Diablo 3 Review

So it’s 1:34 am. The game launched 94 minutes ago, and the servers are still hopelessly overloaded. Considering Blizzard is the MMORPG company, and the “open beta” weekend a few weeks ago was at least this bad, I think I can safely review Diablo 3 already.

It sucks. Why?

It seems the game basically consists of one popup and one button. Here’s a screenshot:

Of course I realize that there’s much more to Diablo 3. And I’ll probably like it. But what good is good gameplay, nice graphics, and polished character classes for your action RPG if you can’t actually play it?

I am absolutely sure that Blizzard employs competent people. Anything else would simply make no sense; and since none of their launches are ever smooth, I guess we can conclude they decide not to invest enough money into the infrastructure to cushion the launch peaks. Saves them money in the long run, of course.

But if the company doesn’t want to handle the peaks, then they should not hype the game in such a way as to generate peaks. Open up the servers before you start selling the game. Then you’ll have a more organic log-in behavior.

The worst is that nobody managed to edit the little “breaking news” box on the startscreen to let the players know what’s happening.

I am really, really tired of games companies not doing their job. I’ve actually created a “blacklist” after the Mass Effect 3 debacle, committing myself to never buying a Bioware title again. Well, Blizzard, congratulations. You just made my list. I am sorry to tell you that you will never sell Titan to me, whatever that will turn out to be. I’ll still play Diablo 3, but it’s the last of my money you will see.

Update, the next day: Well, I guess my sarcastic comments came around to haunt me, from a karma point of view. 19 hours and 16 minutes after launch, I still can not play the game I bought because the servers are overloaded. Again or still, whatever. This is a textbook example of how not to launch a game. And be that as it may, I am one annoyed geek.

 

Project Dragongate and Project Deadland

I couldn’t believe my eyes: I have found a bunch of old screenshots on an ancient CD. First of all there were five additional screen shots from Project Deadland, an attempt to build an isometric tile engine in the style of UFO/XCOM.

But it gets even better: In 1995, two years before I wrote the Deadland engine, I was attempting my hand at an U6 style tile engine. That project was lost a long time ago, due to combined hard disk and floppy-disk failures. There was even a whole design doc for this one, complete with a worked out story and all. It was a really big setback to my game programming ambitions when I lost all of that. Still, it’s cool to have at least some screen shots – I had thought that none survived.

Attentive readers (Hi, Pedro) will probably notice that some of the tiles look a lot like the one in U6, and indeed that did serve as the basis for many of them. But already you can see in these screens that I was working on replacing them (the walls, for example).

Project "Deadland"

I have unearthed some memories from my early coding days. Back then, I was experimenting a lot with programming, inspired by the heroes of my day – the guys and gals who wrote all the fun games I loved so much. This particular project was named “Deadlands”, and it was basically my attempt at building a post-apocalyptic computer role playing game.

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