Blizzard’s Next MMO, In Development

In yet another “no kidding” news item, Blizzard is working on some new MMO says Paul Sams, Blizzard COO, in an interview with videogaming247. This new MMO is going to be “cool, new, different,” he says but doesn’t give any details into it except that it’s not going to be easy.

With Lich King arriving, gamers should be looking forward to a few more strong years with World of Warcraft. Considering Blizzard’s ability to kick out a new expansion every year or so, we’ll know the new MMO will be launching because their expansion road map will go dry.

Much like Apple “dries the channel” when a new device is arriving, allowing stores to post their “sold out” signs, Blizzard will probably invest heavily in their new MMO and allow WoW to die down when they’re ready to make a transition. Or, will they?

Is there any advantage in leaving World of Warcraft as the clear contender if Blizzard is to hype a new MMO style game? Perhaps, if the game is in a completely different genre it might be possible, but some folks will no doubt cancel their Warcraft subscriptions to try out Blizzards next big thing. They’ve said nothing as to the property they’d be driving their next MMO to market with… will it be Diablo or perhaps a Starcraft MMO or something truly “new” and something really “different.”

If anyone in the market today is to begin development of a new MMO, it would seem Blizzard is going to be the most suited to developing another successful venture into this space. They have learned a lot over the years and can apply that knowledge to their next “different” online gaming franchise.

Watch out startups, Blizzard may be working on something even better than World of Warcraft.

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Diablo 3, Finite Health and Loving ItDiablo 3, Finite Health and Loving It

Diablo 3 Lead Designer Jay Wilson sat down with Multiplayer Blog to explain how the health system works in Diablo 3 and how it differs from Diablo 2. In short, you can’t add a new feature without removing an old one, in this case we’re talking about health potions.

The goal is to broaden the Diablo audience to more than just the hardcore fans. Lets be honest with ourselves, the health potion system was way too far out of control (broken?) By mid-game or earlier, half the character inventory was full of potions and you might have just purchased shares in the potion selling company with all the spending you’ve done there. The health potion system created the infinitely powerful character, in essence, by making them immortal.

Activision Blizzard has learned a bit about their success with broad audiences in games like World of Warcraft, which has surpassed game sales over Diablo 2, their most successful game title. What they’ve decided to do in this release of Diablo is to limit the characters ability to heal and make them “mortal” again, requiring the player to use strategy, tactics and skills to defeat enemies. Rather than charging forward pressing “1” then “2” then “3” and the other hot keys for potions, you’ll be forced to back away during strong stomp attacks, mind your enemies special attacks and defend yourself.

“One of the things that happened in ‘Diablo II’,” Wilson continued, “was the player was faster than most of the monsters and had pretty much infinite health because they would just pop as many potions as they wanted. So when you have a player who has more mobility, more health and endless power, essentially the only thing you can really do to challenge [the players] is to kill them… by just spiking the difficulty.” (multiplayer blog)

Gating the users ability to heal is a classic RPG/Adventure game mechanism for changing the playing field in terms of difficulty. You can make a game with weaker enemies in abundance and still cause you harm, take a look back at Gauntlet in the arcade for an example of this method. You can build challenging enemy styles and dungeon traps to cause the player to mind their step, look at the classic Zelda series and some of their crazy enemies. A great example is the Darknuts from The Legend of Zelda, it was a small knight that could only be attacked from behind but had a sharp little dagger if you bumped them from the front. You had to use tactics to wipe out a full room of Darknuts.

Activision Blizzard will now have the option to create some fancy enemies with challenging special abilities that do not involve insta-kill upon contact battle tactics. You control a super hero character, not an immortal; there should be some challenge besides hacking and slashing through mobs of enemies. Wilson went on to say, “We can make a monster that affects your mobility, we can make a monster that has different kinds of attacks that are dangerous to you and that you actually have to avoid. And so it makes the combat a lot more interesting.”

One of the criticisms to the Diablo franchise has always been the “click fest” of battle. You sit still and click on enemies until everyone is dead. Perhaps, without having infinite potions you’ll be challenged to use your brain on occasion, like a real RPG and have more creative use of your money rather than investing a half-billion into the potion vendors.

Where does that lead the hardcore Diablo fans? Activision Blizzard hopes they’ll see a title with a lot more depth, a new style of challenge and a long term appeal.

Wrath of The Lich King – Rune SystemWrath of The Lich King – Rune System

As the Wrath of the Lich King beta lives on, the world (and software behind it) is ever changing. Apparently, the rune system has changed a lot since its first inception. This requires a delicate balance, as the goal is a well rounded Death Knight class without epically overpowered features. Too much power and people will feel cheated while others feel overly destructive. End result, everyone would be a Death Knight.

The rune system that Blizzard has created is more straight forward than the initial system because it contains less variables. The Death Knight has a secondary bar, much like a Warrior, that starts empty and slowly climbs with “Runic Power,” an energy generated when you cast spells and expend rune energy. It works much like the warrior class, as it builds it will open up some abilities in your bar that were “grayed out” because they couldn’t be cast yet.

What the heck is a rune? Above your character profile you’ll have six little circles, called runes, these little guys work much like the rogues energy. The three styles of runes are: Blood, Frost and Unholy runes and they’re coordinated with your spells and sword strike abilities much like a paladin or warrior. Each rune “goes dark” when you expend its energy – this limits your access to use the Death Knights abilities much like expending all your rogues energy stops the rogue from using their neat features. However, once its energy is expended, it will grow your runic power a slight bit, “charging” it for later use.

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Activision and Blizzard LayoffsActivision and Blizzard Layoffs

If you’ve ever been through an acquisition or merger you’d have expected this news to come, but for those new to the concept it’s simple: you can’t keep everyone. After a complete merger you end up with two sales departments, two IT departments, etc.

Do you really need them all? No, not really. You’ll need to keep some on board in order to “brain dump” your job onto others and hopefully stick around for the long hall. Some employees will probably be shuffled to other job responsibilities while some get packages and a thank you card.

These are some of the growing pains when working towards a successful merger, so don’t be surprised or start spreading rumors when a few people are let go. As someone who’s gone through it in two big mergers I can say that certain departments already know their fate ahead of time. Many IT and sales folk start looking for new jobs the minute the merger is announced.