PUBG should have been (and could have been, given enough polish)


A popular esports caster said the following a few days ago, and it really got stuck in my head:

> "We can't have new games like Brood War anymore, because devs would patch out everything that's fun about it in a few days."

Please get the designers away from the spreadsheets and in a game. Trade some of that polish away for a soul. Delegate more responsibility to junior people, instead of forging them into (strictly inferior) clones of the senior staff.


Data analysis/science has its place in a game imo. Balance is important (but equality of all strategies and classes should NEVER be the goal in a game, it's a recipe for staleness). In general though, people are terrible at using data properly. You can look at a spreadsheet and see that a particular faction is underperforming at high ELO, but a blind buff to damage or economy will often not be the correct move. Similar to how single player campaign difficulty settings will sometimes just be a glorified multiplier on enemy attack/health. A proper difficulty setting changes enemy behavior. There is a story everywhere that there is data, but people tend to be way better at sorting a column in Excel and sending an email about it than they are at investigating (and effectively communicating) the underlying story. Games (and businesses) need less analysts, and more scientists.


I doubt there are many of us, but I played a lot of Hearthstone for 3 years but ditched it after they banned a player for making a pro-democracy statement[0].

As I said, I don't think many players left hearthstone on account of this, but I do think it's one example of the many ways large publishers like Activision aren't capable to serve the communities they've acquired due to the many perverse incentives that comes with huge companies.

[0] https://www.vox.com/2019/10/8/20904433/blizzard-hong-kong-he...


The most recent WoW expansion was beautiful looking but so boring and convoluted I lost interest after a matter of days. I am playing classic WoW, which really stands the test of time as a game.

That said, classic WoW exposes Blizzard for what they are even more than their recent expansion flops. Where you could write off the short comings of the expansion as them trying something innovative and failing, their support for classic is shocking compared to what it once was and make it apparent they are just a shambling zombie shell of a company.


Perhaps if they started making new, innovative games like they used to (prior to Activision merger), instead of just rereleasing their old stuff.

There's nothing new, with the exception of expansions to WoW, which is essentially also just "more of the same". They tried to make the entry bar to WoW smaller by squishing max level from 120 to 60, but somehow completely failed to accomodate casual players by timegating everything worth doing behind a massive time investment.


They should create a battle royal RTS - bring the best parts of Starcraft II / WC3 and integrate into a Fortnite environment. If they could pull that off, would be unreal.


Diablo 3 was garbage. They stopped development of HotS because it wasn't pulling LoL or DotA numbers and Overwatch while overall fun feels slightly off (for me it's the sluggish movement from lack of running..). Activision Blizzard can fall off a cliff for all I care. They were a company that literally put out hit after hit for years and now they are in slow death spiral.


I played Starcraft 1 and 2 for the past ~20 years and a few months ago I decided to call it quits. I permanently deleted my account and haven't looked back.

I really hope Blizzard doesn't give up on the franchise and creates a Starcraft 3 for the next generation of kids (and adults).

To me Starcraft is like a modern form of chess, and one of the best games ever created.


Isn't this just a case of increasing irrelevancy?

I can't think of a single release from them I would describe as 'ambitious' other than Diablo Mobile which has the distinct honor of being dead before arrival.

Speaking anecdotally, no one I game with or any of the forums I go to talk about Blizzard games. Many of the Discord servers I play with used to be big into HotS and Starcraft I/II, but I don't hear a peep from them about either anymore.

Perhaps worst of all, several of the Path of Exile players I game with are no longer even worried about a Diablo 4 launch affecting the long term health of their favorite dungeon crawler. It's just expected that Blizzard will deliver a polished but shallow experience that will be over within two or three months at most.

Maybe they just aren't nimble enough anymore to leverage their huge war-chest of experience and cash.


I've been boycotting them since the Hong Kong/Hearthstone incident a few years ago. Before that I was a regular Overwatch player and a semi-regular Hearthstone player. I quit cold-turkey. Hard to say how much of this effect would be from others doing the same, but it's a nice thought.


"Don't you guys have phones?"


There are probably several factors at play, but the two biggest in my view are: 1) increased competition and 2) diminishing quality (technical and qualitative, e.g. in terms of release management, story telling, etc.).

Examples in my opinion:

Diablo has always had repetitive gameplay, but the stories/lore seems to suffer with each release.

They are either working on SC3 in secret or have given up on the franchise.

Their management of WoW Classic and rollout of releases has been awful. Without fresh progression servers, Classic is going to truly die in a couple of weeks with the release of TBC.


They keep milking the same aging WoW userbase, of course it'll decline, since that demographic is becoming old enough to not care anymore

Their business decision to re-release WoW with WoW: Classic was a poor one

They should have made either a sequel, or a full REMAKE, not a lazy-milking-re-release, it just plain stupid

And let's not talk about the way they "reforged" Warcraft 3..

They print lot of money, but sadly it goes in the wrong pockets.. poor management, 0 vision for the future, stuck milking an aging player base

Doesn't sound great for the future


>They should have made either a sequel, or a full REMAKE, not a lazy-milking-re-release, it just plain stupid

The community would have lost its mind if Blizzard tried anything like a remake, purely because Blizzard has spent all the goodwill it had a long time ago and did nothing to make people think it wouldn't conk it up. To the point everybody was knee-jerkingly refusing any change at all to the game, regardless of how minor or justifiable it would be (which was a mistake, Classic would have been much better with some increased difficulty).


They have struggled for developing new franchises and serious for more than a decade, but eventually, they still get some hit with HearthStone, Heroes of the Storm, Overwatch. Just not as dominating as what they previously did.

But in these years they don't seem to even try to develop new franchises at all. All they do is just shitty remasters - it seems to me that the equity holders want the suck all the value from the brand and the company and then just get rid of it. So disgraceful.


If you liked OW, maybe you would like Quake(and 2 and 3), Openarena, Xonotic, Sauerbraten or Assault Cube.

Those are nearly free these days ;) (at least the online part). Maybe not current AAA quality, but nothing better than the raw speed and fraggin everything you can see (and where the crosshair sees it) with no waits and respawning every time...

Seriously, try one of them. Sauer or xonotic would be a nice start.


Nothing since has compared to Action Quake II though some get close.


There were times we enjoyed slaying dragons in a 40 player raid. But yeah, time passes, you get older, and interests shift. It was great!


i used to be a active Blizzard's game player. i started to play WOW since the Cataclysm release but each expansion is the same stuff over and over again (go gather this, go kill this...etc.). I stopped my subscription a while back. i only play it with if i got enough gold to pay for the subscription time and time to play.

Hearthstone is a money sink with each expansion release the cost of acquire new expansion cards is too much. the wild format is not balance. Blizzard rarely trying to rebalance the card after the expansion goes to wild. after buying couple expansion bundle. i stop purchasing each expansion bundle. i only buy some special bundle.

Heroes of the Storm, its an interesting take on MOBA but it seem like Blizzard is abandoning it. i've spend some money on early deal but eventually stop playing the game.

Diablo II and III, II is a great game. III suck until Blizzard fix it with Reaper of Souls and they wanted $15 for diablo iii rise of the necromancer that just add another class.


Also worth noting - while they lost 30% of their overall player base -- if they bring in a big game they will probably gain a considerable amount in the door. So to someone's comment the fact that their rate of attrition is so long given the lack of new content in their products and low turnover if actually kind of impressive.


I've been playing (and paying a subscription fee for) WoW since the beta and while the current expansion is better than most, I'm definitely feeling bored with Blizzard's other recent offerings - they are all just revamps of existing things (WoW Classic, Diablo 2 etc.).

They have lost the ability to innovate.


They're losing product-market fit.


IF anyones looking for SC2's spiritual successor:

https://www.kickstarter.com/projects/sunspeargames/gates-of-...


You can thank MBAs for the demise of every American company.

MBAs are the reason China will eat the US.


MBAs and excessive IP protections. The Warcraft 3 mapping community spawned entire new game genres and franchises. Warcraft 3 Reforged style TOSs means that probably won't happen again.


Blizzard missed the opportunity to capitalize on Defense of the Ancients and as a result they created their own worst nightmares: League of Legends and DotA 2, two successors of the original DotA map.

By the time they released their own version, Heroes of the Storm, it was too late.

Not to mention many other MOBAs that are direct copies of DotA such as Heroes of Newerth and many others.

That, and projects like Diablo 4 were the signs that Blizzard is now dead inside and starting to rot.

No sane person would make those decisions. Those decisions can only happen when a company is ran by powerpoint-oriented people that is disconnected from the customers.


They havent released anything major outside of a WOW expansion in that time period, so this is pretty unsurprising. When OW2 is released it will jump back up as long as they don't totally botch the launch.


They are trowing their traditional player-base under the bus and focus on milking the whales. While player numbers are dramatically tanking, ARPU and revenue is up.

Their developer churn is through the roof, having a huge impact on their capability to ship quality which they compensate with shoveling in low effort extrinsic reward content systems.


Blizzard : Activision :: Boeing : McDonnell Douglas


How they handled the Hong Kong issue was totally stupid [1]. But I doubt it was the main reason why many gamer stopped playing their games. To me it's either this or the Diablo mobile game fiasco.

[1] - https://slate.com/technology/2019/10/hong-kong-hearthstone-b...


That explains why OW on Switch was on a 50% sale about one month ago (pumping playerbase numbers just before the report)


Personally I feel their interface too robotic and out of touch in comparison with Arena of Valor funnel for example


They're a group of corporate shills, they deserve to collapse. What they did to Warcraft 3 is a travesty.


Blizzard just letting Starcraft 2 die with no clear replacement in sight makes no sense to me at all.


Not surprising as a result of the activision purchase- they don’t care about playerbase, only revenue.


do they have any good games still


The good ones (SC2, OW) are running on life support now with barely any updates. Blizzard died when they merged with Acti and now it's a slow descent to 0 players. D3 was also pretty good well after release (no RMAH) but that was released in 2012..


Their remastered Diablo 2 is on track to be a hit, but it won't be out until later this year.


sc2


Hearthstone for casual play. do not sink too much money into it. you can play Hearthstone for free if you do quest and craft a deck that you really like to play


SC1


A hot take but I was really disappointed by it when it first came out. While waiting for it to be released I discovered Total Annihilation which really seemed like the next generation of RTS. When Starcraft came out it felt like WarCraft 2.5 or 2 with ramps. Sure the plot was much better, and the races were more differentiated, it did not feel like an evolution of the genre: just more polish. After that RTSes haven't grown IMHO outside of Sins of a Solar Empire, Total War, and Supreme Commander.


SC 1.15.1 specifically, so you can LAN with your friends who run Mac OS 9 :) https://web.archive.org/web/20140908015809/http://ftp.blizza...


which sadly isn't supported on M1, and who knows if Blizzard will ever release a patch for that.


I think that WoW is a good game for some kinds of players.


I don't care, I only care why Valve does nothing against bots pandemic in TF2.


it seems blizzard is also screwing up WoW.

https://www.youtube.com/watch?v=ilaeRQK_FDQ


If not for World of Warcraft Classic, how bad would this be?


Screw blizzard. Years ago they threatened Wow addon authors with legal action for asking for donations. Addons made the game much more fun and playable. Let them die.


After the Hong Kong incident, I was out.


Gonna say what the 14-year-old me would have said...

Maybe if they took some of the CEO pay and put it into game development and community building... they wouldn't be losing players.

> https://www.gamesindustry.biz/articles/2021-03-17-activision...

As a long-time fan of Blizzard games... have to say... what others have said mostly in here.

WoW... peaked in like 2010. They know this, and that's why they re-release WoW Classic. They have been slowly ruining what made the game fun by taking away the community and need for communication. It was too hard to make friends and form groups... so they built automatic group finders. Cool, except they didn't keep the core values in place. The game was about making friends. If you take that away... what's the point of a social game? They dumbed down all the stat weight mechanics to just a gear score. They had that whole expansion where you had to spend all your time not raiding in solo-player mode in your Garrison... oof. Just feels like the people they have running the games aren't actually gamers, but people who sit back and say, "How can I increase hours spent playing... WITHOUT making it more fun?" I hated all the modern cut scenes and NPC's who talked to you, "You're the greatest hero Azeroth has ever seen!" Oof. Like I don't need some pixel playing a recorded affirmation message, if I wanted that shit I'd play a single-player game. I need fun shit to do with friends, I need just enough down time and waiting while we travel between dungeons to talk to people and get a sense for who I like and who I don't. I quit in Wrath, but tried to go back a few times and each time it's pretty painful. So like fair to say I don't have enough experience with the game to say, but it really has no community feel at all to me any more. WoW Classic - relaunch under way.

Diablo... D3 sucked. It got a lot better with later releases, but on the whole it's pretty meh and has been pretty meh it's whole existence. The scaling is off, I don't know. Like you get in, and you play for 30 minutes, and you're instantly able to do like nightmare level 15... there's no effort to get there. There's no struggle, so there's no sense of achievement. All that's left is an endless grind, doing the same boring thing, hoping the "Primal Ancient" version of the item you need drops so you can do 1.5% more damage. Again, no community to speak of. They never had a way to monetize Diablo 3, and the "real money auction house" was a disaster. The content was always so stale, they just didn't make enough of it. Or make it challenging enough. When I play... you either zoom at max speed, or you get one-shot and killed. Other than equipping the right gear (based on the instructions of a website), doesn't ever feel like you make any meaningful choices when playing. There's no, "Oh I would have lived if I used X instead of Y..." moments. Always just, "I would have lived if I ground out 400 more stamina by doing ultra-repetitive rifts. Diablo 2 Remastered - relaunch pending.

StarCraft... Great game, I thought SC2 was well done. And... inexplicably it has sat dormant. SC2 was never as good as SC. StarCraft 2 Remastered - relaunch happened a few years back.

Overwatch... never played it. Don't do FPS. Looked fine, but I hear it's not as fun as PUBG or others. And apparently one of the new heroes really unbalanced some things.

Heros of the Storm... never played it. Not a fan of the the gimmicky "hero-based" RTS.

Hearthstone... tried it, it's just Magic the Gathering. It's fine, but I didn't have all the cards other people had so I couldn't win. I don't know, I'll blame that. I just wasn't into it. For me, too many bells and noises. Animations were too detailed. Every time you played a card, it gave you some sort of drawn out "oh look at this, this is happening!" animation and it felt like the game was slower as a result.

Lost Vikings... GREAT game for SNES back in the 90s. Re-release pending. Ha.

Overall theme... they stopped trying to build new great stuff, and just focused on re-releasing old great stuff. The old stuff appeals to some of the old players, maybe some of the new players, but pretty clear example of how a company can "run out of good ideas" and every bit of news you hear about how the company is run... layoffs, more layoffs... old founders starting a new company to get back to "good game development"... CEOs getting huge pay days... it doesn't sound like it's healthy.


I feel the esports is a big part of why SC2 had issues - it was better when Blizzard wasn’t trying to make an esports platform and instead just made a game.


can confirm havent opened blizzard client in the past 5 years


[flagged]


> "I'm old enough to stand up against censorship and for the right to use ugly speech."

Then why are you hiding behind a throwaway account?

> "I am saying I dont support companies that dont support unfettered free speech."

Which companies do you support? Are there any which support unfettered free speech on their platforms?


Because I can? I said nothing about anonymity. Odd...

I'm from an age when anominity was a good thing. But do encourage all the current folks to move away from it, because I want to see them fail.

Lol I dont support any social media company. Social media is a net negative for the human experience, but that's just my opinion. I'm just a person who found the internet more fun before it needed to be safe for day time television watchers.


> "Because I can? I said nothing about anonymity. Odd..."

Not odd at all. You claim to be "standing up against something" but you aren't, you're not standing there, you're hiding. Your actions undermine your words. Rosa Parks didn't write an anonymous letter to the editor about people's right to sit on bus seats. Those who did write anonymous letters to the editor about it don't get to say "I'm standing up for black rights" because they ... weren't.


What? I just dont give money to companies that im my view are authoritarian.

I agree that private companies can do as they please.

Im not warring in any greater sense than im warring against big business when I buy a recycled product over another. I support companies that, in my view, support principals I care about.


The internet was more fun until the crybabies and control freaks ruined it.

This site is like a Reddit for the Silicon Valley community, you're not going to find much support. They will soon completely fail though, their ideology doesn't create value. Just keep watching.


It's going to get real awkward when he realizes his comment was flagged, thus prohibiting his "free speech"...


Im so confused as to why theres a subset of people who seem to think i am against companies running as the please? Is it because my opinion is so opposite yours?

I agree, run your clubs and businesses as you want. I will do the same. I support Blizzard in this respect, I just wont with my dollars or time.


Good, players like you leaving makes the game a better and safer place for everyone.

Players like you, and Blizzard's inaction to do something about it is why I left.

Players Overwatch with my girl friends has been the worst experience. Players any multiplayer game as a woman just seems to be toxic. I expected more from Blizzard here.


I'm with the GP, companies aren't there to censor (unless it's a kids game). I don't like the toxic nature of many who play games, but at most the company should look into harassment / abuse, not censor words. My reasoning is Poe's Law. One could be using a would-be censored word or phrase to describe something in a non-offending way. A farmer might say, "I have several bitches to sell, would you be interested?" Here, bitches is used appropriately to describe female dogs. My example may be shite, though I hope the point is made.

(Nevermind the use of exposure therapy to make certain words/events less impactful on an individual)


Just want to chime in and say I'm actually personally very affable and I do not rant and rave online. I just have no issues with those who do.

Smells to me we're a couple of crying fat kids away from banning people for pulling a Leroy Jenkins.


Exactly. I can tell where I'm not wanted. Enjoy!

Edit: sorry I caught this before your edit to include popular buzzwords like "toxic". Good for you, I'm actually looking for games and experiences that are outside the realm of sanitized things my mother would like.

And I'm sorry about your girlfriend, it was likely my girlfriend giving her so much shit. She's a real sailor when she gets going. And mean too!


“Girl friends” isn’t the same as “girlfriend”, and your mother does not represent all mothers.

It seems aaomidi is recounting personal experience, and from my own experience, when a person earnestly uses “toxic” to describe how other participants behave it is often an apt description.

If you are human, you’re a person with emotions. When a person describes something you might enjoy as toxic, are you able to pause and notice what you’re feeling, and then choose whether or not to act?

I did this before responding to you, in an effort to help others that struggle with this, (I do, in some contexts). If a person still chooses to respond in a dismissive manner, or worse, then perhaps they enjoy being mean to others.


From my experience I've heard the word toxic in common parlance for about eight years and its just part of a common trend for the common mind.

The same minds that gave me shit for plainly stating that light speed wasn't sexist in a 1982 class room, I'm sure.

I prefer the 'toxic avenger' style usage from the past.




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