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Tuesday, November 1, 2011

World of Tanks - more addictive than you'd think


What's the best game of the year? Depends who you ask but for me it was definitely World of Tanks. The novelty of the concept, the great gameplay, the vast number of tanks and maps, the endless ways in which a battle can take happen, the infinite replayability, the pseudo-realistic mechanics and physics and, why not, the free nature of the game conspired to make it one of the best games I've played in years.

Of course, not everyone is sold on it. Some people don't like the shooter genre. Some don't like tanks or the WWII setting. Some don't like playing online against others. And on and on. But from what I gather, World of Tanks has a huge worldwide gathering, especially in Russia where it is being developed. A reader informs me that it is actually developed in Belarus. My apologies.


One of the reasons why World of Tanks is so popular is the freemium business model. While other MMOs have started with a subscription model and then switched to freemium when they realized not a lot of people were playing them, World of Tanks was built around the concept of "free" from the get-go. In this aspect, my humble opinion is that it is really well designed. As a free player you have access to all the tank tiers (from 1 to 10) and all the maps. Other freemium games impose certain restrictions on how high you can go. Not this game. While paying customers can reach maximum level much faster, a free player can also get there, through patience and perseverance.

But here's the thing. There's a big chance that if you start out as a free player, even if you intend never to spend a cent on this game, you might find yourself voluntarily shelling out some cash at some point. The very thing happened to me. Though I spent a puny amount compared to hardcore players, I did show my appreciation to the developers by spending some money in the game. This is a good thing. A good game deserves compensation. The more people pay for it, the better the game becomes.

Let me tell you a story that enforces the above.

I'm an European living for many years in the US. I don't have any friends here who are gamers but back in Europe I know a bunch of hardcore nerds, just like me, who love PC games. One of them is a really good friend and we share a lot of interests but these aren't all the time identical. For example, we both love WoW and Diablo but he also likes games such as Dragon Age, The Witcher, Mass Effect. I don't like those but I like Borderlands and Glitch to give a couple of examples.

When I went to my home country on vacation last summer I demoed World of Tanks to my friend. It was easy: download the ~2GB client (very quick at European broadband speeds), install it, login with my username and password. I played a couple of battles for him and he showed some mild interest. I wasn't expecting him to really get into the game.

A few days later he told me that he had created an account and was now playing the game. I was like, woot! He had some initial frustrations with some of the gameplay but ended up being hooked by it. After I got back to the US he told me he was obsessed with the game. He'd even bought a subscription to it and had advanced along the American tank destroyer line farther than I had. Of course, I have a lot more tanks spread across many different lines but still...



So you see, World of Tanks can really grab you hard when you least expect it and it won't let go easily. There are, of course, players who have quit the game in frustration over one aspect or another. One of the main factors of contention is the matchmaker system which sometimes can pit you against tanks 3-4 tiers above you, where you don't stand much of a chance. I admit that the game is not perfect. But you know what? The version number says it is still in beta (currently version 0.6.7) and the devs are continually working on it, fixing bugs, improving mechanics and adding new tanks and maps.

I am not as obsessed with World of Tanks as I was at the beginning. These days I fire it up once every few days, or maybe a couple of times a week. Then again, I'm mostly playing Glitch. But when I do play it, it's almost therapeutic. I just love this game in so many ways. Even if I get raped two minutes into a battle, who cares? I will just load up another tank and perhaps win the next battle with 5 kills.

If you are undecided, if the genre mildly appeals to you, I urge you to try this game. You won't regret it and you might even end up addicted.

In closing, here's a screenshot of a recent glorious battle I fought in. Our team steamrolled the adversaries, with 13 kills on our side, 2 suicides on their side and 1 loss for us. My "Easy 8" Sherman was hanging by a thread at the end.


Wednesday, October 26, 2011

Diablo 3 deal, worth it?

At Blizzcon this year Blizzard has announced "the bomb": players who commit to 12 months of WoW subscriptions will get a free digital copy of Diablo 3! Is this wow or meh? It depends. I have made a quick analysis and if you're undecided, this might be for you.>

My analysis is purely financial and doesn't take the emotional aspect into consideration but since a large chunk of money is involved, I think it makes sense to figure out some numbers.

Notice that "committing" to a 12 month subscription does not require you to pay for the entire 12 months in advance. Nor does it require you to buy a 6 month package which is the highest one you can buy. This means that you can go month-by-month if you wish, but you'll have to engage in some sort of digital contract with Blizzard where they can be certain you will uphold your end of the bargain.

Currently you can pay month-by-month at $15 a month, for 3 months at $14 per month or for 6 months at $15 per month. My calculations are based on the two extremes but if you want to take this deal, the best thing is to go with two 6-month subscriptions, if you can afford it.

1. Month-to-month
Cost per month: $15
Cost for 12 months: $180
Real cost for 12 months (-$60 the value of Diablo 3): $120
@ $15 / month you will have to play $120 / $15 = 8 months of WoW to break even

2. 6 month subscription x 2
Cost per month: $13
Cost for 12 months: $156
Real cost for 12 months (-$60 the value of Diablo 3): $96

@ $13 / month you will have to play $96 / $13 = 7.4 months of WoW to break even

It sure seems like a long time to play WoW before you can call this a good deal. But wait, there's more. The "package" also includes an exclusive mount and access to WoW's next expansion (still not sure if this means Mists of Pandaria or the one after that, whatever that may be). While we can put a tentative value on the mount (mounts are $25 in Blizzard's store), beta access is a more subtle thing, something that can be either useless or priceless, depending who you ask.

So let's adjust our amounts by subtracting $25 for the mount.

1. Month-to-month
Cost per month: $15
Cost for 12 months: $180
Real cost for 12 months (-$60 the value of Diablo 3): $120
- $25 the cost of the mount: $95

@ $15 / month you will have to play $95 / $15 = 6.3 months of WoW to break even

2. 6 month subscription x 2

Cost per month: $13
Cost for 12 months: $156
Real cost for 12 months (-$60 the value of Diablo 3): $96
- $25 the cost of the mount: $71
@ $13 / month you will have to play $96 / $13 = 5.5 months of WoW to break even

As you can see, at the very least you will have to play 5 and a half months of WoW in order to break even on this deal.

There are more factors to consider at this point.

If you're not into Diablo 3 and you don't care about the other rewards, skip this deal.

If you're not into Diablo 3 but would like the mount and/or beta access, the deal is still good. Plus, you can donate your free copy of Diablo 3 to someone else.

If you are a die-hard WoW player and would also like to try Diablo 3, meaning that you are guaranteed to play WoW for at least 6 months, if not more, then this deal is killer. This is especially sweet if you know you'll be playing for another year.

If you're the type who gets bored with WoW 3 months into a new expansion, skip this deal. Just go month-to-month and buy Diablo 3 separately.

If you are still playing WoW between now and when Mists of Pandaria is released, now would be a great time to buy the deal. Just think about it. Assuming MoP is released around mid-2013, that gives you 6-8 months of solid play. When MoP hits, you have already broken even. From then on it's pure profit! Not to mention that you would have (presumably) also played a few months of free Diablo 3.

The bottom line is that you must think really hard if WoW will be fun for you for at least 6 months, or else you'll be throwing money out the window. There's also the matter of the guaranteed access to a future beta. If that is priceless to you, then by all means, get the deal.

At any rate, all this applies mostly if you are both a WoW and Diablo fan but you need to be aware that at some point in 2012 both games will be out and both will compete for your attention at the same time. Also, Mists of Pandaria will cost an additional $40, so take that also into consideration.

For me this deal is out of the question. Had Diablo 3 come out when Cataclysm was released, I might have been tempted. As it happens, I quit WoW for good about 2-3 months after the last expansion. I won't be returning to it any time soon.

Friday, October 21, 2011

Pandaria and me(h)

I'll have to admit that this year's Blizzcon took me by surprise. Seriously, Mists of Pandaria? Everyone and their grandma was hoping for a Pandaren expansion with a monk and/or brewmaster class. Instead, they got an expansion in the continent of Pandaria, with a monk class and a brewmaster spec. Duh.

I was a bit shocked because I never thought Blizzard would go in this direction. It seems to me they've been coyly denying any future dealings with Pandarens but what do I know? I'm not a big Warcraft buff.

So here we are, at Blizzcon 2011 and a lot of folks seem excited about the new expansion. Others, aren't so much. Oh, believe me, there are plenty of people who are just like me, namely meh. Still don't believe me? Here's a bunch of comments on Arstechnica.

Please understand that I'm not trolling or bitching or anything like that. I'm just trying to analyze this news from the perspective of someone who has quit WoW for many months and was just curious if there's the slightest reason to return to WoW with the next expansion. The way things look, there's no chance in hell I will return, not even if Diablo 3 weren't around the corner.

Another cute race doesn't do it for me. I'm thinking at this point that Blizzard is trying to appeal to the even younger demographic, perhaps in the 6-10 range. OK, I get it, older people also like fluffy things. Hell, I love fluffy things. I love cats, for example, but I would never own a pet. I love to look at them and play with them, as long as they're not mine. But I digress...

Another class seems a bit redundant at this point. There are already plenty of classes in WoW. The fact that this one doesn't seem to use weapons a lot is odd. I like my characters to use powerful weapons. You can always upgrade weapons but you can't upgrade your fists.

The total revamp of the talent tree has gotten old at this point. If I were playing WoW again I'd simply be tired of all these changes. I mean, it looks to me that Blizzard's philosophy these days is to revamp the talents and skills with every expansion. Just to keep things fresh, y'know.

Changing resource systems - yet again - is another thing that will potentially turn things upside-down for certain players. I'm talking about the warlock's resources (I haven't looked at other classes). C'mon, a different resource for every spec? Sheesh.

Combat between pets? Methinks Blizzard has run out of inspiration. I'm sure lots of people have swooned when they heard the news. I'm sure I would enjoy playing with my pets for a while - a short while. But how long until this, too, will grow stale? To me, this smells like a gimmick to keep players interested a little while longer. The person who thought of this must have felt like a genius: "Hey, I know how to keep players glued! We can give them combat pets! Just think about it: most players must have dozens of pets by now. If we add skills to them we can increase the time spent in WoW at least tenfold!"

A level cap of 90 seems to indicate a lack of content similar to Cataclysm. We all know how that went. Personally, I was bored with Cataclysm less than 2 months in. Will the same thing happen now? I bet not. Now there's kombat petz!!

In what has become a sort of tradition, Blizzard is pulling the no-flying-until-level-cap bullshit again. Another reason not to be drawn back to the game.

As far as grouping and quests and raids and dungeons, there's some nice stuff on the PvE side but nothing outstanding.

On the art side, I'll give it to Blizzard: they do know how to design some beautiful zones. Yet, something doesn't feel right to me. While it's all beautiful, Pandaria is a blatant copy of China. I believe they could have worked a bit harder to give it a general Asian flavor without making it specifically Chinese (not that there's anything wrong with China). There are other cultures and countries in Asia apart from China, such as India, Japan, Indonesia, Thailand and so on.

I've said what I had to say. It's not a collection of rants but merely my observations based on what I've seen so far. I'm sure there are many ex-WoW players who are looking for a good reason to return. While those who are still playing the game are thrilled with the new expansion I'm sure, I'm pretty positive that most of the ex-players aren't.

My feeling is that World of Warcraft is now past its prime and sliding on the inexorable slope of decline. Mists of Pandaria seems like a desperate attempt to keep the player base interested. I doubt they'll gain a lot of new players over this and I'll bet you a dollar that by summer 2012 we'll see even more bad news about the diminishing subscriber base. But hey, it wasn't meant to last forever.

To top it all off, they're offering players who subscribe to WoW for a year, a free copy of Diablo 3. That's laughable. It proves how confident Blizzard is in their Pandarian expansion. In other words, "we'll bribe you with a copy of D3 if you pay us for a year of WoW because you'll get bored with it in 2-3 months anyway". It would have been nice of them to offer this deal to anyone who, in the past, has subscribed to at least 12 months of WoW. But whatever, I'm still going to buy Diablo 3.

I'm actually glad that this next one won't be a solid, massive expansion. Otherwise I might have been tempted to try it. As it is, I'm (hopefully) going to enjoy myself to the max with Diablo 3 and I won't have to pay a monthly subscription to do so.

Finally, lease, if you leave a comment here, don't be throwing insults and such. If you are stoked about Pandaria, that's great, I'd be happy to hear why it excites you so much. If not, likewise.

Monday, October 17, 2011

Glitch review


Glitch is one of those games that I would never have seen myself playing, the way I can't see myself ever playing Farmville. I heard about it by chance and seeing that it's a freemium MMO, I decided to give it a try. Surprisingly, I liked it a lot. It may not be as complex or involving as World of Warcraft but it has surprising depth.

At first impression, Glitch may look like a children's game, all done in Flash and with those cute and colorful graphics. Don't make that mistake because it is not. Even their FAQ specifies that you need to be minimum 14 to play and children between 14 and 17 need a parent's permission.

So what the heck is Glitch? First, Glitch is a browser based game made in Flash. Second, it's a weird sort of hybrid between an adventure game, a platform game and an MMO, or a cross between Farmville, Mario and World of Warcraft if you will, except that there's absolutely no violence in it (or at least none that I have discovered so far). Glitch is essentially billed as a "social" game, in that it actively encourages players to interact with each other and help one another. I'll get more into that later.

Glitch takes place in the strange realm of Ur, which is a world that exists only in the collective dream of 11 giants. If the premise seems fantastical, that's because it is. Throughout the game you'll come across numerous picturesque and so-very-strange landscapes, a world that only a fictional giant could dream. In the game, you play the role of a "glitch" which is essentially a denizen of this uncanny place.



You navigate the game by moving left or right, jumping up or down, just like in a platform game. The world is made up of various zones which usually share a common theme. You can view each zone as being the product of one giant's imagination. Apparently even the artists who designed them are different, so the graphic styles also differ from zone to zone.


Zones are further divided into streets with wacky names. All the action takes place on these streets. You explore the world by moving from street to street and zone to zone. Streets in the same zone share the same basic art style but zones vary from a desert setting to forests, highlands, bogs, a wintery place or two and other places which are very hard to define.


The goal in Glitch is to... Actually there is no goal and there is no end game. At least not like in games such as WoW. It's a sandbox game in that you are free to do whatever you want. As you first start the game, a short tutorial guides your steps until you start getting the hang of a few basic actions but from there on you are free to explore and advance at your own pace and in your own style.


Stats

A Glitch character does not have classic attributes like Strength, Intelligence and so on, but (s)he has a thing called "metabolics" which is a collection of several vital stats. These are Mood, Energy, Experience (and level) and Currants.

Before starting a new character you are given the option of customizing his/her appearance but this can be changed later at any point.


Mood is gained by performing various actions and it measures your general happiness. If you are happier you gain more XP and lose less energy. If you are not, the opposite happens. In my time playing Glitch I never had to worry about Mood. Since I perform a lot more actions which increase Mood than decrease it, I'm always extremely happy.


Energy is the most bothersome thing so far and that's because every action that you perform requires energy. In other games this is called "health" and when it drops to zero, you die. It's much harder to regain energy than it is to spend it, especially considering that energy slowly drains away even when you aren't doing anything. You can replenish it by eating, meditating and you get some of it back by completing quests. At the end of a game day (4 real-time hours) your energy will also be topped off.


Experience is generally gained by performing actions and completing quests. "Performing actions" includes a wide variety of things but I'll get into some of them later on. As you gain new levels your maximum energy and mood levels increase. That's good because you can perform more actions with one "fill up" as you level up. From what I can tell so far, there are no limits on how many levels you can have. I heard of a player reaching level 101 in the beta but I imagine that is very hard to accomplish with casual play.


Currants represents the game's currency. Think of it as "credits" or "gold" or "dollars". You gain credits in many ways: by completing quests, by selling items to vendors, by finding coins (just like in a platform game) or by selling stuff on the auction house. I will refer to them as "credits" henceforth, to prevent confusion.


Pet Rock

Your constant companion during your stay in Ur is a magic rock that you can access from the top of your gaming window. This rock gives you quests but more importantly learns skills for you.



Activities & Socializing

So what is there to do in Glitch? Lots of things. For starters, there's the exploration aspect. Initially you'll probably be overwhelmed by the plethora of streets and zones but all this is made easy with the help of a map and a "GPS mode" in which you can click on a destination and the game gives you turn-by-turn directions.



There are many strange and weird activities that you can engage in. You can, for example, pet and water trees for a boost to morale and XP but at the cost of energy. You can pet piggies which subsequently allow you to "nibble" them, giving you meat. You can hug chicken which gives you grain. You can massage butterflies with lotion, after which they allow you to milk them for, you guessed it, butterfly milk. Then you shake that milk transforming it into butter. Compressing it renders cheese. You can turn these various ingredients into food by using the correct tools (such as a Cutting Board or a Frying Pan). To use tools you also typically require the appropriate skill. But more on that later.

The same weird universe which makes chicken give you grain, also provides Egg Plant which are a type of tree which, when harvested, gives eggs. You can use your skills and the appropriate tool to transmute cherries into all kinds of fruit. You can also mine 4 different types of ore (which has further uses). Here's where a very nice social aspect of the game comes in. Mining is similar to WoW. A mineral node has several "charges" which you deplete by mining the node with your pick. Each charge takes about 10 seconds and yields a number of ores plus, occasionally, a precious gem. One or more players can also mine the same node, which depletes it quickly but gives each player a bonus based on how many people are mining the node at the same time. This is really cool because once a node is depleted, another one spawns nearby within a short period of time. So not only is "ninja-ing" permitted but it is actively encouraged and highly recommended.



I don't really socialize a lot in MMOs, as you all know, unless I need help with something. The Glitch community seems very helpful indeed. Just ask in general chat and someone is bound to help you. One instance where I needed help was when a quest required me to borrow a tool from another player. I needed another repair tool to repair my own repair tool. I know, recursive, right? At low levels those tools aren't exactly cheap so it takes a measure of trust to just hand that item to another player. Yet, that's exactly what happened: a guy offered to help me and we both got our stuff repaired.

That's about as far as I got with socializing but it feels like a very helpful and nice community. But then again, there aren't many ways in which to grief players. The only things which seem to deplete are mineral nodes (where you are rewarded for sharing with others) and coins which you grab by touching them, but coins respawn quickly anyway. (BTW, coins can give you energy, mood, credits and favor with the giants). Stuff that can be harvested, such as the various trees and animals, yields mats for each player separately so there's no fighting over resources. Typically resources from trees and animals can be harvested once a (game) day. Speaking of which...


How time flows in Glitch

In Glitch, one game day is the equivalent of 4 real-time hours. Moving to a new day does several things: it fills up your energy levels, it resets resources on trees and animals (though resources seem to replenish more often than that but it bears testing) and it resets your quota for various actions. For example, you are only allowed to collect a certain number of coins in a game day.

Days are grouped into months but what strage months they are! The shortest (Recurse) has only 1 day, while the longest (Fever) has 73 days. And their names are, well, judge for yourself. I lol @ them all the time.


Inventory

You start up with 16 item slots. Each slot can hold a bag, while bags can have 10 to 16 slots. This gives you a maximum of 256 item slots which is quite a lot.


Skills

Skills are what gives even more depth to Glitch. They are a collection of passives and actives and essentially open up the world to you. While at the beginning you might be limited in what you can do in the world, learning a skill or three starts to open your horizons. You can cook a myriad different recipes, plant and harvest your own crops, grow your own farm animals, buy your own house (more on that later), mine, teleport, dabble in alchemy and engineering and loads of other stuff. The devs also add new skills in time.

Remember the pet rock? The skills in Glitch are learned one at a time but the rock does all the learning for you, in real time. Level 1 of a skill might take, say, 10 minutes. The next level might take 35, the next 2 hours, the next 8 hours while the last one can take a few days. The cool thing is that you can play the game or logout during the time a skill is being learned because the rock does the learning for you! You can even check on your progress from the browser window, without entering the game world. While it is perfectly possible to learn all the skills in the game, it's all a matter of time. The more skills you learn, the longer it takes for subsequent skills to be learned. For example, if skill A can be learned in 1 hour with 0 total skills learned, the same skill might take 1 day with 30 skills learned. But then there's a skill called Better Learning (which has 5 levels) which increases the number of total skills you can learn before receiving a time penalty. So far, the longest skill I've had to learn took me over 4 days. But that's ok because at this point I have learned over 35 skills which allow me to do almost everything in game, albeit not efficiently all the time.





Housing

Glitch is one of those few MMOs which provide housing for players. This is done via instanced housing districts. There are districts scattered throughout the different zones and each district has a certain type of house. Some are cute cottages, others are tree houses, others are apartments in highrises, some are underground hovels while yet others are sprawling mansions. Homes range in price from 1500 credits to 50,000 credits. For my first home, bought around level 11 or so, I paid 4000. It's located in a mountainous area, with living quarters underground and a garden topside.

Houses offer several things. First, there's a storage area with additional slots which varies depending on the price of the home. Then there's a trophy case, which apparently displays your "trophies" on a shelf but I still have to find a use for that.



Then, each house has at least a small garden plot, as well as patches where you can plant trees. This means that you can plant, tend and harvest crops in the privacy of your own home. You can also keep animals and there's a whole system for collecting meat and milk from them automatically, which I have yet to explore.




Achievements

Glitch has a zillion achievements associated with all the actions you might perform in the game. The fun thing is that thresholds are seemingly random. For example you might get an achievement for petting 111 trees, or for milking 87 butterflies. So there's no round number like 100, 1000 and so on. Achievements are not meaningless either: they all give you experience and favor so it's both fun and practical to reach a new milestone.



Favor and the gods

The "gods" in glitch are represented by the 11 giants. They each have shrines spread out randomly on streets, one shrine per street. You can build favor (or reputation) with the giants by donating items to their shrines, by completing quests and through various other means. I won't go into many details why it's important to cultivate favor with this guys, suffice to say that it's worth it. One good reason is that each skill is associated with a primary giant and two secondary giants. You can't progress past a certain skill level if you don't build up favor sufficiently with the patron giant.



Trading and auction house

Like in most MMOs, trading can be done directly by handing an item to another player, through an in-game mail system and via an auction house. I haven't done a lot of person-to-person trading but I have used the auction house to buy, but mostly to sell stuff. It works well and it has a "live search" function where it narrows down results as you type something. Furthermore, it groups results based on the items which match your query and then you can drill into the specific item where you can see the price per unit as well as the price per stack.




Death

Death in Glitch occurs when you run out of energy. That's why you need to keep an eye on your energy level. Still, death is very forgiving. You end up in Purgatory where you have to squash grapes a few times until "they" let out. If you use the keyboard to do this, instead of the mouse, it's just a matter of hitting Enter over and over again (thanks to the context-sensitive menus) while moving over the grapes. When you get revived you get about 15 energy so you won't last long if you don't eat immediately.


Other stuff

From what I understand, the world is not static. New zones and streets are continued to be built, by the players themselves. There are communal events where players can contribute mats to build a new street. This is akin to the opening of the gates of AQ in WoW.

One particular street is winter-themed. The temperature is so low that your energy (essentially your life force) drops continually while there. I had to go there for a quest and it provided a frantic change of pace.

There are random events which award you with random items, as well as keys that you can find which unlock special areas filled with goodies. I have found a few keys but have yet to visit one of those areas.



My goals

I have a few simple goals that I wish to achieve. I continue to learn new skills even though it's becoming increasingly difficult. I aim to learn every skill that is useful to me. Then, I want to make enough credits to buy the most expensive home (50,000). I currently have over 20,000 credits at level 17. After that? I don't know but I'm sure I'll find stuff to do.


Conclusion

There are many aspects of Glitch that I have omitted or haven't discovered yet. Sometimes I get bored with the game and take a few days off. It doesn't matter because I can keep learning my skills while I'm away.

I haven't even discussed the paid portion of the game. As far as I'm concerned I don't find any use for any of the stuff offered by paying. You get more character customization options, including cosmetic stuff that you can buy, as well as teleportation tokens which allow you to teleport anywhere in the world but I'm happy the way things are without paying.

One thing that annoys me a little is the energy issue. Almost everything you do eats your energy. To replenish it you need to eat. To eat, you need to cook (which uses energy) stuff that you have gathered (which uses energy) or buy food (with credits obtained from other activities which require energy). Even this problem is beginning to fade as I gain levels and learn new skills. That's because upgraded skills allow me to perform various actions at a lower energy cost, while gaining levels gives me a bigger energy pool (which gets replenished daily or when I level up again).

While Glitch might not be everyone's cup of tea, it's a refreshing (and non-violent) change from games such as WoW or World of Tanks. I started skeptical but soon grew to love it. I highly recommend it.

Sunday, September 25, 2011

Patch 4.3 - does anybody care?

I've stopped playing WoW for months. You know how they say that if you are still counting the days since you quit smoking/drinking/women/whatever, you haven't really quit. Well, I'm not counting so I genuinely have no idea how long ago I quit.

Anyhoo... I'm still skimming some WoW news because I'm interested in how the game evolves. So the next big thing is patch 4.3 that will hit the live servers... I dunno, Novemberish?

What I'm wondering, and this is a honest question, no bullshit, is whether anybody still cares about this patch. Not ex-players, but actual players. If you are still playing WoW, are you excited about patch 4.3? To me it seems very lackluster. Another raid or such and transmogrification.

Seriously, transmogrification?? It's like... the barber shop or the fabled dance studio! It might bring another mini-game into the game but it sounds like a useless fluff-inducing feature. I'm not saying it shouldn't be added, it's just that it doesn't seem to do anything to advance the game world/story/mechanics/etc.

So once again, if you are still playing WoW, are you hyped about patch 4.3, or are you meh? BTW, I'm not complaining or bitching or anything because it's not my place to do so. I'm just curious.

Friday, August 26, 2011

Announcing Diablohead, my new blog!

Hi everyone! I wasn't sure if I should start a new blog focusing on Diablo 3, instead of sticking to this one but I made up my mind quickly. I don't see myself returning to WoW any time soon and since I'm changing focus completely to Diablo 3, it's only fitting to start a new blog.

I give you Diablohead (diablohead.blogspot.com)!

I'm keeping my Darth Solo screen name so y'all can tell who yer dealin' with!

I've also installed Disqus for comments on Diablohead, something that I never got around to doing here. I don't know if most people are fans of Disqus but I've found on another of my blogs that it encourages comments because it makes it easy to log in with different systems or even comment anonymously.

There's nothing much left to say except that I'm excited to start this new blog and I welcome all Diablo fans (and non-fans) to Diablohead! If you like my new blog, please bookmark it, subscribe via RSS and spread the word.

Wednesday, August 24, 2011

A change of focus

Some of you might have noticed that I haven't posted a WoW-related post in a very long time. At the risk of disappointing my remaining readers (however few of them are still left), I will come clean: I have quit WoW for several months. But I imagine most of you have already figured this out.

So what's the point of having a World of Warcraft blog and not playing WoW? Well, over time this blog has slowly slipped into discussing other games and activities. I would have gone mad if I'd talked exclusively about WoW. It so happens that there came a time when I simply felt burnt out. I thought Cataclysm would rejuvenate WoW, and it did... for a month or two. After that, boredom instilled. And then I realized that although Cataclysm had changed Azeroth, the core game had remained the same: same grinding, same questing, same dungeons, same gear race, same same.

I quit WoW after playing it for many years, after leveling half a dozen characters to level 80 and beyond, after trying all the classes, after amassing over 500,000 gold. After all that, I left everything behind and never looked back.

How do I feel after quitting cold turkey? Thanks for asking. I feel just fine. I don't miss WoW at all and I haven't gone through any withdrawal symptoms. In fact, when I imagine going back to WoW, it literally makes me nauseous. Yet, I won't deny completely that one day I might go back to it. I'll have to write a separate post on that though.

Ever since I have once again become enamored with the desire to play Diablo 3, I can't even conceive playing another game, much less WoW, when D3 is released.

As a result, this blog is dead, as far as WoW is concerned. After more than 2 years running it (and over 400 posts), I am faced with the simple fact of having to stop posting about WoW. Wowalone won't disappear off the face of the Internet. It will continue to exist because (strangely enough) a lot of people still visit it, yet it will remain frozen in time.

I have recently changed the blog's tagline. From "The Art of Solo-ing WoW", it became "The Art of Solo-ing WoW, life and other games". I think it's a funny play on words and it describes accurately what this blog has become.

Since I'll be probably playing Diablo 3 for the next 10 years (until Diablo 4 comes out heh heh) and since it's guaranteed that I'll get the urge to blog about it, I've been considering the following dilemma for the past couple of weeks: should I continue on this blog or should I start a new blog?

Continuing here has the advantage of a large readership. Many WoW players will also play Diablo 3. Some of my WoW readers will transfer seamlessly to the new Diablo format. Still, I will alienate a lot of WoW readers.

Starting a new blog has the advantage of focusing everything on Diablo and making a clear cut from WoW. There won't be any confusion as to what the new blog is about. I can have a new design (the current one has grown old) and I can attract new readership.

Overall I think the second option (of starting a new blog) is the most appealing. I'll need to think if I want to keep the Darth Solo persona or not.

So what do you guys think? Who's for a new blog?