I was never particularly good at RTS games, mostly because I never dug deep into the mechanics or got involved in higher level strategies that would have enabled me to progress my sills. However I found a lot of joy in the custom maps that many RTS games had and this was especially so for WarCraft 3. Inbetween my bouts of Elemental Tower Defense, Footman Frenzy and X Hero Siege I inevitably came across Defense of the Ancients and like many others became hooked on it. Whilst I still favoured the less directly competitive maps, much preferring the spam fest that other customs offered, the original laid the foundation for my current obsession with DOTA2 a game which has claimed almost 1400 hours of my life so far.
However DOTA2 wasn’t my first reintroduction into the MOBA scene, that honour goes to Heroes of Newerth which I was somewhat intrigued by whilst it was still in beta. I had a small cadre of friends who liked to play it as well but for some reason it just wasn’t enough to keep us interested and eventually fell by the wayside. The same crew and I had tried League of Legends as well but the experience was just too far away from the DOTA we knew and after a couple games our attention was turned elsewhere. If I’m honest though we were mostly excited to hear about Blizzard’s own version of the MOBA genre as that was one of the reasons that WarCraft 3 DOTA was so enjoyable: it had many of the characters we knew and loved.
It was looking like Blizzard DOTA and DOTA2 were going to launch around similar times and indeed once Valve officially announced DOTA2, with the original map maker IceFrog at the helm, news of the work on Blizzard DOTA went silent. Whilst this was partially due to the court battle that Blizzard and Valve became embroiled in afterwards there was little doubt among the community that Blizzard’s original vision for their MOBA title was going to clash heavily with that of Valve and the work we had seen up until that date was to be scrapped. What was less clear however was what they were working on instead as whilst no one doubts the calibre of Blizzard’s work they were going up against 3 already highly polished products, all of which had dedicated communities behind them.
Well it seems that Blizzard has done something completely out of left field, and it looks awesome.
Heroes of the Storm is the final name of Blizzard’s entrance into the MOBA genre (although they’re hesitating to use that term currently) and whilst it shares some base characteristics with other titles it’s really something out of left field. For starters the typical game is slated to last only 20 minutes, something which is a downright rarity in any other MOBA title. Additionally some of the signature mechanics, like individual hero levels and items, don’t exist in the Heroes of the Storm world. It also has different maps, various mechanics for helping a team achieve victory and a talent tree system for heroes that’s unlike any other MOBA I’ve played before. The differences are so vast that I’d recommend you take a look at this post on Wowhead as it goes into the real nitty gritty of what makes it so unique.
From what I’ve seen it looks like Blizzard is aiming Heroes of the Storm primarily at people who aren’t currently MOBA players as it seems like the barrier to entry on this is quite low. Traditionally this is what has turned people off playing such titles as the learning curve is quite steep and quite frankly the communities have never been too welcoming to newer players. Heroes of the Storm on the other hand could be played 3 times in the space of an hour allowing new players to get up to speed much more quickly. At the same time though I think it will appeal to current MOBA players seeking a different experience, whether they’re feeling burn out on their title of choice or just want something different every once in a while.
I’m quite keen to get my hands on it (I’ve signed up for the beta, here) as I think it’ll be quite a bit of fun, especially with my current group of friends who’ve all taken to DOTA2 with fervour. It’s great to hear that it’s going to be a stand alone title rather than a map within StarCraft 2 and I think that will give Blizzard a lot of freedom with developing the idea in the future. Whether or not it can have the same longevity through a competitive scene like all MOBA titles before it thought will remain to be seen but I get the feeling it’ll be something of a LAN favourite for a while to come.
Long time readers will know that Starcraft II: Wings of Liberty has long held the crown for the highest rated game here on The Refined Geek. It’s not an undeserved title either as they managed to capture in my attention in a way few games have been able to and indeed only one (DOTA 2) has been able to do so since. From the start I knew it was set to be a trilogy carving the game up into 3 separate installments each of which would focus on a single race. Heart of the Swarm, the second game in the Starcraft II trilogy, continues the story started in Wings of Liberty and as the name implies focuses primarily on the Zerg race.
Heart of the Swarm picks up not too long after the final events that take place in Wings of Liberty. Kerrigan has been locked away in a test facility run by prince Valerian who is eager to see how much control she retains over the Zerg. Shortly after the final test is complete (which had resulted in Kerrigan using the Zerg to destroy much of the test facility) Dominion forces attack, forcing them to evacuate. However in the confusion Raynor is unfortunately left behind and Kerrigan refuses to leave without him. After waiting for him to contact her she reads a news report that he was captured and summarily executed, causing Kerrigan to swear brutal vengeance against Mengsk yet again.
As always Blizzard has delivered an incredibly beautiful game, one that will run well on nearly any system built within the past 4 years. Whilst the in-game graphics haven’t changed significantly, apart from higher-resolution textures and better lighting (which you could say is significant, I guess), the whole game feels a heck of a lot more polished. The in-between mission cut scenes, dialog sequences and cinematics have all seen improvements which are very obvious when comparing them side by side.
From a core game perspective Heart of the Swarm doesn’t change much with the standard real time strategy mechanics applying throughout the game. However like Wings of Liberty not every mission is simply a build army, send at enemy, rise and repeat deal with most of the missions being rather unique in their implementation. Of course there are your standard base/army building type missions however most of them have an unique twist to them which can make them more complicated or provide opportunities to make them far easier, should you be willing to take the risk.
Whilst this might not be too different from Wings of Liberty (although individually the missions are all very different) the levels do seem to be better designed as I can remember struggling to get into the campaign in the original whilst it didn’t take me long to get hooked on Heart of the Swarm. Indeed since all the missions are so varied and unique I rarely found myself becoming bored with them. This ended up with me engaging in a rather ravenous binge on missions which only stopped when I realised I was playing on into the early hours of the morning. That hasn’t happened to me in a while and is a real testament to the quality of each mission in Heart of the Swarm.
Outside of the core missions you’ll be given the opportunity to upgrade your units, giving them unique abilities that will make them far more effective in game. There’s 2 types of upgrades that will be available for all of your units, the first being a choice of 3 different types of specializations which you can change at any time. The second is a permanent change to the unit itself giving it either additional abilities (like the Raptor Zergling pictured about which can now leap at targets and jump up cliffs) or giving it an evolutionary path (like the Hydralisk being able to evolve into a lurker). Thankfully you’re not making this decision blind as all of the permanent evolutions come alongside a mission that gives you a feel for how the new unit will behave and where it will be effective.
For long time Starcraft players the upgrade paths have a pretty obvious “best” path as certain combinations become almost completely unstoppable. Sure each of them is viable in their own sense and some choices are better than others in some situations however my initial combination of frenzied hydras with roaches that slowed was enough to melt most armies without too much hassle. Once I got respawning ultralisks it was pretty much game over for any large army as they couldn’t kill them quick enough and all their precious siege defences just melted away, leaving the rest of their army vulnerable.
Wings of Liberty included some hero units but apart from the basic in game upgrades (which were only available during base building missions) there wasn’t much you could do to customize them. Heart of the Swarm often gives you direct control over Kerrigan and her list of abilities is quite impressive. The good thing about this is you can craft her to fit your playstyle effectively as you can play her as a big spell nuker, tanky siege destoryer or 1 woman army that can take out bases without the assistance of any other units. On the flip side however this can make it feel like your army is just like an accessory for Kerrigan, something that’s nice but not necessarily required.
For me I went with a tanky building that favoured direct attacks over spells. Her attacks would chain and she would attack faster with each subsequent attack which would allow her to melt armies in no short order. Couple that with a spammable healing ability and she was for the most part invincible and should she get into trouble I could simply walk her out of there whilst healing her every 8 seconds. It did seem somewhat unfair at times as since the heal was AOE I could keep my army going far longer than it should have been able to normally which usually meant once I hit 200/200 I rarely found myself building any further units. I get that she’s supposed to be an immensely powerful being but she does take some of the challenge out of it. Maybe it’s different on brutal (I played on hard, for what its worth).
Although there were no bugs to report, even with the streaming which I thought would cause all manner of strife, there were a couple issues that marred my experience in Heaert of the Swarm. Whilst the out of mission upgrades were good they were often choices between upgrades that were available in multiplayer games. As someone who played Zerg back in Wings of Liberty (well, I randomed for a long time so I played all races) I often found myself missing some upgrades that overcome the inherit weaknesses of particular units. The removal of larva injects also didn’t sit particularly well for me as that was an in-grained habit and its removal relegated the queens to creep tumour/heal bots which, after a certain point in the game, relegated them to units I’d only build when I was running low on larva. These aren’t systemic issues with the game per se, but they definitely detracted from my experience.
Warning: plot spoilers below.
I also can’t praise the story as highly as I did back with Wings of Liberty as Kerrigan starts off strong but quickly degenerates into a character with confused emotions who makes decisions that don’t make a whole bunch of sense. This might be because the over-arching plot is somewhat predictable (the twist about Raynor for instance) and when her motivations don’t line up with the direction you think they’d be going in it just feels…weird. I did like the nods to previous unresolved plot threads from the original Starcraft series (if you can’t figure out who Narud is then your head is on backwards, hint hint) as Wings of Liberty only half alluded to them. The foreshadowing for the final instalment has got me excited for what’s to come however, even if the story might end up being not much more than your generic sci-fi action movie.
Plot spoilers over.
Starcraft II: Heart of the Swarm is a solid follow up to Wings of Liberty providing a highly polished game experience that is par for the course for Blizzard games. All of the missions feel unique, banishing the usual RTS campaign drudgery and creating an experience that is both challenging and satisfying. Unfortunately I can’t rate it as highly as its predecessor as my many hours in multiplayer set up expectations which would probably never be met and the strange treatment of Kerrigan as a central character marred an otherwise great experience. Still these are comparatively minor nit picks in a game that drew me in and trapped me for hours and I would do it again willingly.
Starcraft II: Heart of the Swarm is available on PC right now for $48. Game was played on hard with around 12 hours of total play time and 35% of the achievements unlocked.
The defacto platform of choice for any gamer used to be the Microsoft Windows based PC however the last decade has seen that change to be some form of console. Today, whilst we’re seeing something of a resurgence in the PC market thanks in part to some good releases this year and ageing console hardware, PCs are somewhere on the order take about 5% of the video game market. If we then extrapolate from there using the fact that only about 1~2% of the PC market is Linux (although this number could be higher if restricted to gamers) then you can see why many companies have ignored it for so long, it just doesn’t make financial sense to get into it. However there’s been a few recent announcements that shows there’s an increasing amount of attention being paid to this ultra-niche and that makes for some interesting speculation.
Gaming on Linux has always been an exercise in frustration, usually due to the Windows-centric nature of the gaming industry. Back in the day Linux suffered from a lack of good driver support for modern graphics cards and this made it nearly impossible to get games running on there at an acceptable level. Once that was sorted out (whether you count binary blobs as “sorted” is up to you) there was still the issue that most games were simply not coded for Linux leaving their users with very few options. Many chose to run their games through WINE or Cedega which actually works quite well, especially for popular titles, but many where still left wanting for titles that would run natively. The Humble Indie Bundle has gone a long way to getting developers working on Linux but it’s still something of a poor cousin to the Windows Platform.
Late last year saw Valve open up beta access to Steam on Linux bringing with it some 50 odd titles to the platform. It came as little surprise that they did this considering that they did the same thing with OSX just over 2 years ago which was undoubtedly a success for them. I haven’t really heard much on it since then, mostly because none of my gamer friends run Linux, but there’s evidence to suggest that it’s going pretty well as Valve is making further bets on Linux. As it turns out their upcoming Steam Box will be running some form of Linux under the hood:
Valve’s engineer talked about their labs and that they want to change the “frustrating lack of innovation in the area of computer hardware”. He also mentioned a console launch in 2013 and that it will specifically use Linux and not Windows. Furthermore he said that Valve’s labs will reveal yet another new hardware in 2013, most likely rumored controllers and VR equipment but we can expect some new exciting stuff.
I’ll be honest and say that I really didn’t expect this even with all the bellyaching people have been doing about Windows 8. You see whilst being able to brag about 55 titles being on the platform already that’s only 2% of their current catalogue. You could argue that emulation is good enough now that all the titles could be made available through the use of WINE which is a possibility but Valve doesn’t offer that option with OSX currently so it’s unlikely to happen. Realistically unless the current developers have intentions to do a Linux release now the release of the Steam Box/Steam on Linux isn’t going to be enough to tempt them to do it, especially if they’ve already recovered their costs from PC sales.
That being said all it might take is one industry heavyweight to put their weight behind Linux to start a cascade of others doing the same. As it turns out Blizzard is doing just that with one of their titles slated for a Linux release some time this year. Blizzard has a long history with cross platform releases as they were one of the few companies to do releases for Mac OS decades ago and they’ve stated many times that they have a Linux World of Warcraft client that they’ve shied away from releasing due to support concerns. Releasing an official client for one of their games on Linux will be their way of verifying whether its worth it for them to continue doing so and should it prove successful it could be the shot in the arm that Linux needs to become a viable platform for games developers to target.
Does this mean that I’ll be switching over? Probably not as I’m a Microsoft guy at heart and I know my current platform too well to just drop it for something else (even though I do have a lot of experience with Linux). I’m very interested to see how the Steam Box is going to be positioned as it being Linux changes the idea I had in my head for it and makes Valve’s previous comments about them all the more intriguing. Whilst 2013 might not be a blockbuster year for Linux gaming it is shaping up to be the turning point where it starts to become viable.
It’s scary just how much of my World of Warcraft life mirrored that of your run-of-the-mill addict. At the start everything was good: all my friends were playing and we were all having a blast, whiling away our youth in the fantastical land of Azeroth. Then people started to leave, the ones who couldn’t spare the time at first but as the month went on the nomenclature changed from “I just stopped to playing” to “I’m out” or “I’ve been clean for 2 weeks now!”. Indeed in the years that have followed since my hey days where I was spending 1 day (total play time) out of every 6 in World of Warcraft I’ve found myself relapsing and going back to it whenever an expansion comes out. Strangely enough though whilst the attraction to go back is strong it seems I’m becoming better at saying no.
I kind of missed everything in the Burning Crusade as that was when I found myself destitute, languishing without a guild and without a group of friends I wanted to play with. However Wrath of the Lich King saw me return with meteoric fury, flush with a new group of friends I made through work I lovingly plunged dozens of hours back into the game. It wasn’t the same as the height of my addiction days but then again I had much less time on my hands than I did before so on a relative scale it was probably pretty close. However the same cycle of people leaving and going clean happened again and eventually I found myself leaving the world once again.
I returned for the latest expansion, Cataclysm, for a while and even made my way into some of the high level raids thanks to having some contacts in the right places. However this time around I didn’t last that long before the magic wore off and I realised how long it would take for me to gear up a character to the level I wanted. I haven’t gone back since then as my dedication to reviewing one game per week (only 1 week missed so far!) has overridden any desire I might have had to while away my time in that familiar crack den.
This is a feeling that I believe is shared by many long time World of Warcraft players who have been with the franchise since day 1. It’s hard to believe it but release day was almost 8 years ago and those fresh faced teenagers who started out with this game are now adults with all the fun responsibilities that come along with it. Thus it is not surprising that for the first time in 4 years World of Warcraft’s subscriber base has declined to 9 million. Whilst this is very likely to see a major bump come Mists of Pandaria time they’ve been on the downward slope for a while and that makes you wonder what the future holds for this iconic game.
Ever since I first heard about the latest upcoming expansion I heard in tandem that it was slated to be the last expansion with World of Warcraft bowing out to the upcoming secret MMO dubbed Project Titan. It made sense as the writing appeared to be on the wall with subscriber counts but it seems that Blizzard intends to keep World of Warcraft going for much longer with the expansion pack to follow Mists of Pandaria already in production. Whilst that might seem crazy if you compare the numbers on other MMOs that are widely believed to be successful you can see that Blizzard could easily keep the franchise going with 10~20% of the numbers they have now. Depending on how well Mists of Pandaria does at stemming the attrition rate it may take the release of Project Titan to see the end to World of Warcraft. Even then it might take a year or two before the subscriber count hits danger territory for Blizzard.
I’ve long relegated myself to coming back and playing through each expansion that comes out mostly because the levelling experience, especially since Cataclysm, is one I very much enjoy. I’ll definitely be back for the expansion when it comes out late next month but as for me becoming a long time subscriber again? I can’t see that happening any time soon. In fact I’m not sure that any MMORPG will be able to captivate me in the same way as World of Warcraft did back in the day and from what I can tell I’m not alone in this feeling. Still the nostalgia feeling will be enough to swell their ranks for a time and that may be all Blizzard is looking for.
As game releases goes it doesn’t get much bigger than the Call of Duty series. The most recent instalment in the series, Modern Warfare 3, was released just last week and has already sold a whopping 6.5 million copies. That number doesn’t include sales outside of the USA or the UK and even that’s enough to make Modern Warfare 3 the biggest entertainment release of all time across any medium. Considering that Modern Warfare 3′s predecessors also set records of similar calibre in their time it should come as no surprise that they were able to do it once again. The question remains though are those sales figures indicative of something innate about Modern Warfare 3 (I.E. is it actually a good game) or merely a product of solid marketing? For the first time on The Refined Geek I was sent a copy of this game to review and I’ve spent the past week diligently doing so.
Modern Warfare 3 drops you hours after the events that unfolded in Modern Warfare 2 with Soap slowly dying whilst you, playing as one of Nikolai’s best soldiers Yuri, attempt to help save him. Meanwhile World War 3 is still continuing and you’ll then play as Frost one of the members of Delta Squad who’s been charged with driving the Russians out of New York by using one of their own attack subs against them. Throughout the single player campaign you’ll switch between Frost, Yuri and (towards the end) Price as you play out different parts of the larger story arc.
Now I’ll be honest here, when I reviewed Battlefield 3 a week ago I criticised its single player for being tedious but I couldn’t shake the feeling in the back of my head that I’d been overly harsh on it. For the most part I figure that was because I was expecting too much for the single player when at its heart Battlefield 3 is a multiplayer game just like Modern Warfare 3 is. However the differences between the two games single player campaigns could not be more stark as right from the get go Modern Warfare 3 sets the stage for action packed, run and gun fun. It only took me half an hour with Modern Warfare 3 to realise that Infinity Ward are extremely adept at crafting an epic cinematic experience, one far superior to that of Battlefield 3′s single player.
Indeed the set pieces you’ll play in are quite spectacular. The environments you’ll play in are quite varied, ranging from towering city scapes to the vast depths of a Russian diamond mine. Whilst many of the campaign scenes form the basis of the multiplayer maps they are thankfully not the same maps like in Battlefield 3. For the most part the single player sections of Modern Warfare 3 are quite intimate with most taking place in what can be most aptly described as a giant corridor. It’s not a particularly bad thing but compared to Battlefield 3′s expansive environments it can leave you feeling a little wanting for the giant environments of yore. Still they’re usually littered with alternative paths which open up all sorts of different tactics.
Combat in Modern Warfare 3 is polished to the point of perfection. Whilst the cover based regenerative health style of game play is far from inventive Infinity Ward has it down to a T so well that the only complaint you can have about it is the unoriginality. The NPCs that accompany you, whilst not being on the same level as a real human, are not the next to useless meat bags that plagued me in Battlefield 3. Combine these with weapons (and on occasion awesome gadgets like the UGV pictured above) and the combat is satisfying, gritty and above all just plain fun.
If there was one genuine complaint that I’d level at Modern Warfare 3′s combat is actually too easy. Now according to my time with Robert Bowling each of the platforms recieved the same amount of development time which kind of rules out my theory that the PC version is a well polished port that dumbs down the difficulty for those who have to aim with their thumbs. Now I didn’t play the game through on its hardest difficulty, opting for Hardened or whatever the second hardest was, but this is a complaint I’ve heard echoed by several other people who have played on the hardest setting. It could be argued that this lack of difficulty is one of the things that adds to the enjoyment of the game (and indeed it does mean that it’s a very well paced game) but it does make Modern Warfare 3 stand out as something aimed more at new comers to the series rather than seasoned FPS gamers like myself.
Thinking about it more there are quite a few signs that Modern Warfare 3 tends much more towards the playable movie side of the spectrum than your traditional FPS title. You’ll spend the entire game following someone and taking their orders rather than being let out on the loose by yourself to try and accomplish the mission. If you dare to deviate from the carefully constructed plot you’ll usually be greeted with a mission failed or flooded with waves of enemies you can’t hope to defeat. In that sense then if you think of Modern Warfare 3 as a playable movie more than a game then it accomplishes that quite well, even if that’s counter intuitive to what you’d expect from a game like this.
Overall the single player is a great way to blow 4~5 hours and whilst it might feel like you’re on rails and everything is a tad too easy ultimately I found myself having a blast playing the hero in Modern Warfare 3. One of my friends captured the essence of Modern Warfare games aptly by saying they’re like a Matthew Reilly book: an action packed read with a plot that’s nothing deep but enough to get you by; an afternoon of solid entertainment. Of course everyone knows that the single player is just a mere distraction on the road to the real reason why everyone buys the Modern Warfare games: the multiplayer.
Honestly at first I was thoroughly confused with the multiplayer in Modern Warfare 3. Sure I had played it back at the preview a couple months ago and nothing had really changed in the interim (as far as I could tell) but the differences between Treyarch’s and Infinity Ward’s style of multiplayer is quite stark. For starters nearly everything in the game has a level attached to it from weapons to perks to you the player. At the start this is somewhat overwhelming especially when you consider that the built in classes have access to weapons and perks that you can’t unlock until later levels. Indeed you can’t create your own class until level 4, leaving you to stumble through the first few without a class that you created. For someone who got kind of used to making his own choices this was a bit irritating, but it didn’t last for long.
Levelling in Modern Warfare 3 is incredibly fast paced with rewards, unlocks and achievements being thrown at you constantly for doing almost anything in the game. Unlike Black Ops where you’d spend in game cash to buy upgrades for your weapons they’re instead unlocked progressively as you use the weapon in multiplayer matches. This is good and bad as you don’t have to worry about not having the cash required to get the upgrade you want but it also means that the best upgrades are reserved for those who use the weapon the longest. You see I found it quite fun in Black Ops to be able to switch to a completely new weapon and deck it out fully before diving into another game with it. In Modern Warfare 3 this isn’t really possible as I’d instead have to grind out that weapon in order to fully unlock it. The result is you pretty much stick with one weapon until you unlock the next best one, which can take a little while. All that being said though it only took me about 4 hours of play to reach level 22 which isn’t bad considering the level cap is 80.
What did disappoint me however was the lack of dedicated servers for ranked play. You see with Black Ops you had the familiar server browser where you could find the servers you wanted to play on and go play there. Modern Warfare 3 brings back the dreaded peer to peer system for ranked play and leaves the dedicated servers for strictly unranked play. I can understand why this decision was made but the fact of the matter is that peer to peer multiplayer is a sub-par experience for PC gamers. Whilst initially I found it to be trouble free the last couple hours saw many host migrations with several of them ending with me being disconnected from the game completely. Black Ops (and Battlefield 3) had none of these issues and they also don’t seem to struggle with hackers on their servers either. It’s unfortunate that Infinity Ward choose this direction again but it looks like they’re set in their ways with this one.
Call of Duty: Modern Warfare 3 stands as a testament to Infinity Ward’s ability to produce AAA titles time and time again. Sure they’re unoriginal and formulaic but they’ve got that down so well that when you start playing them all those thoughts melt away a cacophony of explosions, explicatives and enemies. The multiplayer is, as always, thoroughly enjoyable and the persistent levelling system will see me playing it long after this review is written. It’s not all roses however and the things I’ve panned Modern Warfare 3 for could have easily been averted by Infinity Ward. Overall Modern Warfare 3 is a great game and I wouldn’t hesitate to recommend it to long time Call of Duty fans and new comers alike.
Rating: 8.5 / 10
Call of Duty: Modern Warfare 3 is available right now on PC, Xbox360 and PS3 right now for $89.99, $79 and $79 respectively. Game was played entirely on the PC on Harderned difficulty with 4 hours and 37% completion. 4 hours of multiplayer was also played with majority being spent in the team deathmatch mode. A copy of the game was provided to The Refined Geek for the purposes of reviewing.
I’m a really, really big fan of nearly every Blizzard game that’s come out over the past 2 decades. Their dedication to releasing games when they’re done, whilst irritating to the extreme sometimes, means that they consistently deliver highly polished titles. They’re also extremely dedicated to their fans being deeply involved in the communities that surround their games, taking their suggestions and criticisms and using them to improve their games. I’ve gladly parted with many of my hard earned dollars for the privilege of enjoying their games, and I’ve gladly planned to part with a whole lot more in the coming months.
The next title that’s gearing up to part me with a good chunk of change is Diablo III, the next instalment in the Diablo series that I’ve been playing ever since its original release. The game play videos have captivated me and the continuation of the story that’s been on hiatus for over 11 years was more than enough to sell me on it long ago. I’m also very interested in some of the latest developments like the real money auction house which will allow players to sell in game items for cold hard cash. Sure it might look like a game breaking money grab but I’ve got every confidence that Blizzard knows what they’re doing and the actual impact on the every day game play will be minimal.
What does give me the shits however, is the price that we all have to pay as part of it.
Diablo 1 and 2 were, as many Blizzard games were, long time favourites because of their awesome multi-player experience, in particular the LAN play. Of course back in those days where Internet connections were no where near as good as they are today LAN play was critical, but today it’s much less of an issue. However there are still occasions where you might be without an Internet connection and still want to play the games you purchased, say when you’re moving to a new house or travelling. StarCraft II skirted around this requirement by allowing you to login as a guest when offline, which is an ok solution but a far cry from what it used to be. As it turns out Diablo III won’t even be offering any kind of offline play at all, requiring players to be constantly connected to the Internet:
Executive vice president of game design Rob Pardo notes that the wealth of improvements and features Diablo 3 brings to Battle.net necessitate the always-online requirement. Specific additions that he refers to include:
While Pardo recognizes that people sometimes want or need to play offline (such as internet outages, or playing on a laptop during an airplane flight), he notes that the increased security, plus benefits like the above, outweigh those other concerns. “I want to play Diablo 3 on my laptop in a plane, but, well, there are other games to play for times like that.”
Now this isn’t the first time a game developer has implemented an always online DRM system. Ubisoft implemented such a system with Assassin’s Creed II and the results weren’t pretty, with the game instantly booting you out the second it couldn’t communicate with Ubisoft’s DRM servers. This meant that issues on either the customer’s or Ubisoft’s end could trigger a swift boot out, losing all your progress since the last auto-save point (which could be quite a bit of game time). Initially Ubisoft had planned to roll this out to all their games but has since taken a more lax approach with the only other title to receive such restrictive DRM being Driver: San Francisco.
Blizzard, for what it’s worth, has to put this kind of DRM into the game should they wish to implement features like the real money auction house. Honestly though I thought they had this problem all sorted with the Open/Closed Battle.net system¹ they had in Diablo 2 which worked quite well. The same system could have been integrated into Diablo 3 without too much hassle, making sure that the real money auction house wasn’t a hotbed for exploiters. Sadly this seems to be a trend for many larger game publishers and there are no signs of them changing their behaviour any time soon.
As someone who’s lived with patchy Internet for many years I can attest to how irritating it can be if a game drops you out the second you lose your connection. I understand why it happens in online game modes but for a game that will (hopefully) have a great single player as its predecessors did my Internet connection shouldn’t have to matter at all. I gladly made the trade off back in Diablo 2 to play on the Open Battle.net because my connection was tenuous at the best of times and I’d gladly do the same with Diablo III should I be given the option (and find myself without Internet). Blizzard seems committed to this always online idea however, so I’m not hopeful that it will change.
Now usually I’d just vote with my wallet in this case, either buying another version of the game that didn’t require an Internet connection (like a console version) or just abstaining from it altogether. Problem here is that I don’t want to miss this release from Blizzard yet I don’t want to encourage them to continue down this restrictive DRM path. In the end I’ll probably end up buying it anyway but I’m not going to be as happy with it as I would’ve been otherwise.
DRM only hurts your honest customers and whilst I’m sure that Blizzard won’t suffer because of the DRM in Diablo III it’s definitely not doing them any favours. It’s worse than Ubisoft’s case as Blizzard has managed to work around these problems before, as recently as their latest release. It won’t take the crackers long to get passed it either thereby negating a good chunk of the benefits that Blizzard is spruiking. Hopefully they’ll provide some sort of compromise like that did for StarCraft II, but with the release date coming up fast I wouldn’t be holding your breath for it.
¹For the uninitiated the “open” Battle.net let you use characters that had been created offline. It was very well known that these characters could be hacked, items duplicated and game mechanics exploited when not tethered to Blizzard’s servers. The closed Battle.net kept all characters on their servers, ensuring that hacked items and characters wouldn’t be persistent in the game.
I’ve played my fair share of MMORPGs since my first introduction to this genre way back in 2004. After falling from the dizzying heights that I scaled within World of Warcraft I set about playing my way through several similar games only to either find them half done, unplayable or have their community boil down to just the hardcore in little over a month. There are only two MMORPGs that I’ve ever gone back to after an extended period of absence: World of Warcraft and EVE online. Both had characteristics that begged me to come back after I had left them for good and both have continued to reinvent themselves over the course of their long lifetimes. Today I want to take you through World of Warcraft’s latest revision, the Cataclysm expansion.
This expansion signals the return of Deathwing, one of the dragon aspects of Azeroth who’s first appearance in Blizzard’s Warcraft line of games dates all the way back to Warcraft 2: Beyond the Dark Portal. His emergence from the depths of Deepholm have torn the world asunder, laying waste to much of the original world and changing the landscape of Azeroth permanently. This expansion differs significantly from the previous 2 in that it did not add a whole new world, it reinvented the old whilst adding a few new zones. This allowed the developers the opportunity to redo the entire old world in order to make the 0-60 levelling experience more fluid as well as allowing everyone the opportunity to use their flying mounts in the old world. This is in addition to the complete overhaul of every class, 2 new races, a dozen new dungeons, 4 new raid encounters, a new secondary profession, rework of the stat system and an overhaul of the badge based reward system.
I had a few choices when it came to exploring this new old world that Blizzard had set before me. Reports from friends told me the levelling experience was quite nice and the new starting zones were of similar quality to that of the Death Knight area, long praised for its intensely immersive experience. Still I had 2 level 80 characters ready, willing and able to experience the new content right away and logging onto one of them I was instantly greeted by some of my long time World of Warcraft buddies. The decision to level my 80 Shaman had been made for me before I knew it and I set about blasting my way to 85.
The first thing I noticed was the vast improvements to the game experience that Blizzard have added since the last time I played. First there’s a quest helper that not only tracks all your quests it also points you in the right direction and marks out an area for you to find the mobs or items required to complete it. Additionally the character panel has seen a significant revamp with many of the stats now providing insight into what they mean, like the amount of hit required to not miss a certain level target. There’s also lots of tiny little additions that make the game experience just that much better, like the little icon that hovers above your head when you get 5 stacks of Maelstrom Weapon as a shaman something which required a whole other mod to achieve. The revamped raid/party bar is also quite good and a testament to how necessary the Grid mod was before Blizzard rolled their own. There are still a few things missing that I still consider necessary like a damage meter and a loot browser but overall Blizzard has shown just how closely they watch the community and listen to what their needs are so that they can include those things into the main game.
The levelling experience from 80 to 85 was incredibly enjoyable, probably the best experience I’ve had out of any of the previous releases. I was never lost for somewhere to quest as part of my usual trips back to Ogrimmar there would always be a quest on the Warchief’s board that would send me to a level appropriate area. Whilst this has left me with a couple areas left uncompleted (like Vashj’ir and Uldum) it did mean that I didn’t spend time on lower level quests that yield significantly lower experience. The usual line is that the levelling time from 80 to 85 was supposed to be the same as 70 to 80 but I found that it was significantly less, probably about half or so. I think this can be attributed to the random dungeon system they added in a while back with the added bonus that instead of having to do long quest chains to get those juicy dungeon quests nearly all dungeons have quest givers right at the start.
Like any of the Blizzard titles what really got me was the depth and breadth of the lore behind each of the areas. Whilst many of the quests are you’re standard kill X of those, gather Y of these type of encounters there are quite a few that really bring you into the world that Blizzard has created. The screenshot above is from one such encounter where after leading a band of goblins up the hill I’ve finally met with Alexstrasza who soon after takes me on a direct assault against Deathwing himself. There’s also extensive use of the phasing¹ technique giving you that feeling of being the hero of the world, even though you’re in a world of heroes. This lead me to follow many long quest chains to their completion as I just had to know what happened next, spending hours battling various foes and gobbling up the quest text at every opportunity.
The end game has improved significantly as well. Back in Ulduar Blizzard began experimenting with teleporters that would take you a fair way to the part of the instance you wanted to be at. They continued this in Icecrown Citadel and they have made their way into every instance I’ve played thus far. The instances themselves are also quite entertaining with new boss mechanics and some instances even having in game cinematics. Sure you’re over them once you’ve seen them for the 5th time but it’s a nice touch and goes a long way to revamp the old dungeon grind.
I’ve spent the last month playing through the level 80 to 85 content and I’m still not lost for new things to do in Cataclysm. It seems every other day I find myself in a new dungeon I hadn’t yet done or a new section of a quest area I hadn’t yet discovered and that’s just what keeps me coming back day after day. I’ve still yet to dive into the revamped old world in the form of levelling a new character but from reports I’m hearing from both long time veterans and first time players the experience is as enjoyable as my level 80 to 85 experience. So for those of you thinking about reactivating your old account or for anyone who’s had the slightest inclination to play World of Warcraft you won’t go wrong by starting now in the new world that was torn asunder in Cataclysm.
World of Warcraft: Cataclysm is available right now on PC for$39.95. Game was played over the course of the last month on the Oceanic Dreadmaul server as a Enhancement Shaman.
¹Phasing, in World of Warcraft, is when part of a world is in a sense instanced. This allows them to show a different world to different players which is usually used to show the effect of a quest on the world around you. The example given is that if you get 10 wooden planks to repair someone’s house it will in fact be repaired. However anyone who hasn’t yet done that quest will see that house as still damaged.
Over the course of this blog’s life I’ve made references to the fact that I’m a long time World of Warcraft player. For the past 6 years I’ve been an on again, off again player frequently returning to Blizzard’s flagship MMORPG for a fix of their latest offerings. Having spent the last month or so playing through the latest Cataclysm expansion I was drafting up a review in my head when I realised that in order to do a proper review of the current content I needed to give a little background on my experience with this game. Today I want to take you through the last 6 years of my life with Blizzard’s iconic game in anticipation for tomorrow’s review of the Cataclysm expansion.
Going back 6 years puts me as a young university student who’s been keenly devouring any and every detail he could find about Blizzard’s upcoming game release. Although I was still at home out in the country with my only connection to the Internet being a share 56k dial-up I couldn’t wait to get my hands on the game. As luck would have it I managed to win myself a spot in the coveted close beta and managed to convince my boss to download all the client patches for me. I spent a few good weeks smashing my way through the beta as a paladin called Arathar before it was closed down in preparation for the full release.
The day of the release was quite torturous for my friends and I as we’d been out quite late the night before and only managed to sneak in about 4 hours sleep before we hit up the local games store for our copies of the game. We hadn’t pre-ordered the game so getting in early was imperative and thankfully we were able to score a copy each before we all went our separate ways to begin playing. The experience that awaited us was, to put it bluntly, quite tragic as the servers caved under the load of thousands of people trying to login especially on the chosen Australian server Blackrock. We resigned ourselves to switch to another server (Gorgonnash) and began levelling in earnest, most of us hitting level 10 before calling it a night. This is where Nalafang was born and still resides today.
The next few months were an interesting time for our rag-tag bunch of MMORPGers. We spent many hours questing together, running what dungeons we could and basically just soaking up the world that Blizzard had created for us. Along the way many of my friends started dropping out, usually around the level 40~50 area where it really started to get a bit heavy on the time investment. I continued on and started gathering a group of friends with whom I’d run dungeons with almost daily. After a month or so of this my small team of dungeoneers reformed into a bigger and better guild, Aureus Dawn. A couple weeks later saw our GM drop out and had me assume the position giving me my first taste of what it meant to lead a group of people through a virtual world.
Things just kept getting better as my runs got a reputation for actually finishing content and magically dropping one world epic at least once a week. I started talking with other guild leaders and eventually managed to find another 3 to group with for our first attempt at the first ever raid in WoW: Molten Core. Our first run didn’t see any bosses down but it wasn’t long until we were smashing our way through content and our 4 guild tag team had to split into 2 separate raids to continue on. As time passed the lines between the two separate guilds blurred significantly and I was called into an IM meeting between my officers and the other guild. They proposed that we should merge under a single banner and go ahead with running our raid completely independently. The idea was met with resounding support and they then surprised me by nominating me as the guilds new GM, placing me at the top of the food chain in a 40 man strong raid team. I was elated and soon after Ascendance was formed and we began hitting Molten Core in earnest.
Soon after the new raid instance, Blackwing Lair, was released and our guild decided to have a crack at it. From memory we did end up making it past the first boss after a couple attempts but progress stalled after that. The same fate also hit us in Molten Core as we struggled to down the final boss, stymying our progress in other raids. Inevitably this began to wear on people and personality clashes began to escalate from small fights into guild sized dramas that threatened to tear the guild apart. Thanks to the piecemeal nature by which the guild was formed there were several loyal factions and once one of the faction leaders decided to go the rest of them would follow. This lead to the demise of Ascendance as a guild who ultimately merged in with another bigger guild to continue running. Times were good there until I developed a large amount of contempt for the leadership and ended up causing dramas of my own, eventually leaving them for one of my long time friends (and previous 4 guild raiding buddy) guild, Dark Ronin.
I found a good place there for the longest time, finding my niche as the Rogue class leader and spending many hours pouring over my DPS logs figuring out how to be the best I could be. Eventually however the same traits that made those people elect me to the position of leadership previously caused me to develop the same level of contempt for the leadership as I had previously. I hadn’t been enjoying the game and decided that I needed a fresh start on another server. I found myself a top raiding guild, repsecced my paladin to holy and transferred servers. This lasted for all of a month before I quit entirely, vowing to leave WoW behind forever and never giving it a second glance.
About a year passed before I even thought about WoW again when I saw that the first ever expansion was due to be released soon. Remembering the fond times I had had levelling I thought that it couldn’t hurt to give the game a go again. I spent a little time levelling my rogue in the new areas and enjoyed it for the most part. I even managed to meet up with an old friend, Scottdasmall, who was a long time guild member of mine. I eventually joined his guild and played casually for a couple months, getting both my characters to 70. After that however I just couldn’t get hooked like I did last time and resigned to put the game down again but not with the same disdain as I did before. It wasn’t long however until the next expansion was released and I started looking at WoW again.
This time however I had friends I had met outside of work to play with. Problem was they were Horde players and this was long before faction transfers were available. If I wanted to play with them I’d have to level another character. Thankfully this was just after the Refer-a-Friend scheme came out, making the journey to 60 much quicker. I rolled myself another toon and levelled up with them so that I could play alongside them. Wrath of the Lich King made it extremely easy to get into raids with almost anyone allowing me to gear up my character just like I had in days gone by. Eventually my new found guildies wanted to start raiding in earnest and I joined them, spending countless hours in Ulduar and eventually making it up to the final boss before the raid fell apart.
I dropped the game again at that point for a good 6 months although I kept a much closer eye on what was happening whilst I was away. I eventually came back for a few months to play through the Icecrown Citadel instance, even gearing myself up with an exceptional amount of loot from there, but when I saw that Catalcysm was on the horizon I gave it up once again figuring that anymore effort would be almost for naught very soon. About a month ago I reactivated my account after purchasing the collector’s edition of Cataclysm and have been playing it ever since.
There is of course so much more to this story but in the interests of berevity I’ll spare you the details, at least for now. Needless to say that World of Warcarft has been a very big part of my life for the better part of a decade and will continue to be as long as it’s around. This post was more to show you how I’ve been through almost every aspect of the game, from the high points of end game raiding, to the darkest times of guild dramas and finally ending up here today where I enjoy the game in a way that I’d never envisioned when I first set foot in this virtual world. I’ve tried nearly every other MMORPG out there but none of them has kept me coming back in the way that World of Warcraft does, and that’s a testament to just how good Blizzard is at creating a captivating and engaging world.
What can I say about Starcraft that hasn’t already been said? The game was released over a decade ago and is still the definitive standard for what a real time strategy game should be. I can remember my times with it fondly, playing through the campaign as it was laid out before me, savouring every mission and becoming wholly engrossed in the story. Years later I would return to the game to play it online with a friend of mine, my first taste of real competitive online gaming. I became hooked on custom maps, playing everything from RPGs to the first versions of tower defense. As the years went on Starcraft remained on my hard drive and nearly every LAN I would attend saw it copied around and played for at least a couple games. Truly Starcraft was the game that just would not die and it’s sequel has been the talk of my friends for the past couple weeks. Its legacy is undeniable and a lesser game development company would struggle to keep to meet such expectations. Blizzard however is not one to disappoint.
Starcraft 2 takes place 4 years after the events of Starcraft: Broodwar. You play as Jim Raynor, former Vulture pilot turned revolutionary after his former leader Arcturus Mengsk wiped out an entire planet using the Zerg. The plot initially focuses around Raynor’s desire to overthrow Mengsk, who he now believes to be worse than the confederate leaders that came before him. This sets the scene for the initial set of missions as you set about building your army by gathering resources, completing missions for credits and finding new units with which to proceed forward. Each mission is given to you by one of your crew mates and they serve to build the characters as the story progresses.
The mission delivery format is completely different from the usual affair you might be familiar with in the RTS genre. Whilst most would simply limit you to certain units until after a number of missions were complete Starcraft 2 instead gives you the opportunity to choose which units you receive next as well as the upgrades that they receive. This can be both a blessing and a curse as some missions are trivialized by certain units whilst others require a certain unit to be able to complete some objectives. Additionally the game includes a Zerg and Protoss research tree which you can unlock by finding items or killing a particular unit during a mission. The upgrades unlocked from this tree are game altering and depending on your choices can make the difference between a mission being a breeze and it being nigh on impossible.
The upgrade and non-linear missions ensures that everyone’s play through of Starcraft 2 will be quite different, ensuring that even if you only play the campaign you’ll have a good few replays before the game is done. Whilst there’s always a strategy that trivilizes a mission the infinite amount of possibilities for completing an objective had lead to quite a few entertaining stories with my Starcraft playing friends. I think most of my missions past a certain point can be summed up by the quote: “Siege tanks are like violence, if they don’t solve the problem use more”.
Starcraft 2′s non-combat experience really draws the game together. Whilst you only have 4 places to visit most of the time the interactions between they never seem to get stale as their landscape changes as you progress through the campaign. The interactions with various members of your crew between missions helps to flesh out the characters and their motivations and nearly all of the decision moments in the game were influenced by these short bits of dialogue with my crew members. There’s nothing to lose by not interacting with them but if you’re a lore sponge like myself you’ll be clicking on every crew member after every mission, eagerly awaiting what they have to hear.
All of this would be for naught if the game play itself was nothing special. In the beginning the differences between Starcraft 2 and its predecessor are almost all graphical which is no small feat in itself. Each and every map is deliciously detailed in true Blizzard fashion, using every polygon to create a stylized but highly engrossing world. All the controls you’re familiar with from Starcraft work as expected in the sequel with many augmentations to make handling large groups of units far easier. All the units and buildings will be instantly recognizable as well with the new units and augmentations giving you enough variety to feel like you’re playing Starcraft but not one that’s just a revamp of its predecessor.
What really seals the deal for the single player campaign of Starcraft 2 is the absolute uniqueness of every mission. Throughout the 26 missions that you’ll play through each of them has something different that will force you to rethink the usual “build big army, attack move to enemy” strategy that got you through other RTSs. From avoiding a rising lava tide to robbing a train to preventing (or not) Terran colonies from being purged by the Protoss you’ll always be trying to figure out the optimal strategy for taking out your opponent. Taking the last mission as a great example of this the list of strategies I have for finishing it are probably the most varied of any game I’ve seen before. It really is a testament to Blizzard’s ability to build a complex and intriguing game.
I initially lamented the idea of including achievements in the game as I viewed them as just something that “has to be done” these days, rather than something that enhanced game play. For most games this still rings true with many achievements being quite pointless and merely serve to try and increase the replayability of the title. Whilst achievements weren’t my foucs whilst playing through the missions initially I’ve found myself going back to get the achievements simply because they make you a better player for doing them. Many of them require careful force management or using carefully planned out strategies to accomplish the goal. I’m still under half of the achievements done but I can see myself coming back to finish them off for a long time to come as a single mission can be done inside 30 mins.
If there’s one thing we can attribute the original Starcraft’s longevitiy to it’s the multiplayer. Blizzard spent years tweaking and refining the multiplayer and it shows as it was one of the few games that anyone could call truly balanced. Starcraft 2 is no exception as whilst I’ve only just dipped my toes into the revamped Battle.net I quickly lost 4 hours on a saturday night playing 10 matches with one of my long timefriends. The party system and new socially focused interface made connecting with fellow Starcraft players extremely easy. Whilst I lament that they’ve removed LAN play I can see the reasoning behind it since the interface is so heavily integrated with Battle.net. Still they’ve thought of nearly everything from keeping the last 10 replays (since you never always remember to save the ones you need to) to make getting into a match no harder than a couple clicks and waiting for the match to begin.
What really binds this entire game together though is the story that Blizzard has masterfully crafted into an epic tale of redemption, love and loss. Each and every character is exteremely believable, all having their own motivations for being involved with Raynor’s quest. The interactions between the characters are real and there’s distinct growth for all of the major players as the story unfolds. I can’t really talk about it much more without spoiling any points that I feel you must experience on your own but rest assured Blizzards reputation of telling great stories with amazing games is not let down by the first installment in the Starcraft 2 trilogy.
I must also commend Blizzard for their 3D artists and animators. I’m a stickler for motion capture as the technology is at a point where it shouldn’t be hard to get it right. Starcraft 2 stanmds out as an example of not only getting it right but doing it so well that I didn’t even notice how well it was done until I took a step back to analyze it critically. The movements of the characters and units are fluid and most importantly they get the lip syncing spot on with the dialogue. After the disaster that was Alan Wake’suse of motion capture I was pleasantly surprised with the quality of Blizzard’s work. Additionally the full cinematic sequences are tear inducingly good with the attention to detail surpassing that of what I’ve come to expect even from 3D film production houses. I don’t think I’d be able to contain myself should Blizzard ever state they were going to make a full length movie of any of their franchises.
Starcraft 2 is one of those shining examples of a game where everything about it stands out as an example of how things ought to be done. The story and gameplay make for an extremely enjoyable single player experience that will provide you many hours of enjoyment even after you’ve completed it once. The multiplayer just plain works and once you’ve had your first taste of victory you’ll never be able to look at the shortcut on your desktop again without thinking about diving in for “one quick match”. Overall I can’t recommend the game enough for those who enjoyed the first Starcraft and wholeheartedly recommend anyone who considers themselves a gamer to play the game through at least once. 12 years is a long time to go between releasing a game but Blizzard has managed to make something that justifies the long wait and I can’t wait to see the next installment in the Starcraft 2 trilogy.
Starcraft 2 is available right now exclusively on PC for $79. Game was played on the Hard difficulty for all missions with approximately 30% of the achievements acquired in the first playthrough and around 18 hours of play time.
As I dragged myself out of bed this morning on a lovely 4 degree Canberra morning I was greeted by a commercial which I hadn’t seen before (unfortunately it’s not on Youtube yet). It was for Nintendo’s line of Brain Training games and it featured a 30-something woman talking about how much it improved her life and how easy it was to take around with you. Taking a step back from the ad I remembered something that Nintendo said a couple years ago when it announced the Wii console:
Introducing… Wii.As in “we.”
While the code-name Revolution expressed our direction, Wii represents the answer. Wii will break down that wall that seperates videogame players from everybody else. Wii will put people more in touch with their games… and each other. But you’re probably asking: What does the name mean?
Wii sounds like “we,” which emphasizes the console is for everyone. Wii can easily be remembered by people around the world, no matter what language they speak. No confusion. No need to abbreviate. Just Wii.
Wii has a distinctive “ii” spelling that symbolizes both the unique controllers and the image of people playing it. And Wii, as a name and a console, brings something revolutionary to the world of videogames that sets it apart from the crowd.
So that’s Wii. But now Nintendo needs you. Because it’s really not about you or me. It’s about Wii. And together, Wii will change everything.
Nintendo decided to break the trend that everyone had been following since the dawn of the gaming era, catering to the people who like to play games and continue to play games regardless of their changing situation. I’m a pretty good example of your run of the mill gamer, I’ve been playing games for most of my life and no matter my current situation I always have a couple games on the back burner I want to play through. That won’t change for a long time to come, so there will always be a market for people like me, we’re repeat customers.
However, there are more people out there who don’t play games regularly then those that do. Nintendo, a company that has prided itself on capturing the younger market with their mostly G rated line up, was well poised to make the leap of faith towards that group of people who did not identify themselves as a gamer. Couple this with a extraordinarily cheap console and you’ve got yourself an under the Christmas tree winner, something Nintendo was extremely proud of.
It’s not just Nintendo that aimed their marketing canon at the non-gamer market. World of Warcraft, the worlds most popular paid for play MMORPG, took the idea of a massively online game and did two things to it. Firstly they built it on their wildly successful Warcraft line of lore and IP. This helped them drag customers who had traditionally favoured them for their brilliant line of RTS games across to the world of MMORPGs. Additionally Blizzard made the game highly accessible to people who didn’t usually play games, with the hardware requirements to run the game incredibly low allowing most store bought PCs to be able to run the game.
In any emerging market the biggest area of untapped potential is always going to be the people who aren’t using your product or service. Nintendo and Blizzard did a great job of capturing a market that didn’t exist for them before they tried and have both become leaders in their respective fields. I put this down to them, whilst not being the market leaders in their respective fields, having the initiative to see the untapped potential and take a risk on capturing it.
Maybe the struggle of not being at the top is what lead them to try and innovate in this way in the first place.