.

Промоакции для игроков не только в шутерах — воспользуйся промокодом Vavada от наших партнеров и получи бонусы, которые подарят азарт и атмосферу, сравнимую с игровыми победами.

.

Guild Wars 2 – Level Cap, And?

ArenaNet has been on a roll with dropping bombs from MMO heaven.  When Tycho from Penny Arcade even calls them out as warriors of sooth and justice on the MMO scene, they’re doing something right.  So, last night could have been the same when they announced the level cap for Guild Wars 2 at 80 on the ArenaNet blog.  There were two pieces of information: level cap is 80, and level progression is constant vs. time.  This could have been a Tweet.

It’s not that this new information isn’t nice to have; it’s that out of context it is nearly meaningless.  It’s like if they came on and said “the best sword in the game does 444-555 damage per hit.”  Okay, sounds good, I guess.  I mean clearly they restate their goal that they don’t want leveling in itself to be the content.  However, the more important question that should have been immediately followed up is “how do levels matter?” Continue reading Guild Wars 2 – Level Cap, And?

Good Grind / Bad Grind

Whenever I post on grinding, there are the inevitable comments from people who enjoy it. The note that seems to be missing is, “in some ways, in some contexts, at my option.”

Good grind gives you the choice in those things. Having played MMOs for years, I clearly must love me some mindless repetition for its own sake, and sometimes that is really what you want. Killing ten rats is reliable in its difficulty and reward, comforting in its consistency. There really are times when you just want to farm something. It lets you decompress after work, it gives you something to do while chatting, or it lets you gear up to or down from more intense activity.

There are many examples of good grind. The game might not kick you out after you beat it, so you can keep playing if you like. “Survival mode” is popular, in which you click the button for an endless stream of zombies. I love New Game Plus in all its forms. (My apologies again to Kingdom of Loathing for whining that it was feeling grindy on my 80th Ascension or so.) Or maybe you can do a bit of rat-killing on the side for a cosmetic reward or a small, non-essential buff.

Bad grind is required. Bad grind is when the NPC says, “Now go do that five more times!” before you get any new options. Bad grind is when no NPC says that but the next boss is balanced around your having farmed five more levels. Bad grind is when a game has 8 hours of content and makes you repeat it 5 times so that it feels like 40 hours of content before the big end scene. Bad is when “New Game Plus” is required to get to the “real” game (arguably: or all the trophies/badges/achievements). Bad grind is when the repetition is not the game itself but is keeping you from the rest of the game.

There is an intermediate case where the grind is the entire point. (Some might say that MMOs inherently fall into this category.) You know walking in that you are going to be doing the same thing for hours. That is why you are there. Either you classify the whole thing as “not fun” and skip it, or you wallow in it. The only problem is those poor souls who wandered in expecting something else.

: Zubon

How’s Fallen Earth Going?

On another point of inquiry, are folks still excited and rocking in the wasteland? There was chatter for months after it came out, and it sounded like everyone was really enjoying it, but that was when I was transitioning into my non-MMO year and I did not pick it up. I don’t hear nearly as much these days, though I know some CoWs are still active.

The comments are yours. Feel free to pimp and recruit.

(I have also been curious about EQ2 lately; I don’t know if the “no cover charge” announcement makes me more likely or more leery.)

: Zubon

Guild Wars 2 Tidbits (7/29)

When ArenaNet drops megaton bombs like the Guild Wars 2 classes, it’s easy for the community to remain focused.  However, there are still downtimes as ArenaNet preps for the upcoming conventions Gamescom and PAX East where players will be able to demo Guild Wars 2!  Even if megaton bombs are not dropping there are nice little tidbits across the ether.  Here’s a few that caught my eye:

Continue reading Guild Wars 2 Tidbits (7/29)

L’enfer, c’est les autres

There has been some critical concerns about the anticipated gameplay of SWTOR – namely that it you, the gamer, will end up playing large parts of the game solo. This is a concern that echoes design decisions made in other products as far back as reducing the grouping size in SWG from 20 to 8 or Azerothian mobs being stripped of their elite status and becoming easily soloable. “The MM in MMORPG means ‘Massively Multiplayer’! Why play a ‘massively multiplayer’ game if you’re going to play it solo?” was the argument put up against these changes. Luckily for me and my absolute inability to post here more than a couple of times per year, Zubon has recently touched on this very subject in his post, Unforced Grouping. But I think there’s a more subconscious reasoning going on than the low investment requirements of soloing or the high potential for a bad grouped experience. I think we’re afraid.
Continue reading L’enfer, c’est les autres

Free to Play Future

First it was Dungeons and Dragons Online. Then it was the Lord of the Rings Online. And now we know Everquest and Everquest 2 will be going down the path of free-to-play as well. It was a massive money maker for DDO and promises to be a huge money maker for both Lotro and EQ2. But how free is free to play? If you want to reach max-level, create a guild, or complete the main quests, you’re going to need to drop down some cash in these games. Both Lotro and EQ2 are putting hard maximums on the amount of gold a free player can acquire and both are restricting classes. In EQ2, if you win the roll for some rare armor, you best reach for your Visa card so that you can upgrade your account and be allowed to wear it. It seems to be part of the business model to create a game where you eventually feel forced to pay cash in order to participate in end-game.

DDO has set the stage with a potentially lucrative business model that encourages players to play free until they are hooked enough to spend massive amounts of money, but it’s only the beginning. All the MMORPG companies will be watching these two titles to gauge their success, including SOE. If both these titles are a financial success, expect to see all of SOE’s other titles, as well as the rest of the MMO market, follow the trend.

Super Duper Sidekicking

City of Heroes has practically an embarrassment of riches in game design. I keep hearing design dilemmas in other games and thinking, “Oh, City of Heroes solved that problem years ago.” The solutions are usually heavily reliant on instancing, but how much of your WoW time are you spending in instances anyway?

Many games borrow the City of Heroes sidekick system, in which you can bring a teammate up (or down) to your level. City of Heroes has gone beyond that: everyone on the team is the same level, and all the instanced content is always the right level. It really is that simple. Set everyone to the same effective level. Set all the enemies to that level (or let the players dial up the difficulty). Done.

Some of this works due to a good design in ability acquisition. You do it once. City of Heroes trainers do not try to re-sell you Fire Bolt every five levels with a new number attached. You buy it once and it scales with your level. If you join a team that changes your effective level, your abilities scale up or down appropriately.

Not enough content in a level range? Every quest can work for every level range. Friends just joined, or you are joining a group of level-capped friends? Everyone can play with everyone else. And content scales to team size, so bring as many friends as you like.

Fun bonus thought: if Blizzard really wanted to, they could have the hit points and damage of every enemy in every instance scale to the gear score of the party.

: Zubon

Why I Will Never Be a Great Guild Leader

An MMO guild needs constant renewal. If you are not recruiting, you are dying. People unsubscribe all the time, so you are trying to keep a colander filled.

I am not all about the new recruits. I may not learn their names until they have been around a while; until proven otherwise, I assume that everyone is just passing through. I do not have the reserves to get emotionally invested in a series of people who are going back to X or just playing until Y comes out, whether or not they mention that. There is a self-fulfilling prophecy in expecting people to leave soon, but over the years I have invested a lot of attention and gold in people who did not always bother leaving the “this game just isn’t for me” note. I understand that many people are capable of taking an appropriate level of interest in an acquaintance, but I do not relish the hazy zone between “some guy” and “close friend.”

I prefer a small, tight-knit group. This is hard to maintain across games, jobs, families, time zones, to say nothing of across the years. This would be a major factor of my taking the year off MMOs.

: Zubon