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Filed under: Game mechanics

The Digital Continuum: Can story supplant grind?

Filed under: Game mechanics, Opinion, The Digital Continuum, Star Wars: The Old Republic


Star Wars offers a setting with incredible chances at strong storytelling and it's for this reason I've been watching closely for any hints at the story elements in Star Wars: The Old Republic. This recent developer blog on the driving forces behind the Sith Inquisitor's tale really dug its claws into my mind.

Before now, I'd always assumed most choice elements within the story of any given class would be mostly binary. That was the easiest solution for BioWare, who has created quite the challenge for themselves with the premise of a full singleplayer storyline experience for each class within the game.

The Daily Grind: Would you play a single-player version?

Filed under: Culture, Game mechanics, Opinion, The Daily Grind

Whether we mean to or not, we get pretty invested in the online worlds we inhabit. It's a natural step to go from a single-player setting that's already gotten our emotional investment to a larger one (as proven by, oh, some game or another), but oddly the reverse happens far less often. We only occasionally see a game that takes the setting of an MMO and uses it as the basis for one person's adventure. This despite the fact that we're usually more attached to our characters than we are in a single-player game, since our avatars in an MMO are defined entirely by us.

Of course, part of this is the narrowing of scope, and part of it is the difficulty of marketing to people that they can take a break from their characters online to play the exact same character offline. But for the times when you don't want to log in and deal with assembling a group or competition for farming or any of the slings and arrows of playing online, it could be a nice diversion. What do you think? Would you like to have a single-player game based off of your MMO of choice, or would you rather that the online games you enjoy not creep into your single-player time?

The Daily Grind: Does viewpoint matter to you?

Filed under: Game mechanics, Opinion, The Daily Grind

While the ancestry of MMOs were played via text-only clients and thus didn't have to worry about it one way or the other, the modern generation of games has either a first-person view or a third-person view. (Experiments with a second-person view were briefly carried out via webcams, but it proved distracting.) And it can produce some passionate opinions on both sides, much like, well, every other issue about MMOs under the sun.

Proponents of first-person views are quick to point out that it's more immersive and forces a player to be more aware of the field beyond what they can see. It lends depth to the game, frees you from concern over needless aesthetics of gear, and it was how things were done back in the day of EverQuest. Proponents of third-person views, on the other hand, point out that it gives a better view of the world as a whole and is more responsive to controls. It lets you see the character you've sculpted, gives you a better sense of what's going on, and it was how things were done even further back in the day with Ultima Online.

So today, we ask you -- which do you prefer? Is a good first-person or third-person mode a must for you to consider the game, or do you simply prefer to play one way or the other?

Back to the drawing board for Warhammer Online's scenarios

Filed under: Fantasy, Game mechanics, Patches, Warhammer Online


When Warhammer Online promised to greatly streamline its scenario structure and remove several of its less popular ones with the upcoming patch 1.3.4, the response wasn't altogether positive. There was a definite concern that the game was trying to mitigate its difficult times by removing one of the most fun aspects it had, which sounds like a bad idea all around. However, the developers have clearly been paying attention -- after collecting additional feedback from players and receiving plenty of input from the test server, Andy Belford announced that the team was going "back to the whiteboard" for their plans on streamlining and removing scenarios.

While Belford makes it clear that the ultimate goal is the same -- to remove the unused and disliked scenarios and move the lower-tier ones that are well-loved to greater accessibility -- he also says that the team was getting clear input that they'd gone too far in the wrong direction. No dates are set, but a revised scenario setup and mass stability test is planned to go live sometime next week, hopefully with a better lineup. Whether or not you're currently playing Warhammer Online, it's always good to see developers paying close attention to what the players want.

The Mog Log: Starting new in Vana'diel

Filed under: Fantasy, Final Fantasy XI, Game mechanics, Guides, Leveling, Opinion, The Mog Log

Getting started with Final Fantasy XI can be rather daunting the first time. You might be lucky to have a friend right there holding your hand through the starting areas... or you might accidentally wind up vendoring several thousand gil worth of items because you didn't properly grasp how the auction house works. Or you might throw away a bunch of zinc ore because it's taking up too much space. Or you might put yourself on everyone's blacklist by accidentally locking your chat mode in /yell.

You can draw whatever conclusions you want about my early memories of the game. They're not pretty.

Assuming you've mastered moving, the basics of looking around in your inventory and interacting with NPCs, and so forth, it's not always immediately evident what you're supposed to do, what the best job for a starter character is supposed to be, and so on. Thus, for those of you newly interested in the game, we have a small guide on some of the less immediately transparent elements of the game. (For those of you who already know Sky and Sea inside and out, you can skip ahead to the end. I can promise there's something there.)

First Impressions: Global Agenda

Filed under: Sci-fi, Game mechanics, MMORTS, Global Agenda, Massively Hands-on, First Impressions

Global Agenda. This game has been successful in causing quite a stir on our website. It seems almost every single story we do on the game anymore turns into the inevitable "this isn't an MMO" debate. We've even tried to give the MMORTS part of it more of a perspective in past articles, but that's neither here nor there. This article isn't about the game or if it's an MMO -- it's about how this game plays.

So, is Global Agenda a worthy investment for the MMOer? Is it a worthy investiment for the FPS nut? Can a game that's a hybrid of so many genres work as well as its creators say it works? Those are all excellent questions and they're also questions that we're going to answer today.


Battle of the Immortals explains mounts and pets

Filed under: Betas, Fantasy, Game mechanics, Free-to-play, Battle of the Immortals

The pace of information released about the upcoming Battle of the Immortals is increasing, no doubt to raise anticipation for the game's swift-approaching beta. The most recent post on the official Perfect World Entertainment blog offers more details on the game's mounts and pets, which look to be an integral part of the game's structure and offer a few interesting twists on the features. Mounts, for instance, can be upgraded for increased speed... but each upgrade also allows the mount to learn new skills. The example given was of a mount that learned to teleport short distances as well as running, a helpful trick to be sure.

Pets, on the other hand, can be almost any monster encountered in Battle of the Immortals. Players will have the opportunity to turn a defeated enemy into a pet "every now and then," which is a bit light on details but suggests either a long cooldown or a limited-supply item. Each pet can apparently have their skills slotted for a variety of roles, allowing them to be viable in both PvP and PvE combat. There's a week left before the closed beta begins, so if you're interested, take a look at our closed beta key giveaway to start out early.

Mabinogi adds Shadow Missions

Filed under: Fantasy, Game mechanics, Previews, Grouping, Free-to-play, Mabinogi

Mabinogi, aside from having a bit of an alphabet soup name, is not a game known for holding things back until the next content update. If they can think of something neat to add in, they'll happily do so more often than not. So it's not exactly a surprise that with their upcoming Alchemist update, focused around (wait for it) the Alchemist, the game will be adding brand-new "Shadow Missions" as well.

Meant as a cross between regular party quests and dungeons, Shadow Missions are part of a new struggle against the nebulous Shadow Realm and the inhabitants of Erinn, Mabinogi's setting. The approach might feel a bit like the Skirmish system from Lord of the Rings Online, as you pick your mission from a message board in Taillteann depending on which of several types you feel like undertaking.

Once you've chosen a mission, traveling north from town lets you cross over into the Shadow Realm and take part in the battle, either protecting important figures or leading the siege against the dark inhabitants of the area. The official site has a small preview with a list of mission types for what looks to be an interesting addition to Mabinogi's gameplay.

New City of Heroes Mission Architect contest leaves everyone powerless

Filed under: Super-hero, City of Heroes, City of Villains, Contests, Game mechanics, News items

If there's one storyline that comic book writers love coming back to, and there certainly is, it's the idea of the main characters losing their abilities. Seeing whether or not heroes can overcome challenges without their gifts, or if villains are as dangerous when merely mortal, gives a lot of definition to normally superhuman antics. It's time for creators in City of Heroes to take on that trope, because the latest Mission Architect contest is all about taking the power away from the best-known champions of the city or the isles.

The contest, running until February 24th, requires an arc centered around a known figure losing their powers, be they hero or villain. If that's not enough to capture the feel, though, the arc is meant for the lowest possible level band of 5-10. There's also a brief reminder that part of the goal is to stretch one's legs, and that the best arcs will likely incorporate features not generally found in low-level content. As with the prior contest, the prize is a permanent title and a potential Developer's Choice pick for the arc, so City of Heroes players should start thinking about what would be a fun way to be unempowered.

The Daily Grind: What would you like streamlined?

Filed under: Culture, Game mechanics, Opinion, The Daily Grind

It's not a secret that several bloggers around these parts are enjoying some quality time with Mass Effect 2, a game that's made a few ripples for massively streamlining the entire RPG experience. Superfluous elements like inventory management and sprawling urban areas are excised in favor of a clean yet satisfying sequence of events. On paper it almost sounds as if the game has been gutted, but in play it feels just as full as the last course.

On the flipside, Warhammer Online's streamlining of processes has more than a few people up in arms at the perceived depletion of the game's most interesting content. While we're all familiar (or hopefully familiar) with the basic design guideline of KISS, the argument is being made is that Warhammer Online is simplifying to the point where the fun parts of the game are obliterated.

Needless to say, there's a happy medium to be found, and we can all think of at least one aspect of a game that received some much-needed simplification. What part of your preferred game could do with a solid sweep to get rid of unnecessary complexity? Similarly, what complicated part of the game should remain like it is rather than be slimmed down?

A Mild-Mannered Reporter: Death to the warehouse map!

Filed under: Super-hero, City of Heroes, City of Villains, Culture, Game mechanics, Endgame, Opinion, A Mild-Mannered Reporter

If you've played City of Heroes from levels 1 to anything, you already know the map I'm talking about. The more levels you've been through, the more you've seen it. Heck, you probably knew exactly what map I was talking about just from the subject line, because... well, it's the warehouse map.

As I was thinking about this week's column, I was trying to figure out why it is that City of Heroes gets criticized as often as it does for being "repetitive." I'd gladly concede the point, but the follow-up question becomes, well, what's so inherently different between the gameplay here as opposed to World of Warcraft, or EverQuest II, or Lord of the Rings Online, or even Dungeons and Dragons Online? How is killing X of critter Y for questgiver Z in any way less repetitive than punching the Fifth Column around for the hundredth time?

But with the recent addition of Melissa "War Witch" Bianco as lead designer, with her promises of "more content," I formed at least part of an idea of why that pointless accusation will not go away. And I believe the blame can be laid squarely at the feet of that stupid warehouse map.

How consistency softens the grind

Filed under: Culture, Game mechanics, Opinion

"Grind" is on the verge of becoming what "nerf" already is -- a word thrown around so frequently and with such broad possible meaning that it's essentially meaningless. After all, the word now gets used for any part of a game the player finds boring and repetitive, rather than the process of repeating something over and over. It's the latter meaning that Kill Ten Rats discusses with an intersting thesis -- we don't mind a grind so much as we mind one we can't advance without breaks.

Using the Guild Wars Wintersday redux as an example, the point is made that the holiday events are a straight-up grind -- but they're a constant one that you can pick up and start with no downtime, then stop whenever you want. Lord of the Rings Online and World of Warcraft have both taken the same approach with Skirmishes and the Dungeon Finder, taking the slow march to being ready for an instance out of the equation.

It's an interesting idea, that what we really dislike aren't the grinds but being stuck unable to make much progress in them. If you tend to think that grinds are the worst thing in MMOs today, it might be an opportunity to re-examine that stance.

The Daily Grind: What's your best speed record?

Filed under: Culture, Game mechanics, Leveling, Opinion, The Daily Grind

At the core of most MMOs is the unspoken assumption that most things in the game can be completed by anyone, given enough time. But we gamers really don't work that way. With a higher level comes a sense that you're advancing into higher tiers than your fellow players, and the process is undeniably addictive. Star Trek Online has just released, and it's a safe bet that you're working to get your ship and crew built up as fast as possible, which might raise the question for some of why it took Picard seven years before he picked up a new ship.

Even if you don't try to race for the ceiling every time the game raises the cap or goes live, there are doubtlessly tasks you've worked down to a science, quests or grinds that you blew through faster than you thought possible. Today we ask you what you consider your personal speed record. Was it leveling, crafting, working through a band of content or storyline, or even just a really quick jaunt through dangerous territory? Could you do it again if you wanted to? Was it something you were trying to do, or just a lucky collection of circumstances?

Massively's Black Prophecy Q&A: Mission Systems

Filed under: Sci-fi, Game mechanics, Interviews, New titles, PvP, Quests, PvE, Massively Interviews, Black Prophecy


Massively has been following the development of the sci-fi MMO Black Prophecy very closely, and was pleased that the title's developer Reakktor Media wanted to do a series of focused Q&As with us on several aspects of the game. Our last such Q&A started at the beginning with character creation, but in our second installment of the Black Prophecy interview series we discussed the game's mission design. To that end, we posed some questions to Lorenz Dames, the Lead Game Designer on Black Prophecy.

Lorenz explained a great deal about how Reakktor is approaching solo content vs. group-oriented gameplay. He also told us how Reakktor Media is merging the completion of mission objectives with dogfighting your fellow players through PvP missions, where other players will try to counter your efforts to complete goals. Our interview should provide Black Prophecy fans with a solid overview of the game's mission design, which will be an essential aspect of the sci-fi MMO's gameplay.

Balancing realistic physics with fun in Black Prophecy

Filed under: Sci-fi, Game mechanics, New titles, Black Prophecy


The latest info about the sci-fi MMO Black Prophecy, currently in development at Reakktor Media, comes in the form of a series of dev blogs from the game's Technical Director, Cyrus Preuss. As with his two previous blogs, Cyrus gets down into the nuts and bolts of how the game's physics work, which may be of interest to those who'd like to know more about the underlying systems that will govern Black Prophecy's space combat.

His rather technical dev blog is all about interaction with the physics engine. It especially deals with balancing the realism that some players want with the need to throw aspects of that realism to the wind, in favor of game mechanics that are simply more fun. He also discusses how the physics engine will relate to space stations, capital ships, and weapon physics. Black Prophecy fans interested in this kind of a look at the game can read all about it in "Interaction with the Physics Engine" on the game's official site.

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