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Good Morning, PAX

PAX starts today, and of course I am on the wrong coast.  There should be a lot of great information flowing out of the last big convention of the year.  Guild Wars 2 is running another set of demos, but unfortunately will not have a live stream like they did from gamescom.  They will, however, be constantly updating the website and doing live Tweets of events throughout the weekend.  The best place to follow all the news is at Guild Wars 2 Guru’s megathread.  Also, I will sell a portion of my soul to anybody that can get me a Guild Wars 2 t-shirt!

I’ll be watching other new from across the MMO board as well, but hopefully Syp will have a great breakdown as he will be there.  Hopefully this year everybody has built up their Vitamin C caches.  Have fun to all attending!

–Ravious

Unique Mechanic

Is it just me, or do the unique class mechanics stand out more in Warhammer Online than in most other games? The more I reflect on it, the more I see it in other games, but it just seems more prominent in WAR.

By “unique class mechanic,” I mean the special feature that guides many of a class’s skills/abilities. (They are not truly unique in WAR, because one class on each side has it.) The orc and elf tanks tier up, the chaos and dwarf ranged DPS summon turrets, and the human and dark elf healers have an energy pool they can refill with melee combat. The mechanic mattered to different degrees based on your class and spec line; it never felt all that exciting on my chaos healer, while my dwarf ranged DPS had turret- or gun-improving talent options.

My unsubstantiated feeling is that the earlier in the design process that the mechanic was added, the more vital it feels. City of Heroes gives every class something special, but it does not feel terribly special. City of Villains mechanics do feel special, because the classes are built around them. Brutes, Stalkers, and Dominators are defined by their special mechanics. Blasters and Defenders? Eh, it’s a bit of a bonus.

You get a reset on that timer if you completely re-do the class. Then you can re-build around a new core. I expect a bit of that to happen in Cataclysm, so that there is less feel of “mana or something slightly different,” although you do get rather different effects from bars that build up during combat and those that empty out. Or I could be completely wrong, because what do I know about WoW, but you have certainly seen classes re-done so that they fulfill the same role with radically different mechanics.

Unique class mechanics create additional balance issues, but for the moment I am wondering which I would prefer: designing classes entirely around the mechanics or just using them as a bit of flavor on whatever else they would do. There is a delicate balance in the latter, sometimes done well with race: if you can be a dwarf cleric or an elf cleric, you want there to be some interesting difference in how they play without making it an effectively forced choice because one race synergizes so well. “Sometimes” because there is that narrow range between “doesn’t matter” and “forced choice.”

: Zubon

Display the Options

Make things visible on the execution side of an action so that people know what is possible and how actions should be done; make things visible on the evaluation side so that people can tell the effects of their actions.
— The Design of Everyday Things by Donald Norman

Decoration and interaction appear in non-user-friendly forms, frequently and sometimes intentionally. If done well, the “intentionally” can add to a game; other times, the developers are demanding that you ignore things on one hand and use them with the other.

Games abstract. They include many realistic details to create verisimilitude, but then you are required to treat them as purely decorative. Continue reading Display the Options

HoM-rizon

I played a bunch of Guild Wars this weekend as I am slowly working on my titles.  17 more Nightfall explorable areas to completely vanquish of mobs, and I will hit “I’m Very Important” from the maxed titles achievement track.  This might come as a surprise to many of you who might think that I should be a “God Walking Amongst Mere Mortals” considering how big a fan of Guild Wars I am.  But, I play Guild Wars for fun, and it is fun.  When it’s not fun (and vanquishing is coming close to not), I stop playing the game or gameplay type within the game.

Although, like many of the casual hardcore club, I have kept my eyes on the prize of having a super-Saiyan Hall of Monuments simply because of the link between Guild Wars and Guild Wars 2.  This goal has conflicted with more fun Guild Wars gameplay like the recent War in Kryta mini-campaign or the inefficient Fort Aspenwood PvP map.  Other things like Eye of the North reputations have slowly been built up, my Sweet Tooth and Party Animal titles are about to break 2,000, and I’ve been hoarding diamonds for the hopeful market jump.  With upcoming Hall of Monuments news, this might all change.

Continue reading HoM-rizon

Class Wars

Commenters elsewhere respond to Ravious’s post on the GW2 Necromancer. Within 24 hours of first Necromancer information, the comments note that Necromancers are overpowered and that Warriors will devastate Necromancers. It is not just that people are commenting on balance for a game they have never played, for which they have no stats, where the game does not even exist yet. It is that people have already chosen their classes and preemptively started calling for nerfs and buffs.

As scissors says, “Rock is imba. Paper’s fine.”

: Zubon

Guild Wars 2 Necromancer Interview

Following up from the official announcement of the Guild Wars 2 necromancer, Eric Flannum, the lead developer for Guild Wars 2 was able to answer a few questions about this dark profession.

The role of the necromancer in Guild Wars was not easily defined, as it straddled the line between hexer, minion master, and even melee.  The necromancer profession in Guild Wars 2 seems to be a streamlined version of the necromancer of old.  In re-defining the necromancer profession, what role do you intend for the necromancer to play in groups?

Continue reading Guild Wars 2 Necromancer Interview

On the treadmill

or: how I learned to stop worrying and love the grind.

(Our sponsors would like to apologise in advance for the slightly more personal and self-indulgent nature of this post. Thank you for your custom.)

To achieve competence in sport necessitates training. Training involves doing the same thing over and over and over and over again: to build up strength, endurance and capability; to learn about your team-mates in co-operative games; to learn the rules; to perfect your technique.

If you want to run a marathon, you don’t just turn up on the day and do it. You train for it. You go out running. You start small; 5km, then 10, 15, up to half-marathon, work your way up to 20 miles and then you’re probably ready. You go out, 3 to 5 times a week, trudging around the same routes that were stunning and interesting at first but soon lost their charm after the 18th time, or, when the weathers bad and you’re a fair-weather runner, in the gym, pounding away mindlessly on the treadmill, getting the miles into your feet, conditioning your body and your mind ready for the challenge. There will be times when it will hurt, times when you don’t enjoy it and times when it goes badly and all these times will make you question why you’re doing it to yourself. And you won’t have a good answer.
Continue reading On the treadmill