This post came as the result of a thought experiment after a discussion my friends and I have frequently had. Why is it that, knowing that players are gear-hungry sorts, Blizzard repeatedly shoots itself in the foot and lets scaling go out of control by releasing such large jumps in item level. This kind of behavior has had serious affects in each expansion...things like...
Tuesday, July 10, 2012
[WoW] Why tier iLevel jumps are so large...
Monday, July 9, 2012
[WoW] Attunements: All for one, and one for him/herself.
As the blogosphere buzzes about Attunements I feel compelled to add my two cents, but instead of just throwing out a "Yay!" or "Nay!" I think it is important to examine attunements contextually. Attunements often became an issue because they required a collaborative, group effort, for something that would benefit a single individual...or even just a single character.
Wednesday, July 4, 2012
Getting tired of Diablo 3, or, "Trying to earn enough on the RMAH to buy Torchlight 2"
The horse is basically a pool of red goo at this point, but I find I personally have just hit "that" point when I have more or less stopped booting up Diablo 3 for lack of interest in playing. In the interest of full disclosure: My highest character is 52, I have played every class through Normal at least once, and I have yet to hit a "bump" at which point my keyboard nearly found itself embedded in the drywall. That all said, Diablo 3 is failing to interest me lately....I play it with friends at their request but I do not play it on my own or jump to suggest it. This got me thinking...why did the successor to one of the most beloved games in history only keep my attention (barely) for a matter of weeks and within a year will likely be forgotten.
Monday, July 2, 2012
"Professionalism" in gaming Part 2, or, "How intensely do you play?"
A week or so ago when I first thought to write this entry and claimed I would I had some ideas in mind about how each player is devoting a different level of time to the game and views their responsibility towards other players differently. Then the other night I was reading a thread on the World of Tanks forum about XVM (a mod that displays player stats in game, letting you see who on your team has a high win rate and a calculated "efficiency rating") and spotted a comment in there about playing to win. It dawned upon me that in a sense everyone (with few exceptions) IS in fact playing to win, but their criteria for winning and the INTENSITY in which they try to win differs and is one of the prime causes of friction between players of differing levels.
Labels:
League of Legends,
Mass Effect,
Philosophy,
Raiding,
World of Tanks,
WoW
Tuesday, June 26, 2012
A "Player" first storyline
I know I promised to do Part 2 of the Professionalism post, focusing on player-to-player interactions, but that post is requiring a lot more detail than expected but is coming! In the meantime, I was reading an article on Joystiq about the "5 Worst Raid Encounters in Cataclysm" and Chase brings up an issue that highlights many of the issues I have with Blizzard's story writing.
Thursday, June 21, 2012
"Professionalism" in Gaming Part 1
Today I was reading on Reddit about the first person to kill Diablo in Diablo 3, on inferno difficulty, in hardcore mode. Now that is no small feat...but what overshadowed this, was the conduct of the individual that achieved this and the conduct of Blizzard towards this person over the last few weeks. Suffice to say the two have had a rocky relationship, and it sparked what will become a series of post on "professionalism" and how it might apply to gaming. There are two main topics I aim to address; the conduct of the company towards its players and they to it, and the conduct of one player to another. Today I'll start with company and player interactions.
Tuesday, June 12, 2012
Putting the Multiplayer back in MMO
Recently I was reading Rohan's defense of the trinity, and while personally I do think it is possible ot have a successful game without the trinity, it got me thinking. I'll save my case for the trinity-less game for another post, but for now I'll dive into the issues Rohan and the comments to the post brought up. Of all the issues with the trinity as implemented in 4-6 man groups there are two big ones I want to highlight: the role of DPS and the role of the "Excess" people. After the break I will tackle these two issues: What turn the third role (DPS) into, and making DPS more of a cooperative activity.
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