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Amazing how less profitable sports leagues are even with the insane sweetheart corporate welfare they receive.
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Well, you have to pay athletes actual money, unlike Blizzard employees apparently.Amazing how less profitable sports leagues are even with the insane sweetheart corporate welfare they receive.
And that kind of Bobby Kotick logic is exactly how Blizzard turned into the soulless husk of a company that it is today.Umm because the athletes ARE the sports, without them might as well go watch high school games. Devs, artists, coders, engineers are tiny little cogs that can be replaced, easy.
Programming and game design have very little in common and honestly very little overlap at this point outside of indie titles. The people who do the programming are not the people who design the content and the systems.Programming type work is heavily into the 80/20 rule and then some.
Well, you have to pay athletes actual money, unlike Blizzard employees apparently.
Those employees also have to have talent, unless they're Jets.
And yet, most games, back in the day, started with a garage development budget.
If most of these games started with bare bones teams, still functioned, still released content, maybe the issue isn't with pay but bloat?
Already addressed this. If you want good games designed by small teams, play indie games. There's tons of them, and a bunch of them are great.Programming and game design have very little in common and honestly very little overlap at this point outside of indie titles.
Is the problem not that WoW is also over designed as well as having bad designers?
Every FF14 expansion has the same structure: 6 zones with MSQ/sidequests/FATEs, one dungeon every other level, three storyline raid bosses, two new classes and a reworked class, gear that has 3 out of 4 main secondary stats and a few gem slots. Patches alternate between 8 and 24 man raids with dungeons/storyline raids thrown in as required for story/catch up loot. Crafting has cosmetics/housing items/endgame loot updated each patch.
No system has been added, infact they took away cross class abilities, took away TP as a melee mana equivalent and took away belts because they were only stat sticks. Where they do experiment is in the totally optional endgame grind zone or endless dungeon, those are mostly just being iterated to be better.
Now look at JUST THE GEAR in WoW. Do we enchant/oil/socket/gem/inscribe/reforge/warforge/titanforge/upgrade items? It's totally random in each expansion with no apparent reasoning behind the changes.
They should just have 1 enchancement slot (eg Enchants/Librams/Armor Patches/Oils) and some coloured gem slots, that's PERFECT and we had that in Burning Crusade and everyone fucking loved the game.
There is nothing inherently wrong with systems being added. People do like having something to grind for, I remember all the arguments of adding an AA system into WoW, and I think it could have worked but the team at the time I imagine was concerned about AA bloat that EQ has now in spades. I personally liked Legions artifact weapon system, in my opinion that was generally a good system to increase player power and you could have one for each spec giving you something to do that you could feel was making you stronger. On the flip side BFA's was supposed to be that system without the crazy grind but it was so passive and made gearing so stupid it went off the rails immediately.
The game DOES need something to do outside of just running mythic+. I liked the little farm in Mists and helping all the villagers, it made money, you felt like you were making progress towards something. WoD took that and made it TOO good, you never had to leave your fortress because it had everything you could possibly want and nothing outside of it made a damn but of difference. Im kinda surprised they haven't tried a stardew like thing where you have a farm you can make improvements on and have it connected to a village where you can help them out improving all of it. Maybe a villager needs an item from a dungeon boss from WoTLK so a max level char has to queue for an old dungeon which can help new people leveling up (ontop of that make it so all dungeons are timewalking all of the time like FF14). SO much of what i learned in FF14 was max level players showing me the ropes when I was leveling in a dungeon not having a clue what to do or where to go.
Already addressed this. If you want good games designed by small teams, play indie games. There's tons of them, and a bunch of them are great.
The bloat involved in GaaS products is the same bloat found in all SaaS products. I work in the SaaS/IaaS industry. It's definitely filled with bloat; I have a job and a lot of people even less valuable than I am also have jobs.
Is the problem not that WoW is also over designed as well as having bad designers?
Every FF14 expansion has the same structure: 6 zones with MSQ/sidequests/FATEs, one dungeon every other level, three storyline raid bosses, two new classes and a reworked class, gear that has 3 out of 4 main secondary stats and a few gem slots. Patches alternate between 8 and 24 man raids with dungeons/storyline raids thrown in as required for story/catch up loot. Crafting has cosmetics/housing items/endgame loot updated each patch.
No system has been added, infact they took away cross class abilities, took away TP as a melee mana equivalent and took away belts because they were only stat sticks. Where they do experiment is in the totally optional endgame grind zone or endless dungeon, those are mostly just being iterated to be better.
Now look at JUST THE GEAR in WoW. Do we enchant/oil/socket/gem/inscribe/reforge/warforge/titanforge/upgrade items? It's totally random in each expansion with no apparent reasoning behind the changes.
They should just have 1 enchancement slot (eg Enchants/Librams/Armor Patches/Oils) and some coloured gem slots, that's PERFECT and we had that in Burning Crusade and everyone fucking loved the game.
I think it's just the constant churn of added/nerfed/removed systems and similar systems.There is nothing inherently wrong with systems being added. People do like having something to grind for, I remember all the arguments of adding an AA system into WoW, and I think it could have worked but the team at the time I imagine was concerned about AA bloat that EQ has now in spades. I personally liked Legions artifact weapon system, in my opinion that was generally a good system to increase player power and you could have one for each spec giving you something to do that you could feel was making you stronger. On the flip side BFA's was supposed to be that system without the crazy grind but it was so passive and made gearing so stupid it went off the rails immediately.
The game DOES need something to do outside of just running mythic+. I liked the little farm in Mists and helping all the villagers, it made money, you felt like you were making progress towards something. WoD took that and made it TOO good, you never had to leave your fortress because it had everything you could possibly want and nothing outside of it made a damn but of difference. Im kinda surprised they haven't tried a stardew like thing where you have a farm you can make improvements on and have it connected to a village where you can help them out improving all of it. Maybe a villager needs an item from a dungeon boss from WoTLK so a max level char has to queue for an old dungeon which can help new people leveling up (ontop of that make it so all dungeons are timewalking all of the time like FF14). SO much of what i learned in FF14 was max level players showing me the ropes when I was leveling in a dungeon not having a clue what to do or where to go.
FF14 does have a small issue with not having enough to do at times, particularly at the start of the expansion. I haven't had time to jump into endwalker since I am playing TBC classic with friends, but I dont feel like im missing anything since I can jump in in 6.3 get crafted gear and have way more content to burn threw and not miss any player power.
Gearing I wont disagree, but FF could do a better job at the acquisition of it, theres so many tokens and shit with vendors that its very confusing outside of crafted
I was just talking to my wife about FFXIV, I think it suffers from a different issue than over-engineering. I can't quite place it though. I think it's just blandness.
All the content is +1 betterer for gearing, you don't really have "New" mechanics that you have to learn for an encounter, it's all basically cut and paste.
The "End Game" in a non-meme sense really is just fashion-quest.
I enjoy playing FFXIV but I find myself constantly bored by the content once I finish the story.