Tuesday, November 19, 2019

Graduation

Haven't written in a while.

Submitted my last assignment a week ago. Since then I've taken the week off to chill, go to the gym, do a bit of networking. I got my professor's LinkedIn and the email of a dude from the Fair Work Commission, although I am generally unsure how useful that will be. And yesterday I went to the Art Gallery of NSW, too - wanted to tour more of Sydney but the bushfire smog has been putting me off.

Having a vision can be...tiring. Even though I've kind of iterated to some of my closer friends about my game ideas, they still get confused when they see me buying games for research purposes. "Why don't you just play [insert game] instead?"

And on the flip side, despite the focus I've gained in my side hobby, I frankly have no idea where I'm headed with the rest of my life - especially my career. I've looked at HR jobs and I'm honestly not sure where to start. I've talked to a few people and they've mentioned most HR people start as recruiters, which I do hope to avoid if possible - but maybe there is no possible.

If you had asked me a few years ago, I would have said my life goals were to settle down with a nice girl and find a job that feeds us both, plus a few kids to boot. But after I dated my ex I realized my life needed something external. (I might be a little biased here as my ex wanted codependence, but that's a post for another time.)

Since then I've been a little lost.

Career
I do have some ideas. I am very interested in the business of green technology, for example, although I have no idea where exactly I want to go with that. The supply chain management, supposedly, ties in with my desire to bring more green technology development/manufacturing to Singapore. I might just work for a few years and then go to grad school and do that.

Alternatively, I'm also interested in bringing better HR practices to our local organizations, both private and government. Singaporeans (like my friend in Standard-Chartered) do not see the value in employee care at all, and largely to their own detriment. However, this seems harder as it's very hard to change people's mindsets. I'm also still interested in the idea of making a lot of money, mainly for the purposes of funding something philanthropic, such as my nonprofit game studio idea, and I don't really see HR making all that much.

Other
Outside of my career, I'm interested in trying to find a balance in what I'm doing - the goal is to be a little more productive than my parents, who defined their lives with their occupations and just watch TV in their spare time.
  1. Designing and playing games
  2. Staying fit by going to the gym + walks at the local park or around the city
  3. I might also pick up music again if I can find a casual band that will take a rusty idiot like me
  4. Reading (I need to do this more, have so many books to get through)
  5. I still do the occasional Daily Show or Azur Lane run, although I'm still not big on TV
Beyond this I feel I may be biting off more time than I can chew, especially since I am more concerned with how I intend to fund some of my ventures.

So yeah, I've got a lot to think about...and probably do something about. More to come, I guess. Especially since the core of my game edges ever closer, I might start talking about it.

Monday, November 4, 2019

November Rain

November 01
So things happened:
  • NDA for critics on Hideo Kojima's game Death Stranding got lifted, so reviews flooded in en masse. (Game itself launches on November 08.)
  • Diablo IV official announcement. As anyone who has been following me knows, I am a huge ARPG fan and have pipe dreams to design an ARPG of my own. So this is HUGE news to me.
  • My favorite singer, IU, released a new single yesterday entitled Love Poem. This has zero relevance to this post but I'm just happy for new music.
My ideas on the Diablo IV announcement are here.

My overall conclusion from Diablo IV is this: I am on the same page, ideas-wise, as the Diablo team. From the gameplay trailer and some other videos I've seen, Diablo IV came out quite close to how I would have done it were I in charge of designing that game. Given my lack of funds and general inexperience in computer science, I am a long way from shipping a game myself and I accept it's never happening within this generation of ARPGs. But the fact I have such close ideas gives me confidence.

With this in mind, Death Stranding also showed me two new things.

First, I never was quite able to put into words why I wanted to go into developing video games from an indie/non-profit perspective. I understand it now. I see video games as art, same as television, movies, or books. Art is often used to make social commentary, to make a statement about our lives. And of the art forms video games are more frequently consumed today by our youth than any other medium. Yet there is very limited social commentary in video games, and this is largely due to the corporate environment by which games are made.

Second, Kojima's game also really tells me that what I just outlined - thinking on the same page as Blizzard devs - is not enough. Kojima's impact lies in things that are totally out there, that could never even have been imagined by other devs. If I need to survive as a small fry in such a harsh industry, I have to truly think outside the box. I think the time to start doing so is now.


November 03
(wasn't fully mentally together when writing this; bit of a roundabout rant, sorry)
The cycle is always the same. Coincidentally bump into my ex/neighbor a bunch of times in a short period. Around the same time my dad rats me out with "I don't know what you do every day." Well, I do. I've been planning my game project, drawing concepts, reading about Death Stranding and Diablo IV, and starting on programming and Unity lessons (although I haven't gotten much work in that department, either). But first I don't want tell him that; and secondly he's right, and I'm not happy with my progress in all of the above, including the college paper he's been bugging me about. And with my lack of progress the voice seeps back, even if merely a whisper.

About that, my ex. The part that hurts isn’t really the things she did. It’s that, for all the information on red flags I've read since then, I can’t wrap my head around how to tell a person's character. Like my ex herself was a hardworking girl with probably more mental maturity than myself. You can see that: she has more academic achievements than I, with summer internships and a recent writing award that I just noticed on her LinkedIn. But I never quite noticed her selfishness and emotional immaturity until after I started dating her. And one can see that too, when you realize she's on her 5th boyfriend in 4 years; but that's very subtle, as you wouldn't know that detail unless you've known her for a while.

With a few days left on the semester, I've been thinking about blocking her once and for all. She hasn't really disturbed me much in the past couple of years, save than a friend add at the start of this year - which I discarded, as that was way too early. But now I'm mildly torn. I have little doubt my ex did some shitty things which caused me to leave her. Should it be fair, then, that I also deny her the friendship she (seems to) desire? Or maybe she has changed for the better, or will change for the better, and I will have lost a friend that could be. I need to figure this one out - but I should also probably hold off until my paper's done, lol.

But, back to my dad and my paper. Maybe I'm biting off more than I can chew here. Maybe I just need to focus on a few aspects of game design rather than try to do everything. And I definitely need to put more effort into my career too. It seems so hard sometimes.

Friday, November 1, 2019

Diablo 4 @ Blizzcon 2019: Reactions




Notes
Combat moving to a more 3-dimensional form, involving the ability to climb & jump ledges and cast spells up/down. This is directly in line with where I expected the genre to move to (see: Darksiders Genesis or Riot's ARPG, which all are looking at jumping and climbing). Why? It is probably the single easiest idea to make your gameplay look cool and fun, because map assets in Diablo III (and Grim Dawn) were already 3D, just a question of drawing and coding that terrain into something pathable. The question that determines success amongst these competitors is how well this mechanic will be integrated with the combat. Just having an "oh I can climb up and jump off things" isn't going to make your game more fun by itself. This also draws another inference: Diablo IV is unlikely going to copy Path of Exile's algorithmic level generation, so it will probably simulate "random map generation" as Diablo III did, with just a few hand-drawn variants.

Edit: With more information I have learned there is a kind of dodge step, similar to the short dodge of Bloodborne. I think this is great. The question, similar to the climbing function, is how well this is going to be implemented into the game. A dodge step tacked on for no reason does nothing for the game on its own.

On the contrary, the one thing I definitely did not expect - MOUNTS. There are several directions I see this, some good, some not so good. The good is that you can expect much more of an "open world" experience - not a true open world (still sticking to a 4-player instance) but a huge enough map that mounts would be warranted. The bad is that I can already see the mount skin MTX, lol.

Classes and abilities are a clear nod back to Diablo II: Sorcerer, Barbarian, and the Druid. This is a standard Blizzard marketing move. They show the "nostalgic" aspects of the game first, then if there's new things that weren't in the previous games they will reveal it closer to release. All classes definitely have more mobility than before, which is an expected but positive aspect, as you can see how varying mobility between classes in Diablo III affected clear speeds (and therefore game balance). I'm personally excited for the Druid as that was my main back in Diablo II and the Sorcerer will hopefully scratch the Wizard addiction I gained in Diablo III. Overall Blizzard tends to do an amazing job with class design and I'm not worried about this.

(Diablo II had 5 classes on release + 2 more in the expansion. Diablo III had 5 classes on release + 1 more in the expansion + 1 more as a bonus DLC. So you can expect roughly 5 classes out of Diablo IV.)

Enemies look better than in any Diablo installment previously - this is one of the things other ARPGs (looking at you, Path of Exile) really need to take from Diablo III and hopefully they can also look at IV for inspiration. The first clear idea is they are a lot bigger in general. This sounds really simplistic but it gets the impact devs are looking for. If you want dark fantasy, if you want to get creepy, scary demons, you want to think big - like Monster Hunter kind of big. Previous games did not do this because of technical limitations, but this should no longer be the case. Additionally, at 2:04 you can see what appears to be a demon summoning circle that activates when stepped on. This looks like it could be a mini-boss mechanic: possibly you could "summon" by activating the circle, and then kill whatever spawns for more loot. It's a bit of a stretch but here's to hoping there's a kind of cool interaction in there.

Did not see a return to the light radius mechanic from Diablo I and II. I expected this for a lot of reasons but I'm still mildly disappointed. I definitely get the feel Diablo IV will be a game about exploration, and it can be admittedly annoying to explore a world with limited visibility all the time. Edit: new information shows that there IS a light radius in Diablo IV, but looks like a Titan-Quest-style light radius, ie: only occurs at night, does nothing to hide foes and thus is absolutely meaningless to actual gameplay. So my analysis remains the same.

Also did not see a focus on environment like Diablo III did, with the exception of chests. I am disappointed with this. When I played really poorly-rated ARPGs like Warhammer 40,000: Inquisitor-Martyr and Warhammer Chaosbane, I found the infrequency of environmental objects made the levels more boring (amongst other things). Diablo III might have overdone it (creating objects with little practical relevance to the game), but Path of Exile and Grim Dawn get this right as they have things like chests, troves, strongboxes, traps, or even something as mild as pots or urns to destroy for nothing. The poorly-rated ARPGs were consistently threadbare in comparison. One developer I follow on Twitter described the level design as "unfinished" - I do hope that is the case.

Story & art style. Many seem impressed from the trailers, applauding it for a true return to the dark art style of the first two games and a familiar final boss in Lilith. I concur, but I also think it was less original than expected. Random dark mage comes out of nowhere and manages to summon a demon lord with the power of plot magic? Bandits stumble upon the ritual and are conveniently used as human sacrifices? Definitely seen tropes like these in random short comics or DnD roleplays. The story also needs to connect back to Diablo III: Reaper of Soul's ending, which will be a challenge.

Opinions & Predictions
I expect a game that is going to be driven heavily by interactive combat, an effective grimdark story, and a well-put-together dark fantasy world. Every game has to craft their own niche and Diablo knows not to compete against Path of Exile in terms of replayability or seasonal content. They will instead stick with what they did well in Diablo III while improving on common complaints the game had in the past.

The question then is how this is going to be executed. Blizzard would do well to avoid tired plot devices that have been sticking around since the beginning of the franchise. The "I have nightmares of the future" used in the gameplay trailer is a classic overdone one, as is the dark cultist summoning demons rightfully be far too difficult for him/her. While not normally an important factor to game success in general, the story and lore that has become central to the Diablo identity makes it crucial.

As far as gameplay itself goes, Blizzard should draw upon games like Path of Exile and Grim Dawn, with their complicated systems (such as GD's critical hits) as a starting point for evolving their own build designs. Diablo II was extremely complex (some of the math has actually never been reverse engineered despite being over 15 years old) but Diablo III just 'dumbed down' everything in an attempt to appeal to a wider audience. This is a wrong strategy. A casual fraction of the audience will not engage with the any formulas you adopt even if they are heavily simplified, but the hardcore audience will, and a simplified system does nothing for those players. Next, new aspects of the game Blizzard is introducing, such as mounts and mobility, should be well-integrated with the rest of the game from a mechanical and lore perspective: What happens to horses when you dismount? Are they even horses (or magically summoned spirits)? Could players ride non-horse creatures? And of course, Blizzard should also apply due diligence in the aspects Diablo is famous for: quality enemy design, interactive and dark level design, and polished classes and abilities with clean high fantasy aspects.

But the most important and worrying issue of all is the release date. Diablo IV honestly looks like a very unfinished game, and Blizzard's other content this year is…lacking, to say the least. Will Overwatch 2 and regular Warcraft  and Hearthstone releases be able to keep up Blizzard cash flow for the next 3-5 years while IV remains in development? And if not, what other ideas does Blizzard have up their sleeve? It's hard to imagine, but I daresay if they don't have an answer to these questions, we may not even make it to release date.