This post was brought on by a discussion I had with a friend, in which, as a joke, he exclaimed "There are no black people in League of Legends," referring to the character list. While perhaps a crass way to put it, he had a point. But League of Legends is one of the most popular games in the world right now, that had to be wrong. Yet I could not think of a single dark skinned champion to save my life. So I did the responsible thing and did some research, below are the findings and some analysis.
Showing posts with label Guild Wars 2. Show all posts
Showing posts with label Guild Wars 2. Show all posts
Monday, March 4, 2013
Wednesday, February 27, 2013
[General] Advancement and Guilds
I was going to do a post on Firefall's progression and crafting, which ironically happen to be the two things that Red 5 is about to change substantially so I will hold off until that is released. I still recommend the game! For those readers looking for beta spots I have a few invites left. Instead, with Guild Wars 2 coming out with a new patch, and me having taken an interest in playing it again recently, I thought I'd discuss some of my concerns about these new Guild Missions and what they can do to guilds.
Tuesday, November 6, 2012
[GW2] Difficulty, tedium, and clocks
So the Guild Wars 2 Halloween event has come and gone; stirring ripples with its "one-time" event (now reproduced on youtube for viewing pleasure) a temporary zone and PvP games, and a clock tower jumping puzzle that would frustrate M. C. Escher. I decided to step back and ponder my thoughts on the last of those before writing. Why was the Clock Tower so frustrating, why was the aggregate response so negative? For the record, I completed it twice, and I actually enjoyed it once I got the hang of it.
Thursday, October 4, 2012
Guild Wars 2, a month plus some
Guild Wars 2 represents an oddity for me; it's the first time I have been able to keep myself off the hype train preceding a major release. Ironically, the result of me essentially becoming unaware of it until just before release is that I do not seem to be suffering the same feelings of disappointment as some other bloggers. I feel as though people build these games up to be some great thing, to offer them a sense of wonder they felt long ago (that frankly can never be replicated), and then they find any reason to hate the game when it fails to provide that. After the break, a few improvements I think the game could use, and some comments on the common criticisms.
Wednesday, September 19, 2012
[GW2] Getting Female Armor right-ish, or, "Credit where credit is due."
I wanted to take a brief break from debating the finer points of the Trading Post or dungeon/event reward balance to discuss something I think Guild Wars 2 has done fairly well; armor sets for female characters. It's a debate as old as time; whether "bikini-plate" or whatever delightful monicker you want to assign to it belongs in a fantasy setting and how it should apply. I myself am of the opinion that it is fine, provided there are other options (for both genders!). The former; options for female characters, is something GW2 actually seems to do fairly well. I haven't seen enough compilations of their armor for male characters to make the judgment of whether that second equality standard is met. Continue pat the break for examples and explanations.
Friday, September 14, 2012
[GW2] Blowing Blizz out of the water
I have played WoW since a few days after its release and in that time I got used to hearing "Soon"tm from the CM's with regards to features that to me felt like they could be fixed in a matter of minutes. Blizzard is extremely reluctant to make changes outside of a patch unless the issue is substantially game-breaking. I recall PvPers eagerly awaiting a patch that might balance their class (or nerf another) and sitting through months to wait for something to be fixed. The typical expectation a player learned was that any fix beyond changing a number (and sometimes even that) would be a few months down the line.
Wednesday, September 12, 2012
[Game Econ] Competition isn't fun
"Most Businessmen don't like their competitors, or for that matter competition. They want to make as much money as possible and getting a monopoly is one way of making a lot of money." - R. Posner, Olympia Equipment Leasing Co. v. Western Union Telegraph Co. (797 F.2d 370, 1986)In a previous post of mine, a commenter asked why I considered WoW's auction houses to be "flourishing" and not Diablo 3's. In retrospect, I should have said "fun" not "flourishing". I notice that lately a few other bloggers have taken on this similar issue, mainly sparked by the GW2 Trading Post.
Friday, September 7, 2012
[GW2] Stop counting, start playing
I do not necessarily consider myself a "goblin" in the economic sense, the existence of a market and trade in a game to me is just a nice bonus and not some requirement. I've played and enjoyed games with irreparably broken economies (FFXI, D3), and games with flourishing ones (EVE, WoW arguably). I typically have no problem earning enough gold (or whatever currency we're using) to facilitate my enjoyment of the game. This may come off as a "Here's how you SHOULD be playing..." post but I find that so many people are focusing so intently on the GW2 trading post that they are missing the bigger picture.
Tuesday, September 4, 2012
[GW2] I (don't) hate other people
Remember those exclaimations of frustration you used to utter in other games? They probably sounded a lot like:
"How did I get flagged!?"
"Ugh I wish this guy would go away..."
"That was MY node! I was fighting on it!"
"Oh great, someone else here is killing the same quest mobs."
Funny story, in Guild Wars 2, about 30 some hours in now, and I have yet to utter a single one of those phrases.
In every other MMO I have played until now, sighting another player was at best just a random encounter in which you parted ways, at worst it means competition for resources or an impending gank. This is not the case in Guild Wars 2. This is the first MMO (or MMO-ish) game I have played where I was actually happy to see other players...and I see a lot of them. While other bloggers have claimed that this lack of resource competition leads to a feeling of the world being "empty" I find it is exactly the opposite.
Lets put this in context. Often in SWTOR when someone else was killing the same quest mobs as I and they got into a sticky situation, a little voice in the back of my head whispered "Let 'em die..." because it meant less competition for me. In GW2 I find I am going out of my way to assist other players; I can say with certainty that a well-timed knife throw has rescued another player. I've tread off the beaten path to resurrect someone else because there was a nice xp cookie in it for me.
A few weeks ago Stubborn was asking about collectivism in MMORPG's and I think I have found one that's done it brilliantly. At least while out and about in the world I find that I am benefited most by helping other players. Having them around almost ensures improved odds for my own success.
Individual loot, individual resource nodes, bonus xp for contribution to objectives, xp for resurrecting other players....so many "individual" terms and yet they make the game feel so friendly. Personally I don't miss having people swipe veins out from under me while I'm clearing the mob right next to it. I don't miss mashing pull abilities to grab needed quest mobs before someone else takes them. I don't miss a quiet disdain from other players as I adventure in the same area as them. I'm fine with those things in other games, but I am glad for once that there is a game that encourages and rewards cooperative activity in a meaningful way (and not just by forcing us to form a random party or get a guild). Heck, some Hearts actually are faster to complete with other people, since both players can activate the items that give credit. Playing as I write, I encountered crab traps which gave credit for a heart and spawned a crab, which also gave heart credit upon defeat. If two players use the trap, two crabs spawn, so each can get extra credit and xp.
Some might say that this removes the opportunity to form impromptu groups out in the world to overcome challenges, but I've found the opposite...a handful of times now I have ended up randomly forming parties with people I am playing near....we form, do our quests, talk, and eventually part ways just like any other group, but without the drama that came from a sudden drop or internal strife over who's iron vein that was.
These are things I don't miss, for me they don't take aware from my enjoyment in the slightest. I can leisurely fight my way to a node without fear of it being swiped. I can show up at an event without fear that there won't be anything to, I can go to a heart and know mobs will be plentiful.
So end, me like, I hope more games do this!
"How did I get flagged!?"
"Ugh I wish this guy would go away..."
"That was MY node! I was fighting on it!"
"Oh great, someone else here is killing the same quest mobs."
Funny story, in Guild Wars 2, about 30 some hours in now, and I have yet to utter a single one of those phrases.
In every other MMO I have played until now, sighting another player was at best just a random encounter in which you parted ways, at worst it means competition for resources or an impending gank. This is not the case in Guild Wars 2. This is the first MMO (or MMO-ish) game I have played where I was actually happy to see other players...and I see a lot of them. While other bloggers have claimed that this lack of resource competition leads to a feeling of the world being "empty" I find it is exactly the opposite.
Lets put this in context. Often in SWTOR when someone else was killing the same quest mobs as I and they got into a sticky situation, a little voice in the back of my head whispered "Let 'em die..." because it meant less competition for me. In GW2 I find I am going out of my way to assist other players; I can say with certainty that a well-timed knife throw has rescued another player. I've tread off the beaten path to resurrect someone else because there was a nice xp cookie in it for me.
A few weeks ago Stubborn was asking about collectivism in MMORPG's and I think I have found one that's done it brilliantly. At least while out and about in the world I find that I am benefited most by helping other players. Having them around almost ensures improved odds for my own success.
Individual loot, individual resource nodes, bonus xp for contribution to objectives, xp for resurrecting other players....so many "individual" terms and yet they make the game feel so friendly. Personally I don't miss having people swipe veins out from under me while I'm clearing the mob right next to it. I don't miss mashing pull abilities to grab needed quest mobs before someone else takes them. I don't miss a quiet disdain from other players as I adventure in the same area as them. I'm fine with those things in other games, but I am glad for once that there is a game that encourages and rewards cooperative activity in a meaningful way (and not just by forcing us to form a random party or get a guild). Heck, some Hearts actually are faster to complete with other people, since both players can activate the items that give credit. Playing as I write, I encountered crab traps which gave credit for a heart and spawned a crab, which also gave heart credit upon defeat. If two players use the trap, two crabs spawn, so each can get extra credit and xp.
Some might say that this removes the opportunity to form impromptu groups out in the world to overcome challenges, but I've found the opposite...a handful of times now I have ended up randomly forming parties with people I am playing near....we form, do our quests, talk, and eventually part ways just like any other group, but without the drama that came from a sudden drop or internal strife over who's iron vein that was.
These are things I don't miss, for me they don't take aware from my enjoyment in the slightest. I can leisurely fight my way to a node without fear of it being swiped. I can show up at an event without fear that there won't be anything to, I can go to a heart and know mobs will be plentiful.
So end, me like, I hope more games do this!
Wednesday, August 29, 2012
[GW2 Review] A few hours in...
Random Quote: "You aren't allowed an opinion, you're a ficus." - Norn player to a Sylvari player
Now officially released, GW2 might not be the second coming of MMO Jesus and it may not be the game to step on WoW's throat, but it certainly improves on the formula. While dozens of other bloggers and reviewers have focused on the traditional elements...gameplay, endgame, sound, story, combat...I want to turn over a bit of a new leaf and look at some of the unconventional elements that still contribute to the game being enjoyable. Sadly I have only had a brief period of time to play because this also happens to be the beginning of my law school semester...much to my chagrin.
Now officially released, GW2 might not be the second coming of MMO Jesus and it may not be the game to step on WoW's throat, but it certainly improves on the formula. While dozens of other bloggers and reviewers have focused on the traditional elements...gameplay, endgame, sound, story, combat...I want to turn over a bit of a new leaf and look at some of the unconventional elements that still contribute to the game being enjoyable. Sadly I have only had a brief period of time to play because this also happens to be the beginning of my law school semester...much to my chagrin.
Wednesday, February 29, 2012
Healing away the Symptoms
Just yesterday I was reading a post by Liore at Herding Cats about Guild Wars 2 and it's attempt to eliminate the trinity. Like any avid MMO player I find myself skeptical about anyone who claims they will eliminate the holy trinity; but it got me thinking about just how fragile the trinity is, and how really it is just a few small innovations away from non-existence.
Labels:
Guild Wars 2,
Healers,
Philosophy,
Raiding,
WoW
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