Competitive or Casual: Outro
Crucible is shutting down. Some guessed this would happen from the start and some hoped it wouldn’t; but most aren’t surprised. I’ve been concerned for a while now about the direction the game was headed. Though the delineation between “competitive and casual” isn’t perfect I see it as a way to make sense of what’s gone down. Little, and big, decisions were driven by these two ideas but when they were at odds with one another appealing to new players and retaining them took precedence. This isn’t surprising considering more players playing more often would ideally lead to more profit. But it backfired.
The other issue was that they often shot themselves in the foot when it came to foresight. A long line of little missteps added up and it’s easy to look back and point these out. They developed a great game but it felt like there was a lack of online gaming sense. Let’s start at the beginning.
Communication: The backlash started with the lack of in-game coms. No voice chat, no text chat, and a minimal ping system shocked players on release. It wasn’t that people couldn’t figure out the game or how to work together it was the fact that these features are standard in online games. How did they not see this coming, especially as a MOBA style game where teamplay is crucial? They put their efforts into adding voice chat though competitive players were already using Discord if they really felt the need.
Objectives: Originally
there were all sorts of cool objectives. Essence eruption and “the football”
were my favorite. Stomper herds and stomper “hordes” used to spawn randomly
around the map which was a decent way to farm essence and get back in the game.
They completely dropped these at some point which forced everyone to brawl over
harvesters usually when one team already had an XP advantage. With the last patch
they put one objective in the middle of the map. This took away from the play/counterplay
of capturing one or the other objective and if it was a damage, regen, or
upgrade amp you were kinda screwed. Luckily they reintroduced stompers (and
dropped early kill XP) but they were now in fixed locations. Having unchanging respawn
points, objectives, and only one hive up at a time did make it easier to figure
out what was going on but, to me, it took away from the “chaos and unpredictability”
Crucible promised.
Matchmaking: Whatever algorithm they were using for matchmaking was at worst useless and at best frustrating. It seemed like account level was never factored in. Four 200 account level players would get matched against four 50 account level players repeatedly. What was annoying was that it looked like teams could be evened out by putting some of the veterans with the brand-new players. It’s wasn’t fun being the “stomper,” dare I say, nor is it fun to be on the other end. This was the nail in the coffin for competitors and casuals alike. Smurfs started to pop up which put more kinks in the system. Real smurfs, like, people would give up or not even play against them if they knew it was them (you know who you are 😉). At the same time there was as much anonymity in clicking “hide player name” as there was in creating second accounts, being such a small community.
Have I been scathing? Yes. Have I expressed unpopular opinions? Sure. Have I captured the whole story? Absolutely not. The lens of “competitive or casual” and “foresight” is my take on Crucible. It’s how I’ve tried to make sense of losing a game that I truly enjoy.
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