While I'm very (very) excited for this game.. I'm very nervous about my productivity this summer. There are few things that can pull me away from coding. This is one of them.
Maybe D3 will open some new startup opportunities? Yes.. yes that's what I'll tell myself. It's all research.
You could sell a game guide for D3, however Blizzard legal hates those. They've done stuff like file takedown notices with ebay, over and over. Then when the guy filed a counter notice, they refused to go to court, waited for the time period to expire, then started filing more takedowns for his new game guide auctions. This disgusting behavior got his ebay account suspended! And they refused to ever explain specifically how the game guide violates their copyright or trademark (hint: it doesn't.).
I personally wanted to make a game guide for Infinity Blade 2 but epic legal threatened me out of it (and we had a friendly pre-existing relationship, which counted for exactly nothing. they'd interviewed me for their website and sent me free stuff, and i had a free guide on their forum with 200k views that they had made sticky). Dealing with their legal crap wasn't worth the hassle. I was even willing to give them undeserved money to be left alone, but they wanted a large cash payment upfront and were unwilling to discuss any other payment approach.
Anyway the point is game guides should be a pretty good small business opportunity -- there is a very real market for help playing games better and being more successful in them -- but there are (baseless but real) legal problems so be wary.
You might expect game companies to be thrilled to have services sold around their games, which their customers find provides game-related value to them. Just like Apple is happy to see other people selling iPhone cases. But a lot of game companies are not happy and will harass you.
It seems to me that usually these game companies have a publishing (as in, books) branch that manages the official guides. THEY'RE the ones who can't accept any competition, possibly due to their contracts with Prima/Brady (or whoever).
Yeah of course it's fair use. A guide is a commentary work and it's not even close to substituting for someone buying the game. The point of copyright law is for the copyright owners to be able to make a profit -- copyright is to help encourage people to make and sell stuff. You aren't competing for sales with their game, so there's basically no way you're violating the game copyright. Just don't include video walkthroughs of the whole game (which could actually be a substitute good for buying the game).
If they've published their own game guide, just don't take any material from it and you won't be violating any copyrights on that either.
For trademark, the point is to prevent consumers from being confused about who is responsible for products, so people can build up a brand name and have a reputation they are responsible for and have control over. Guide titles like, "Ubergeek's Ultimate Unofficial Guide to Diablo 3" do not violate trademark because they do not cause any confusion about whose product this is. It's well established that you can use someone else's trademark as a substring in your product title when it's important to explaining what your product is and won't cause consumer confusion. (Similarly, "Pegasus Case for iPhone" or "Ubergeek's iPod Battery Replacement Kit" would not violate trademark.)
But, yes, as you say: being completely right doesn't prevent you having to defend yourself and spending time and money on that. (Could you recoup lawyers fees after you win? I have no idea about that.)
DISCLAIMER: I am not a lawyer. (But I have read some legal sources about this.)
I would lie if I said the same thought hadn't crossed my mind... while we are still in the era of comments like yours (and mind) being brushed off somewhat half-jokingly, can you even imagine in 10-20 years what kind of addiction-causing experience games will be?
I think we are still 2 generations of game tech away from it, but at some point the addiction many people experienced with pathetically unadvanced games like WoW and the new Star Wars MMO will be child's play.
In 10 years I expect the phenomenon of losing your job or your relationship over game addiction will be much wider spread and we may see an effort by the govt to put caps on experiences in 15 years.
Once you can capture most all the methods of input from a player and produce multiple levels of output all for the purpose of engaging the player longer and longer, there has to be a governor at some point... until 25+ years from now where the tech is so advanced that some people's jobs are just to exist in these virtual worlds (i.e. marketers for Apple sitting at social hubs inside of Galaxy of Warcraft 50.0 talking people into checking out the new iPad inside the game where they can click a button to pre-order it in real life after playing with a 3D model of it in virtual-life).
China has the demographics for pervasive addiction today with its moderately educated, underemployed, sexually-suppressed overpopulation of males (35M more males than females in 2009). This should lead to massive political unrest as in the Arab Spring and the knee-capped Iranian revolt of '09, but hasn't. I suspect that a significant force behind this pacification is gaming. Instead of banning Skinner boxes like WoW outright, the Party asserts control by dictating how much XP such games can deliver (cynically, drip), at what rates, for how long per day.
Without doing anything 105 Men are born per 100 woman. With a population of ~1.338 billion you would expect up to 1000/205 * 5 = 32 million extra men. Men don't live as long as woman on average which tends to balance the genders. But, China's population demographics are also messed up from 1 child policy so it's a little more complex than you might think.
I agree there is a mental pandemic to be. Imagine 20 years out when ultraporn, AI, and VR helmets are a suitable replacement to having a relationship with real humans. I'm all for tech, but I think that tech that splits us up and disconnects us really does make us a little less human. There's another side to it that lonely people could technically be happier in such a configuration, so maybe my argument is nullified by realizing it's just a tool and it's people that are at fault. I think I just did a 180 in a single post.
I am very familiar with this thought process... "being totally hooked in is evil and detrimental because movies show me they are!" -- but then you think about it... what if your life IS just better in the virtual reality? How is that a bad thing?
You are here to have an experience, logging on and having that experience elsewhere is fine if it isn't destroying lives around you.
Then you think 40 or 50 years out with undetectable differences between virtual reality and real-reality and you wonder if at some point we did get lost in a virtual world we created for ourselves a la Matrix... how would we know?
You could also imagine a world within a world once the virtual world is so real it isn't as fun.
I lost a couple years of life to playing MUDs a while back. Still occasionally log on, the ability to type commands makes it much easier to have a complex game and environment, but not so much with the pretty pictures.
Luckily, I've sworn off Blizzard since they sued the bnetd guys, so D3 isn't a concern for me.
I play minecraft with my son, who's 10, but it doesn't appeal to me that greatly beyond playing with him. Dwarf Fortress and Crawl, on the other hand, can end up sucking hours of my day if I'm not careful.
The great thing about roguelikes is that you can only play them so long before you decide to make a random map generator, and then a line of sight algorithm, and implement A* pathfinding and suddenly you're making your own.
Do you really think that individuals will be able to make any money with this system? Farming versus INSERT INTO Loot (...) doesn't seem like a fair fight.
I suspect that you'll have Blizzard not only taxing transactions, but being the counter-party in many of them anyway. If they can control the drop rate for farmers (and hence the perceived value), yet can materialize items at will what's to stop them from turning it into an infinite money machine?
As with any currency, if we expect blizzard to create tons of items (inflation) then their price will be devalued appropriately. Unexpected inflation could benefit them initially, but it would also turn people away from the game.
You'll be able to make some money but the number of hours it will take you to find the loot will make it a dismal waste of your time, financially speaking.
Oh, they're fiendish indeed. They're offering the game for free if you sign up for a year of WoW. That's just mean.
I managed to abstain from that, but I did pre-buy and pre-load the game. I was just so excited they had Mac support (which, last I'd heard, was sort of up in the air I thought).
The Mac support has always been great for Blizzard games and D3 is no exception. I've been playing the beta in a 2009 MBP for a couple of weeks now and everything looks pretty smooth.
Unlike companies like EA, Blizzard spends real time making sure their Mac offerings are as good as the Windows ones and that is enough for myself to be a supporter.
FWIW the beta had a crash bug on mac where if you go to a certain place (the circle of summoner people that start the quest to get your templar sidekick), it crashes. 100% guaranteed crash. I had to play in bootcamp to get past it.
They fixed it in a later patch. But it wasn't exactly great support if a 100% mac crash bug, in a short beta playthrough, didn't get found/fixed before they pushed the version.
Also, FYI, there are a number of mac-only bugs in Warcraft 3, today. I have to play on bootcamp or wine for various custom maps. And Starcraft 2 has had mac-only mouse bugs (like your cursor disappears in the middle of the game. leave and re-enter fullscreen to fix). Based on patch notes they might have fixed that recently, i haven't checked. It happened pretty often and is obviously very frustrating.
They fixed it in a later patch. But it wasn't exactly great support if a 100% mac crash bug, in a short beta playthrough, didn't get found/fixed before they pushed the version.
I see where you're coming from but I've experienced stuff like this while testing games for all platforms, same thing happened for NWN on Windows. This is what betas are for! :)
I experienced that same SC2 bug for a long time and it's annoying, but when I compare its Mac support to other games (Dragon Age, anything by Valve) I can see how much time Blizzard spends making sure everything works alright.
I've been playing the beta in a 2009 MBP for a couple of weeks now and everything looks pretty smooth.
Question about heat: My wife's MBP (2011) runs what seems to be dangerously hot doing even basic web video and she's worried that D3 will melt it entirely.
Are the fans working alright? I get both of them running at 6k RPM when playing any game (or watching full screen Flash/Silverlight videos) but there's nothing that makes me thing it's unsafe.
Interesting, but you're right now that I think about it. I've never stopped to think about the fact that ALL of their games have always supported both platforms.
Unfortunately awhile back when I looked at that option it requires that they hold you CC info on file for the full year, you cannot prepay it nor use another method.
One of the little gotchas for those who do not like leaving the CC with vendors or choose one time pay options.
I don't like Blizzard much anymore. I liked WarCraft 2 and 3, and Diablo 1 and 2 (liked is a bit of a strong word for Diablo 1 and 2, though... 'twas more addicting than fun). Nice gameplay, good for LAN parties, and a decent hacker culture on all of them. In fact, the excellent map editors in StarCraft and WarCraft 3 were inspired by some hacker-made Warcraft 2 map editors.
Now? Blizzard's doing all they can to control the whole experience. No LAN capabilities, shameful treatment of the bnetd folks, and others that have been mentioned here. Contrast to id games who open source their engines and invite folks to build on them.
If it's like SC2 then they also think they control rights to the content created by the game. For example, they believe they are entitled to royalties if you run a tournament.
I was looking forward to Diablo 3 until I heard I needed to be online to play the single player.
I generally dislike multiplayer in games and only really play single player games. I don't have much interest in multiplayer games at all really - I find other players ruin my experience and wreak the immersion. The only games I like to play multiplayer now are Minecraft and Terraria. I do occasionally play first person shooters multiplayer, but its fairly rare. In fact, the last few times it was two player split-screen modern warfare with someone who was sitting beside me.
So it should be obvious that I have nothing to gain from requiring a constant internet connection. I saw somewhere that Blizzard were saying they are requiring this so you can migrate characters between single and multiplayer without the risk of players cheating - this is just not a use case for me at all because I will never migrate my single player character to multiplayer. I'd much rather have an option to make a single player only character that doesn't require constant internet.
So besides not wanting or needing that feature, why else do I not want to be forced to be online all the time? I don't usually play games on a laptop while traveling, so that doesn't apply to me, but while I do have reasonably fast internet, over the past year I have had random disconnections (mostly due to issues with wifi, including wireless adapter breaking and wireless interference) and the occasional outage. Usually when my internet isn't working, since I use it for work, I will fire up a game for a little while until the internet is working again or until I feel like fixing it. I've already been bitten by steam a few times so I now default to leaving it in offline mode, only going online when I want to check for updates or buy/install a game. In the past three months, I've been irritated more than a handful times that I couldn't play certain games because I didn't have an internet connection for whatever reason. While this alone wouldn't put me off buying a game, coupled with my overall distaste for multiplayer, I don't see why I should have to pay (in frustration) for being online when I play a single player game.
So, for those reasons, I will never buy Diablo 3, even though I was looking forward to it.
Really? I strongly support this model. Supporting both Blizzard hosted servers and a local server for offline play is a huge amount of work for a teeny tiny percentage of the population. I'd much rather those resources be invested in something more worthy.
It sucks because Diablo 1 and 2 supported local play but if Diablo 3 were the first in the series I don't think anyone would be complaining.
LAN is what made Diablo 1 and 2 great, not the "battle.net".
This is a step down in features for the consumer (just like the step down in features for Starcraft 2 from 1). There's no reason to paint a rosy picture about it. Last I checked there were still more active custom Warcraft 3 games than SC2 games and that speaks volumes.
You honestly think they said "hmm, let's save money by requiring online to play so we can better serve the customer." or do you think they said "let's make more money by further ensuring the integrity of our real money auction house and giving us more control over the product."
LAN is what made Diablo 1 and 2 great, not the "battle.net".
I have to disagree. Diablo 2's robust player economy was the driving force behind the game's lasting success (hence the advent of cash auctions in Diablo 3).
Yeah I'm gonna have to disagree with that. Diablo 2 had a gigantic thriving online community. The game is all about loot and trading is a key component to that. I don't doubt that you personally had an enjoyable LAN experience with Diablo 2 but I'm fairly certain that far more users played online multiplayer than LAN multiplayer. The percentage of users who have a LAN but not internet access is inconsequential.
It's because they are fans of blizzard and do not apply logic to the situation. They see what is happening, but they've already decided that Blizzard is a good company and wouldn't do it for bad reasons. So they think up facts to support their position. They think a multi-billion dollar company owned by Activision is doing it for the consumer and not for profits/real money auction house/etc.
Judging by many of the posts of /. and reddit, the level of distaste with the 'Battle.net 2.0' scheme for Diablo III is much higher than what it was for Starcraft 2, probably owing to SC2's inherently multiplayer nature and the huge deviation in gameplay from Diablo II to Diablo III.
I has been common knowledge for a while that Diablo III will likely see a console port. Looking back, it's hard to imagine that that didn't severely impact the design of the game.
SC2 players hate Battle.net 2.0. I don't think Blizzard cares too much, since they are focusing on the larger casual market. They originally stated that there would be no chat channels ("why would you even what them?"). That makes sense for a casual player who is already on Facebook and uses that to communicate with their friends.
I think the core idea is that Battle.net 2.0 represents a step back from SC:BW Battle.net in most regards, and the only steps forward don't make Battle.net 2.0 nearly as functional as WC3 Battle.net.
Only time will tell if their IP has the traction to overcome the limitations of their system, and how that impacts future iterations of their games.
Why is this relevant to hacker news? This piece of news is something I'd expect if I went to reddit, but this shouldn't be anywhere on Hacker News at all.
I am super excited for this, but a little disappointed that Blizzard apparently doesn't understand exchange rates.
The Australian dollar is currently worth (marginally) more than the US Dollar, and yet the game costs an extra $20 here. I don't understand how this is justifiable.
I'm not sure if you're having a rhetorical meow or just want to know what's going on here, so I'll offer an explanation.
It's not about exchange rates and never ever will be. It's about purchasing power. It's just normal market segmentation, like how textbooks are cheaper in India/China than in the U.S.
Whats the average purchasing power of an Australain versus an American?
The Australian dollar is worth more than the US Dollar, and what's Australia's minimum wage? What's America's? They're about $15 and $7 respectively. If anything, Blizzard could probably stand to charge Australians even more.
But I'm sure they've done the math on this, and there might be other factors, but I'd gander that in terms of purchasing power the costs of the game to an American and Australian are probably pretty similar.
Now if you were making money in the U.S. and had to spend it in Australia, then you'd be very right to meow about exchange rates, since they don't take into account purchasing power, but very very few people who buy the Australian game are going to be in that position.
In Europe there are huge discrepancies in purchasing power between countries even inside the Euro zone but, at least when buying online directly from Blizzard, the price is the same wether you live in Greece/Portugal or France/Germany.
Having the same price for every country inside the UE and not using the actual conversion rate hurts even more the people in countries where average wage is bellow US wages.
It wouldn't hurt them that much having different prices for different countries inside the UE, just make it so you need a credit card from the country to pay the price corresponding to that country.
(at least there is amazon.co.uk and I am a little happier)
I guess it's particularly frustrating when you compare it to a company like Valve - who set the same prices for Australia as they do for the US (not sure about other regions) for all of their new releases. Even Apple have brought the App Store price tiers almost to parity between the two regions.
I suppose that they did do the math though - as you said - I think they just priced me into ordering an import instead. A quick look around has shown a few online retailers offerring it for less than $AUD 60.
I am not sure I believe that Australians have a higher purchasing power than Americans. Certainly for an example I'm more familiar with, the game costs NZ$109.99 in New Zealand, which is US$90 at the moment. I can assure you that the purchasing power of an average NZer is less than that of an average American, so goodness knows why it has to be so much more expensive. This is fairly standard on a lot of things - books, DVDs etc - and I can only presume it's simply because they know they can get away with it because people have gotten used to games costing about $100 without worrying about what that means in the publisher's native currency.
> It's not about exchange rates and never ever will be. It's about purchasing power. It's just normal market segmentation, like how textbooks are cheaper in India/China than in the U.S.
A blanket statement like this is not correct. iPhones aren't cheaper in China. Louis Vuitton purses aren't cheaper in China.
Prices are what the market will bear in that country. $60 is what video games cost in America. More than that and Blizzard would see a dent in their sales that likely would not make up for any increase in price. Similarly, Blizzard probably isn't charging more (or much more) for Diablo in Australia because all other video games are that price.
The first lesson of economics is that sale prices have nothing to do with _cost_ and everything to do with willingness to pay. Price discrimination is possible in only certain limited market segments; national borders happen to be one convenient such segmentation.
In EU, Apple hardware or games are often priced at the same amount as in the US, but in Euros, not $. No wonder: the price includes value-added tax (20% or so, depending on the country) and the seller has to account for significantly stricter consumer protection laws. For example, the standard warranty period is one year in the US; in my country, the law requires two years; that's got to affect the price.
It's the same with other games and especialy dvd/Blurays. Even with extra shipping cost you normaly have to pay less than on amazon.de.
Never quite understood why, but I order a lot over uk since I know that.
Expectations for D3 have gone from out of this world to all over the place lately. On top of the release pushbacks and feature cuts a few weeks ago one of Blizzard's PR people said essentially "don't get your hopes up for D3" (Google Bashiok Diablo 3). That furor was a bit overblown but still expectations are down for many people.
I think D3 will be more of what we got in SC2: essentially the same game but prettier. Which is sad because Diablo, WC2, SC and WoW were blockbusters (edit)in large part(/edit) because of their innovations.
I'm interested to hear about expectations for Diablo III. I'm long ATVI because of their dividend, financials, and value fundamentals. Gaming also seems like a growth industry and Blizzard/Activision have some strong gaming franchises. I figured the upcoming Diablo III launch would only help the situation.
I love Blizzard's timing... by setting a date we can surmise that WoW's Free-to-Play model is failing and that May 15 is the latest date that a release-date-averse publisher like Blizzard feels it can still preempt the Guild Wars 2 release. It makes one wonder if these large publishers have game theoreticians working on optimum release dates.
There definitely have to be some solid reasons behind this specific release date given the fact that they've been cutting features in the last couple of months to be ready to ship in May (such as PVP). When were their other games launched? I seem to remember StarCraft 2 launching around May/June.
(Hopefully unnecessary disclaimer: I work on Guild Wars 2.)
SC2 was released early July 2010. D2 was released in late June 2000. WoW and its expansions in successive Christmas seasons. So, yes, I'd say that May 15 is atypically early for Blizzard. Given the online auction house component, they may feel that it's necessary to hook the summer crowd early to maximize returns from that casino.
I wouldn't be surprised if this move forced Arena Net to push back to a Thanksgiving release, since people generally don't play two online "collect-em-all" games at once.
WOW is definitely heading into its twilight. If I was a betting man, I'd say MOP is the last expansion they'll put a lot of resources behind before throwing everything at Titan.
Blizz has always designed around experience... in this case I think they decided going with the classic iso view would appeal to the nostalgia and more importantly allow the game to run on more hardware which is probably something they learned in spades with WoW.
In a way they are like a high-end Zynga, always about the mechanics, always about the "feel"... keep you playing, keep you playing, keep you playing... because if yuo are playing you'll want the new Sword of Sadness from the auction house and put down the $3 real dollars for it instead of mining orbs for a week.
Blizzard doesn't really seem to focus on cutting edge graphics. They know their market really well and know how to make games that look pretty enough which run on almost any hardware.
I think games like Minecraft have shown us that grafics is not the most important aspect of a game. Can't imagine a Diablo3 with this grafics would be a game for me, sorry.
I found that with Diablo II, you could click a lot less than was intuitive. Click-and-hold would be as effective as click mashing, and a lot easier on the hands.
You might want to check all your different retailer's sites (Amazon, Gamestop, etc.) to see if they offer pre-order bundle bonuses as they do with other games.
Betas (open, and closed too, to a degree) these days seem more like, "let's subtly have people try our product for free, get hooked and generate buzz while at it". It's the same as a free trial (although calling it like this has less positive response, it seems). Just another marketing stunt, long gone are the days where beta was used strictly for testing.
On the Web 2.0 environment, who started this? Was it Google with Gmail, or was there something else before?
Also, lately, at least in the MMO scene, going gold doesn't mean that the game is polished and ready for release, it just means that you're ready to charge customers.
Blizzard DOES use the beta for hype. With SC2 they gave beta keys to preorders to help generate revenue and interest prior to launch. Not a lot of participants actually know the reason for a beta and actually use it as an excuse to play the game early but Blizzard already knows this.
Blizzard's job of releasing a public/invite beta is to test:
A) How the game functions on the boat-load of machine configurations available. When you sign up for beta invite on battle.net you need to create a "profile" of yourself by uploading your PC specs. Blizzard has always provided games that can run on a low end machine with features and graphical tweaks that still allow it to look good on a new machine. For me SC2 had to run on low/medium on my 2 year old laptop but with my new PC it runs on Ultra with great effects!
B) Network stability. B.net2.0 is rather new and they need to test the matching functionality as well as load test the servers for every reason under the sun. Having willing participants allows them to hit all these goals while still generating the hype.
Again, it's not just Blizzard I'm talking about. Every single MMO company since a few years ago is going this way.
Network stability is mostly tested on specific moments like stress test weekends or at the end of a beta, when they let everyone in to see how far they can push their hardware.
Of couse this and general behaviour in various hardware configurations need to be tested. But it's not the ultimate point of a beta anymore, at least not in the later stages.
I can see it all the time, players just want to get into a beta to see if they like a game before they pay for it, rather than to help make it better.
While I would normally agree with you, Blizzard games have always had polish. They do continue to balance the game for years afterwards but you rarely find bugs that would make you say it wasn't ready for prime time.
WoW had some glaring bugs when it came out. Of course, the start of the game is always better, because it has received a lot more attention (it's crucial to get players hooked in) and because it has received a lot more testing (how many testers are willing to go all the way to max level? Way less than the ones who just check out the first few). Starcraft II was better in that regard.
But I'm not targeting Blizzard specifically, just MMO companies in general. All the releases from the past few years all went the same way.
A beta has been running for a few months already (edit: since September 2011). You can sign-up for it (although I assume it is way too late for that now) on your battle.net settings page.
I think he's ramblin' off on a joke regarding how reddit.com/r/diablo took every single ounce of change in regards to Diablo as a "sign of the beta" or more recently "sign of release date".
If twitter of any blizz guy was updated? SIgn of the beta. New picture on the website? Sign of the beta. A sneeze came from 4th floor blizzard HQ? Sign of the beta.
Are there any news on bringing it to consoles? Wikipedia[0] just says they are probably still working on it but there are no confirmations one way or the other...
I don't have a source on me (Work blocks sites that I could link to) but they have confirmed that there is a console port coming. I believe they have a small dedicated team to the port.
Maybe D3 will open some new startup opportunities? Yes.. yes that's what I'll tell myself. It's all research.