PlanetDiablo | Features | Mailbag | Multiplayer Expandability

Planet Diablo Mailbag

Date: 9/17/00
Author: Root

The 17th. Hoorah!

Yes comrades, it's the 17th of September, and we're back with our weekly Mailbag. Now rip open a bag o' chips and get to readin'.



Next Week's Topic Will Be:

We asked you awhile back about the death of your hardcore characters, now we want you to share your expriences when dueling. Have a really funny or exhilarating story to tell? Then please do so!


Send us your thoughts!



Now on to the feedback on last week's topic in which we asked
you: In light of our recent articles on ideas for new and innovative Multiplayer modes in Diablo, which of these do you think would be most popular and why? Here's what you guys had to say:



From: Darth_Pleasant
Subject: Multiplayer in the Diablo Series article


The Missing Argument

I enjoyed your Multiplayer in the Diablo Series article. You outline some excellent methods by which Blizzard could strengthen the game and increase its longevity. However, you leave out one argument that may not be obvious to many of your readers.

"Why would Blizzard want to strengthen Diablo II?"

Should we assume that Blizzard would do it just to please its fans? That would be a hasty conclusion. Every hour of fun we experience in Diablo II exists because it turns into a profit for Blizzard. I don't point this out as a cynic -- we wouldn't have computers on our desks if it wasn't for a market economy. But if we eliminate the possibility that Blizzard will bless us with improvements out of the goodness of its own heart (although it could happen), the challenge becomes imagining how Blizzard managers could be persuaded that increased profits would result from improvements such as you described in your article. Diablo II has already sold exceptionally well, and the expansion should effectively piggy-back off of Diablo II's success. One area that remains to be exploited, as you mentioned but did not explain, is the game's longevity.

Longevity, at base value, doesn't create more revenues for Blizzard. They do not charge us for Battle.net. The more those of us who have already bought the game, actually play the game, the more it costs Blizzard in the long run. This gives extra value to the practice of releasing expansions to the original game, and actually limiting the longevity of the game and its expansion to create a constant hunger for new titles at $30-$50 a sale. Why, then, would Blizzard be interested in increasing the long-term playability of Diablo II?

The only answer I can come up with, and dammit I'm a musician not a market analyst, is that a game with a long shelf-life keeps the door open for many new players to discover Diablo II, and in-turn the software company Blizzard. If a game is quickly played and discarded, its popularity will quickly diminish, and no matter how good the game was, people will soon forget the name Diablo II in favor of new titles, or titles with a more longevity. And since Blizzard spent most of its money on Diablo II during the development cycle, its shelf-life has a large effect on the game's return-on-investment. Therefore, the longer Blizzard can keep people who own the game, talking about the game, the more new sales (and potential long-term customers) are likely to result. This is why new multiplayer options are important. This is why it is important to give Blizzard feedback about elements you do not like about the game. Not because Blizzard wants to please those of us who already love the game, but so Blizzard can create new customers out of those who have not yet played.


Business is business. That's a given. Your "future customer" theory is also a fine point. However, present customers are also "long-term" customers--or at least a large number of them are. So I believe keeping them in the same priority category as their prospective customers is essential. A great way to do that is through modifications. After all, the game did sell quite a bit. So you can't just conclude that new clients will arise for each occasion.



From: Aleksey Sundeyev
Subject:
Multiplayer in the Diablo Series article

Noone cares about your mods [Waaah. Wait, they aren't mine!], and the best part is, Blizzard is far too experienced of a company to allow it.

Every game that came out since Quake, allows your to literally RAPE it with mods, and leave it to be destroyed by 13-year-olds creating mods with huge plasma turrets in every square meter [Yeah, and they're so popular aren't they?].

Normal servers for most games are virtually extinct, because of the overwhelming amount of morons with rudimentary C++ skills, who know or care nothing about the gameplay itself.


You make no sense at all. Why should I waste my time providing counterpoints to your arguments? Just about every reader can decipher that poorly-made modifications don't last--and you claiming that they do is rash. Servers for the pure form of a game don't last tremendously long not because of "morons" invading the modification scene, but for the dying replay-factor of a game that is present in every title. These mod-makers aren't "morons"--but rather ingenious individuals.

See what you made me do? I just counter-argued.




From: ProfDrMorph
Subject: Multiplayer in the Diablo Series article


Hi!

you wanted feedback about your Multiplayer article and here it is! [Ok, make way people!]

i mostly agree with what you said in your article. but i think there should be something added about cheating. why is there no client-side cheat checking? the client could find things like hacked items (they are rare and have slots) or that a player does impossible high damage or something like that. This way a SDK would be no problem.

Another good multiplayer feature would be that the server can change. the game could stop a few seconds while the servers changes and the player can leave the game and the other don't have to leave, too.

And a sync function would be good. even over LAN with my friends we often got stuck because the games were out of sync.

Why can't cheating be prevented client-side? Well, for one, cheating comes in various forms and can be extremely hard to stop through a series of redundant, coded functions that would come about through a patch or something to that extent. In order to prevent this fully, you'd need to download a plethora of patches--something which most players aren't prepared to do.

The "server leave; someone else take its place" idea is good, however.


From: Robert Stanley
Subject:
Multiplayer in the Diablo Series article

Excellent article.

I disagree somewhat with the comments on cheating though. The game is crying out for a team orientated competitive mod (CTF, capture and hold, even a fantasy Counterstrike !) to give it some life. To be honest, once I beat Diablo my interest level fell rapidly. Sure, there is nightmare and hell, and hardcore, but in effect it is still a repeat of the same thing.

Although my hardcore character would stay at home, I would be happy to risk someone cheating in that sort of mod, if it existed. In any regular clan/squad/guild scene you get to know people on other teams pretty well, and cheaters would get weeded out early on.

I agree. Teamplay is key.


From: Ben
Subject:
Multiplayer in the Diablo Series article

Completely agree, I love 'trying' to make mods for Quake3 and it's Prequels. The fact that I normaly fail misserably with a list of error messages which tell me that it don't work dousn't mean that I don't want the same sort of disapointment with Diablo II

You love to fail! Good for you!

You don't happen to be 13 years old, are you?

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