Showing posts with label Sony Online Entertainment. Show all posts
Showing posts with label Sony Online Entertainment. Show all posts

Wednesday, May 20, 2020

The Long Run of Fippy Darkpaw

The promised final post of the Fippy Darkpaw server era.  The server merges started yesterday and so the Fippy Darkpaw server has been merged into the Vox server as part of the server merges Daybreak announced back around the anniversary.  Having launched back in early 2011, its long run is finally over.

Classic Fippy Darkpaw

Back in late 2010 SOE told us that they were going to go down the nostalgia path.  This wasn’t the first time they had done this, having tried this with The Combine and The Sleeper back in June of 2006.

It always seems a bit crazy to me that they were already headed down that lane fourteen years ago.  Prophecy of Ro was the current expansion back then, with The Serpent’s Spine in the offing, and they were still rolling out two expansions a year.

Then again, they waited almost five years before they tried it again, this time with the Fippy Darkpaw server.

Fippy announcement back in the day

And, like its predecessor, Fippy Darkpaw was so popular at launch that they had to roll out another server to keep up with the demand.

This was the precursor for the current Daybreak era.  Back then they seemed to believe that you could only play the special server card every so often, so they left a lot of time between launches.

They also had a lot to learn about promoting these servers.  One of my complaints about the Fippy Darkpaw era was that they launch it and then pretty much ignored it after that, save for the announcement of expansion unlocks.

This was also the racing era where the next unlock vote was dictated by how soon the leading raid guild finished off the content of the current expansion.  We still had to vote, but you had to be at the level cap to cast your ballot, so the raiding guilds ruled… at least until we go to the Gates of Discord expansion.

SOE did seem to have some plans to track the server progress graphically, with an expansion unlock status bar on their web site along with an objective tracker below.

Luclin Now Open

Perhaps they felt that the tracker would be a substitute for actual GM attention or announcements.  It was better than nothing… until it stopped working and then it was like the server didn’t exist.

SOE was a bigger company then and, we have a sense after the fact, that the game was being pulled in multiple directions.  It wasn’t until Daybreak forced the team to slim down (every year) and the Holly Longdale faction won out that some serious effort was put into the retro and special server idea.

And, lo and behold, they discovered that you can do something every year and it will attract both new players and old.  So it is this year.  While Fippy Darkpaw is going away, two new servers will be launching next week to carry on the tradition and follow in the path of The Combine and Fippy Darkpaw.

Now it is time to wrap up the history of the server.  I have, at times, tried to maintain something of a server timeline.  Initially it was just expansion completion and unlocks, but I injected some of the other things that were going on during its run.

So it goes.  I’ll have a post about my own time on the server later.  But for now we bit farewell into SOE’s second nostalgia experiment.  Long may the idea prosper.

Wednesday, November 13, 2019

EverQuest II at Fifteen and the Memories of What Could Have Been

I am sure I’ve told this tale before… probably several times… but playing EverQuest II back at launch was really a last minute decision for me.  Meclin… or Gaff… or Rarik…  or whatever I call him these days… Tim I guess… with whom I had played Sojourn/TorilMUD on and off for the previous decade, was suddenly taken with the idea of playing EverQuest II.

An ad for EQII from the August 2004 issue of Computer Gaming World

I hadn’t really been paying attention.  I’d stopped playing EverQuest for a variety of reasons, gave my account to a friend who still played and was doing some multi-boxing (they never changed the password, so I checked back on that account and found all my chars deleted), and basically played single player games or online match-based games like Delta Force and Battlefield 1942.  I knew some people who played EQ or DAoC, but I wasn’t interested.  I had neither the time nor the inclination.

TorilMUD revived itself, after having gone missing for a stretch, in early 2003 which got some of the people I knew back together.  I dove back into that and for one last stretch it became my main game.  But after getting to level cap and getting into a guild and doing zones regularly, word started to get around about EverQuest II.

There was a strong tie between TorilMUD and EQ, with TorilMUD having been the home of a number of EQ devs, including Brad McQuaid, and having served as the basic template for EQ.  A lot of early EQ, from classes to the death mechanics, were rooted in TorilMUD.

So with an new EverQuest coming, it was natural for people to be looking into it.  Not me however, I wasn’t feeling any sort of itch.  Tim though, he was listening to the reports on the new game.  He even passed me a write up somebody had done in beta.  He wanted to get in on the new game, and all the more so since he missed out on early EverQuest.  So a bunch of people from our guild… him and Chandigar and Pril and Oteb and a few others… got on board with playing EverQuest II at launch.

Or almost at launch.

We didn’t get there for the first round of servers.  But the team at SOE had a plan for launch that included bringing new servers online as the current ones filled up.  So we joined in with the launch of the Crushbone server on November 13, 2004, fifteen years ago today.

My earliest screen shot of EQ2 – Nov. 14, 2004

We got in, got through the Isle of Refuge, made it to town, and eventually formed a guild the next day.

Our guild on Crushbone

The guild was a mix of TorilMUD players and some EverQuest players that included a friend of Tim’s.  We all joined together and became the Knights of the Cataclysm.

The EverQuest II lore is based on a cataclysm, the breaking of the moon that rained down debris on Norrath, sundered the lands, broke up continents, reworked the landscape, and basically provided a way to start from scratch to a certain extent.

The game, heir to EverQuest, the reigning champion of the fantasy MMORPG genre with more than 550K subscribers, was expected to carry on the tradition of the original.  The headline of the review by Jeff Green in CGW was The Once and Future King!

Unfortunately, cataclysm proved to be something of an apt metaphor for the game.  There was a lot wrong with it at launch.  For openers, the systems requirements were way too high, something that prevented much of the EQ base from even considering migrating to the new game.  And that migration was clearly central to the plan at SOE.

There were also a myriad of bad assumptions, bad features, and last minute changes… the game was already a year or so “late” so the need to launch seemed to be driving much of the process at that point… that hamstrung the game.

Some of it was self-inflicted.  There has long been the tale about how the EQII team felt they had to steer away from the original game and create their own lore.  Crafting, which had been its own class during the beta, because a sub-class for players, though retained the same advancement structure.  What it also retained was an overburden of complexity and interdependence between the professions.

Adventuring classes had the odd archetype system, where you chose fighter, rogue, cleric, or mage up front, then specialized at level 10, then again at level 20, at which point you were finally at your final class.  But there were really too many classes and too many races and not enough character slots (just 4).

Grouping was pretty much required if you wanted any sort of smooth ride while leveling.  Some zones were locked behind group quests, though only if you wanted to go there before a given level.  Afterwards you could just walk in.  And somebody at SOE had given too much ear to people complaining about twinking in the forums, so a lot of spells could only be cast on groups members, others had pitifully short duration, and some spells combined both.  Gone were the days of casting Spirit of the Wolf on grateful lowbies.

And then there were the core issues, like zones.  The market was moving towards the seamless world idea, but EQII still had you zoning.  And there wasn’t even the illusion of a single world as with EQ.  The place was chopped up into disconnected areas that you visited via a portal or a bell.  I am sure that some problems were solved with this approach, but it left the game feeling less like a world.

Add in the graphics, which were not bad if you had a rig that could display them, though the color scheme tended towards muddy, but when you did crank them up went a little too far into the uncanny valley when it came to characters, and the seeds of discontent had been sown.

Meanwhile the gaming market itself had changed.  When EverQuest launched in March of 1999 there were other MMORPGs, but they were pretty different.  Ultima Online had its isometric 3rd person perspective.  Meridian 59 was all about PvP.  When Asheron’s Call showed up it had a different advancement philosophy.  These were all distinctively different titles.

By late 2004 more games had appeared in the genre.  Dark Age of Camelot talked about being like EverQuest with PVP but without the “suck.”  There was already news coverage for other competing titles.  Guild Wars was in the offing.  Brad McQuaid had already left SOE with some of the original EverQuest crew and Vanguard: Saga of Heroes was vying for the successor to Norrath title.  And, of course, there was that title from Blizzard that was getting lots of coverage.

And so the cataclysm metaphor seemed apt.

Not that it was all bad.  The game’s housing system, and how well integrated it was to the game, including a trade profession dedicated to building furniture, still stands apart from any other MMORPG I have played.  Its free form decorating and the ability to hang trophies from your adventures on your wall, as well as being your in-game store front, worked very well.

As a group, as a guild, we stayed mostly pretty dedicated to the game for almost a year.  But we were something of the exception rather than the rule.  People who did not feel at home in the new world often went back to EverQuest.

But in a couple of weeks after we first logged in World of Warcraft launched, and a lot of people who didn’t go back to EverQuest moved on to WoW instead.

SOE knew they were in trouble pretty quickly after WoW launched, and the game started changing to adapt.  We got little quills and books over quest givers, the EQII version of the big yellow exclamation mark and question mark in Azeroth.  Trade skills got revamped.  We got offline selling.  The emphasis on grouping being a requirement after level 20 or so was relaxed somewhat.  A lot of those group encounters in the Thundering Steppes were made solo encounters.  Buffs got saner timers.  Travel was tinkered with.

Meanwhile, the SOE mania with more content lest we all leave… EQ was well into its “two expansions a year” era… meant that an expansion popped up before some of us were at level cap.

Within a few months people started to fade away.  On guild coms people were pining for Vanguard, which they were now sure would be the real EQ successor.  I went off and tried WoW. came back for a while, then a large portion of the TorilMUD faction in our guild went to WoW together, settling on the Eldre’Thalas server where I still play some of the characters I rolled up back then.

And now here we are, fifteen years down the road, and the game is still there.

As their splash screen proudly declares… though that is the original EverQuest box art

It has been updated, changed, and re-arranged over the years often, but not always, improving the game.  It still gets a new expansion every year, which is a lot more than many games in the genre get.  People still pine for an alternate universe where WoW never launched, but I don’t think that would have made the game any more popular.  It was a mess at launch, but has matured over time, so that the game today plays differently than it did way back when… though there are too many damn skills still.

Oddly, I think the fact that the game has changed so much, mostly for the better, is one of the reasons that the whole progression server idea isn’t nearly as popular for EQII as it is for EQ.

In EQ the old locations mostly look about the same.  Okay, they updated Freeport, but Qeynos and Faydwer still look as crappy as they did back in 1999.  Even if the progression server isn’t a pure 1999 experience, you can squint your eyes and pretend an mostly feel the nostalgia burn.

But EQII?  How the hell does Daybreak even begin to simulate the chaos and dysfunction that was early EQII?  So much has changed that there is no going back to 2004.  There simply aren’t enough free resources at Daybreak to re-create the original game.

Friday, September 27, 2019

EverQuest Progression Servers vs WoW Classic

For the last few years one of the key arguments to my mind in support of the idea of something like WoW Classic were the progression servers that SOE and the Daybreak rolled up for the EverQuest community over the years, starting back in 2007 with The Sleeper and The Combine.

A splash screen of many expansion splash screens

There was a lot to be learned from even that first rough run, including the idea that it might be more popular than expected requiring the company to roll out another server.

After running lukewarm-to-cold on the whole special server idea during the SOE years, where they would launch with some fanfare and then never mention the servers again in any official capacity, Daybreak has turned the special server nostalgia thing into a part of their ongoing business plan.  When Holly Longdale says that EQ has more players in 2019 than it did in 2015, it is in part due to the cottage industry for Norrath nostalgia they have created.

So now Blizzard is in the nostalgia business with WoW Classic, and is clearly seeing some success from having done so.  But it is interesting to see the different paths Daybreak and Blizzard took to get to their respective positions, both in how the went after the idea and how their respective games evolved over time.

The Classic Splash Screen

The idea for this post came via a comment from Bhagpuss on the post where we were having trouble finding a definitive answer on the functionality of meeting stones.  He noted that information about mechanics in WoW Classic were not as readily available as they were for Daybreak’s games.  While places like WoW Head have been able to recreate WoW Classic versions of their site with quests and locations pretty well covered, they are not quite complete as we discovered.

Meanwhile, if you start digging up stuff on EverQuest you will find old articles, often not updated for a decade or more, are pretty spot on, both for live and progression servers.

Part of this is, of course, due to how SOE and then Daybreak approached the nostalgia idea.  While Blizzard set out to recreate the 2006 experience running in its own version of the client, an EverQuest progression server runs on the same client as live and draws on the same assets and resources.

This was no doubt due to a few reasons, with a lack of resources being at the top.  Blizzard has the personnel and the budget to create something like WoW Classic while the EverQuest team hasn’t had that sort of opportunity since the early days, at which point it probably seemed like a silly thing to take on.  The team was cranking out two expansions a year for quite a stretch, and expansions made money and kept people subscribed.

There was also something of a lack of commitment to the nostalgia idea.  While I give SOE props for even getting into it back in 2007, just eight years after EverQuest launched, it wasn’t until well into the Daybreak era that the company really took the idea seriously, that resources were dedicated to make the nostalgia server idea a thing and address some of the problems that the fans had been complaining about since the first round of them.

But SOE and then Daybreak were able to get away with their half-assed approach to progression servers largely due to the way the game have developed and evolved over time.

The thing is, if you log into an EverQuest live server today you can wander around a lot of old zones that have remained pretty much untouched since they were launched.  The EQ team has released expansion after expansion, adding zone after zone, while never doing anything to really reform or consolidate the world.

Yes, there is the Plane of Knowledge, the travel hub of Norrath, and SOE updated a few old world zones like Freeport, but a lot of content was just left where it was dropped and rarely looked after again.  Somebody might add a new zone connection for another expansion, and a few places got a Tome of Knowledge added to get people to the Plane of Knowledge, but for the most part if you wander through old zones they look like they did back in the day.

And you can add to that the fact that the team didn’t go hog wild on revamping classes with every expansion.  If you roll up a warrior on a live server or a progression server, they still start with the same old skills from back whenever.  Spells got a bit of a revamp, losing the every five level aspect at some point, but otherwise you still get Spirit of the Wolf at about the same point you got it in 1999 or 2007 or 2011 or 2018.

In that environment where you haven’t really added a bunch of new stuff to the old zones, where classes are about the same now at level 1 though 20 or 50 as they were back in 1999, where content has been delivered in nice little stand-alone silos, a company can get away with a low effort, same client nostalgia experience.  Fippy Darkpaw is still running at the 1999 gates of Qeynos. delivering his line, over and over again.  So they can fiddle with some toggles about which zones you can access and play with the experience slider and call it a day.

Yes, there is Project 1999 and the purist attempt to really recreate every little detail of the original game. (They have a new server coming too.)  I admire the effort, but it does feel a bit like a niche of a niche, the desire to get back the entire experience.  Daybreak delivers about 80% of the experience already in a… I was going to wite “modern client” but let’s not be silly… supported client that gets updates on servers that get a lot of traffic.

Compare this with Blizzard’s lot.

The elephant in the room is the Cataclysm expansion, which redid the old content, updated the old world to allow flying, and added zones that adjoined to classic zones, and basically stirred the pot radically.  This is ground zero of the “missing old content” movement.

But that is only the most stark example of change.  Blizzard stirs the pot with every expansion.  Occasionally I see a call for “WoW 2.0″ and I laugh, because we’ve been there already.  The Burning Crusade was literally WoW 2.0, and while its changes were not as sweeping as Cataclysm, the game changed the day it dropped, as it did with Wrath of the Lich King and Mists of Panaria and so on and so forth.  And while Blizz gives us a new city to hang out in each expansion, it also pushed to keep us in Stormwind and Orgrimmar as well, with portals to ease getting back and the auction house to serve as a draw.

I have written about how the hunter in WoW Classic is so different that retail, but even the simple classes have seen change.  Compared to rolling a warrior in EverQuest today, rolling one in retail WoW is nothing like the 2004 or 2006 experience.  You go through different content with skills that work differently up a different skill path to unlock different talents on a different talent tree.

In that environment there is no cheap way out to create anything like a vanilla WoW experience.  You cannot half-ass an attempt to test the water, you cannot just roll out a new server with only the level 1-60 content unlocked, because that 1-60 looks different, plays different, and for the most part is different.

I think this is why, as Bhagpuss noted, that some info is just difficult to find about WoW Classic.  With Blizzard shaking up the game and every class with each expansion, there hasn’t been the sort of static, almost sedimentary, layers of development the way there was with EverQuest over the years.  Fifteen year old articles at Allakazam are still relevant because SOE and Daybreak laid down some content and moved on.  Blizz doesn’t play that way.  Blizz changes the whole world, touches most everything, in a regular ~24 month cycle.  There was no simple path back to vanilla because it was so well and thoroughly gone.

And so we got Blizzard pushing off the idea of vanilla WoW and things like J. Allen Brack’s now infamous line for at least a decade.  I was already referencing calls for “classic” Azeroth servers back in August 2009.  Private servers offering a vanilla experience were already pretty common seven years back when I dabbledwith the Emerald Dream server.  But for Blizzard to get there required such commitment that it was only after retail kept sagging that they decided to play the nostalgia card.

Daybreak got their imperfect nostalgia merely due to their rather silo focused content delivery.  Blizzard got more perfect nostalgia but had to rebuild it as a new client due to their propensity to change the world.

I suppose the lesson to take out of this is to plan for nostalgia… at least if you think your game is going to run 15 or 20 years.

Friday, March 15, 2019

Reflections on the Eve of the 20 Year EverQuest Anniversary

I was dreamin’ when I wrote this, so sue me if I go too fast
But life is just a party and parties weren’t meant to last

-Prince, 1999

What to say, here at the 20 year mark of the game?  There is so much emotion and history all packed around the game, the way it has changed, how the company has treated it, how the players have held onto it, and where it stood in the context of the different times along its twenty year life.

EverQuest stuff I have about the house

I’ve told the tale many times before how hearing about EverQuest through the people playing TorilMUD, some of whom were developing EQ.  I’ve mentioned passing up on the beta.  And I’ve recounted how, on March 16, 1999 I stopped by Fry’s on the way home, picked up a copy, got home, installed it, and was instantly hooked.

It was like no other game I had ever played.  The heavy influence of TorilMUD was clear to me, but that added just a touch of familiarity to help seal the deal.  But EQ was different all the same.  In having to adapt to a 3D world, much had to change.  And it was the open world, the misty edge of Qeynos hill, the far reaches of the Karanas, the dangers of Blackburrow, the sewers under Qeynos, and the fact that the place was full of other people that made it new and different.

But here we are at the 20 year mark and I decided to dig around to see if I could come up with something new to add to what I may have written before.  The blog has been around long enough that I have posts for the eighth, tenth, thirteenth, fifteenth, and other anniversaries.

A splash screen of expansion splash screens at 17 years

Me dispensing a few words about Norrath on March 16th is about as reliable as the Queen’s Christmas Message.

Honestly, for a game I have barely played very much over the life of the blog… save for that burst of activity around the Fippy Darkpaw Time Locked Progression server back in 2010… I have a lot of posts about it.  It was, at the last accounting, the fourth most common category on the blog, and it doesn’t even get a boost in its count from the month in review posts.

Chart celebrating 15 years

Anyway, I hit upon the idea of maybe dredging up some context for the time around the game’s launch.  After all, in my brain one of the great divides in the world is before/after the launch of EverQuest.  In its way, it changed everything.

Remembering my Computer Gaming World time capsule post from late last year, I got it in my mind to go check out the March 1999 edition of the magazine. EverCrack is what they called it back then and they couldn’t open up servers fast enough for a stretch.  It had 200K players before the year was out.  It must have been a big deal, right?

The archive site was up and running so off I went.

There was nothing on the cover of the March 1999 edition, but it must have gotten a mention inside, right?  Or maybe not.  The .pdf archives are scans of the magazine, not text, so I couldn’t do a search for the name, but there was naught to be seen.  Even the Pipeline section, which tracked the game release schedule didn’t have an entry for EverQuest. (But Duke Nukem Forever was listed, with TBD as a target.)

Well, in the magazine business the date on the cover generally represented the expiration date, so a March edition might represent copy from January or early February at the latest.  So I went to April and May.

Nothing there.  No mention.  Not even ads. (There is an advertiser index at the end of each issue at least.)  Come June there had been enough lead time that EverQuest starts to show up in the listings of the mail order software ads at the back end of the magazine.

And it wasn’t as though their audience hadn’t heard about online games.  The sporadic user popularity poll (in going through the archive it felt like a few different people put CGW together so things appear or disappear from one month to the next) had Ultima Online and Merdidian 59 on the list in April of 1999.

April 1999 RPG Chart

It wasn’t until later in the year that EverQuest started to get mentioned, though in one issue they refer to the company running it as Sony, Verant, and 989 Studios in three different places.  Things were complicated before it all got rolled up as SOE.  There is a column in September 1999 issue (spurred by a mention of the topic in Time magazine) about the sale of virtual goods.  There is even a Brad McQuaid quote in that about virtual worlds.

EverQuest doesn’t even get a mention on a CGW cover until June of 2000 (EverQuest Expansion!) and doesn’t rate its own cover until the December of 2001 issue, to coincide with the Shadows of Luclin expansion.

Firiona Vie in all her mounted glory?

By that point the game was past 400K subscriptions and was the king of the still fresh MMORPG genre.  Certainly SOE didn’t buy their way into that coverage, as there still wasn’t an ad for EverQuest in the magazine.

But the real irony here is which game got the CGW cover the month before.

World of Warcraft hype three years early

That’s right, more than two and a half years after EverQuest launched and more than three years before it would launch, World of Warcraft was the cover choice for the magazine.

I realize that CGW wasn’t the be-all end-all of computer gaming magazines.  PC Gamer managed to get an EverQuest review in by June of 1999.  MetaCritic has some other early reviews noted, so there was some traction, though not as much as you might imagine.  But the CGW archive is handy and looking at the covers and reviews, they were clearly keen to cover anything that might be popular.  There are a lot of familiar games in those pages.

But it is a reminder that EverQuest wasn’t the hot property at launch that some part of my brain thinks it was.  That popularity came later.  While I remember going to Fry’s to buy it the day it launched, I cannot remember how I knew that was the day.  I was aware of it through the TorilMUD connection, so maybe that was it.  And its growth over the first few months was very much a word of mouth affair.  I played on the first night, then came into the office to tell some co-workers that they had to get this game.  They then spread it to other friends.  Eventually it came around and I would run into people and find that they were playing already.

A Nine Year Timeline for EQ

After a while the game started bubbling up other places, it started being called EverCrack, virtual worlds and virtual economies started to be a topic of discussion, and songs about lost corpses started to make their way around the web.

1999 EverQuest Trivia

It was different for later games from SOE.  You can see PlanetSide mentioned on that EverQuest cover.  Star Wars Galaxies started getting mentions in CGW well before its launch.  And come the EverQuest II launch in 2004, there is a scantily clad Antonia Bayle on the cover of the December edition, along with a six page ad spread inside (plus another two page marketing co-op ad from nVidia and a two page spread for Star Wars Galaxies).

EverQuest II on the cover of CGW – December 2004 Issue

Jeff Green was in there with coverage of the game titled The Once and Future King.

If only.

By that point MMORPGs (and gold sellers) were well represented in the CGW ads, with Dark Age of Camelot, Saga of Ryzom, The Matrix Online, City of Heroes, and a little game called World of Warcraft all represented.  There is some irony in how the magazine’s focus turned around, with WoW getting a cover before EQ, then EQII dominating the launch cycle coverage against WoW.

But SOE arrived there, with the assumed natural heir to dominance in the MMORPG genre, because of the way EverQuest took off.  EverQuest and Norrath are the natural foundation of the house that Smed built.  EverQuest remains viable and expanding 20 years later because of what it sparked in so many people back when it launched.

Ultima Online came first, EverQuest II looks better, World of Warcraft took the crown, but nothing so far has sunk what EverQuest started back then.

Maybe some parties were meant to last.

And speaking of lasting, this also happens to be post number 5,000 on the blog.  It seems fitting that it should coincide with the EverQuest anniversary.

Others on the topic of 20 years (I’ll be returning to that first link in another post):

Sunday, December 9, 2018

How Various Studios Deal with Problems

I’m not sure where this post started, but it assembled itself at one point a few months back and then sat in my drafts folder.   I looked at it again earlier this week, added the entry for Activision, and scheduled it for release it into the wild today.

Electronic Arts

There is no problem, the customers like it just fine.  Look at how much money we made initially.

*way, way too long later*

Okay, now that you’ve set the building on fire, sales have tanked, our company is being lambasted in the general press, and the government is saying that they may investigate us, perhaps we can look into finding some sort of solution.  But we admit no wrong doing.

Blizzard

There is no problem, things are just fine the way they are.  No, you don’t want the changes you’re yelling about.  We designed this, we know it is good.  Really, we know better.

*endless forum threads and editorials later*

Fine, have it your way, we’ll give you your feature.  But we’re going to delay it and we’ll make you work for it.  Also, we’ll make sure it doesn’t work all the time.

Activision

Yes, our numbers totally depend on an annual Call of Duty release, but we can smooth out that cycle!

*Gets on phone to Irvine*

Blizzard, stop worrying about quality and start making mobile games!  Also, put Call of Duty on your launcher!

King

We can’t live on Candy Crush Saga forever…

*releases half a dozen mobile games that go nowhere*

Crap, get some more levels out for Candy Crush Saga!

Sony Online Entertainment

We’re proposing to break the game and ruin all your fun and maybe sell your offspring to another company.  We talked about it in a conference room for a few days, so we’re pretty sure this is the right decision.  It was really, really convincing on the white board.  We didn’t run it by anybody, we just came straight from the meeting where it was decided and announced it.  So all good.

*one small riot later*

Wait, you don’t want any of that?  How strange.  Okay, we won’t do it then.

Daybreak

*sound of crickets*

Okay, we’re shutting this down and laying some people off, go away!

*sound of crickets*

CCP

We have listened to your feed back and determined that this upcoming new feature is not exploitable.

*update goes live*

Crap, you exploited it anyway… and in so many ways…  you are horrible, horrible people… let me get the band-aids.

Valve

Yes, we hear you.  We know we have a problem and we have a policy that will totally fix it.

*two beats too many*

Oh, and we might need to build something to support that policy.  But we’ll get to that later.  Also, the policy has a glaring loophole and we aren’t really following it.  Hey, is it time for another sale already?

Rockstar Games

Well, we released GTA V, what should we work on next?

*five years go by*

Cowboys again?

Riot

We are hardcore gamers, but we’re against toxicity and are masters at playing gay chicken.  Wait, no, scratch that last part.

*stands in front of “No Gurls” sign*

Equal opportunity.  Yeah.

*handed pink slip*

#@%&*!!!