Archives for game-mechanics category
Filed under: Culture, Game mechanics, Opinion, Academic, Virtual worlds

One of the major problems of a game in which you can do anything is that… well, there’s not necessarily much of a reason to do anything. That’s a Terrible Idea recently had an interesting piece on the difficulty of generating goals and objectives in MMOs, especially in contrast with single-player games where your goals are equally pre-generated. The difference, as the article notes, is that single-player games have individual characters with a large impact on the game world. There’s no issue of making quests compatible with a wide variety of characters of different races and classes, until the individual motivations and goals can no longer fit into the equation. You don’t have anything but the end of content to shoot for.
So what’s the answer? The original post notes that it’s not really possible to reconcile anything but achievement-oriented goals within MMOs due to the fact that the character will still inhabit a static world no matter what you do. Certainly, there are attempts to create larger-scale impacts for individual characters, but so long as every character goes through the same content or has the same opportunities, there’s less of a sense of distinct accomplishment. Player-generated content in games such as City of Heroes offers an opportunity for a different path for each character, but there’s still not much of a difference in the actual process. Procedural generation is also bandied about as a solution to the issue, though it lacks any truly successful implementation at this point. Is there even a solution, or is this simply part of the weakness of the genre?
The trouble with goals in MMOs originally appeared on Massively on Sun, 29 Nov 2009 20:00:00 EST. Please see our terms for use of feeds.
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Posted on November 29th, 2009 at 8:00pm by Eliot Lefebvre
Filed Under: academic, city-of-heroes, city-of-villains, coh, cov, cox, culture, game-mechanics, opinion, player-generated-content, thats-a-terrible-idea, virtual-worlds
We can all stop making “Waiting for Godot” (Godhuum?) jokes. Thursday evening ArenaNet quietly updated “The Waiting Game“, the Guild Wars quest we all picked up back around Halloween. Dhuum is awake, he’s not happy, and the Shadow Form debate rages on.
The update to The Waiting Game revealed that Dhuum will appear once all of the Underworld quests have been completed, and defeating him is now required to “complete” the Underworld. With a skill set including things like “Judgement of Dhuum“, this new addition to the Underworld is most likely the challenge that bored Guild Wars players have been looking for.
Shadow Form continues to be a hot topic, however. Many players expected this to be the thing that put an end to Shadow Form Underworld farming, but one of the earliest reported successes proved that wrong very quickly. Players responded quickly with one commenter summing up many people’s thoughts: “It’s…disappointing that even a God of Unholy Death can’t bypass shadowform…”. (Community Manager Regina Buenaobra stepped in to mention that the goal was new content, not a nerf of SF farming.)
In the meantime, Dhuum seems to be the biggest challenge around in Guild Wars — kudos to ArenaNet for the new content!
Filed under: Fantasy, Guild Wars, Events, in-game, Game mechanics, Free-to-play
Guild Wars updates Halloween quest, bringing permanant changes originally appeared on Massively on Sun, 22 Nov 2009 20:00:00 EST. Please see our terms for use of feeds.
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Posted on November 22nd, 2009 at 8:00pm by Rubi Bayer
Filed Under: arenanet, dhuum, game-mechanics, guild-wars, shadow-form, the-waiting-game, underworld
Filed under: Fantasy, Aion, Game mechanics, Patches, PvP, Leveling, News items

A new patch for an MMO is a bit like a present. At best, it can provide a number of new opportunities for fun and enjoyment. At worst, it can break several things you already liked and now have to replace. Aion has recently deployed the new patch 1.5.1 and, as could be expected, fan reaction is somewhat split on whether it’s a nice present or the immortal pairing of socks and underwear. Certainly there isn’t a major content influx, and the often-requested reduction of the game’s grind has yet to be implemented, but there are still a number of nice updates and additions.
Leaving aside the bugfixes and optimization with only a mention that they should help the game play more smoothly all around, several instanced dungeons have been adjusted somewhat. Nearly all of these changes look beneficial to players — reductions in difficulty and increases in reward, as well as added UI displays for important objectives. They’ve also added stealth-detecting NPCs to starter areas and increased several NPC health totals in an effort to curb destructive PvP tendencies. Quest experience at mid-to-high levels has been adjusted upward, rewards have been slightly improved on several quests, and level-difference experience penalties have been reduced. Last but not least, there’s now more incentive to hold a fortress in the Abyss and work to defend it, as rewards are offered for defending players. Aion’s fans aren’t all happy about the changes, but it’s best if you take a look at the changes yourself. Just remember that even if you don’t like it, this present is unreturnable.
Patch 1.5.1 goes live for Aion originally appeared on Massively on Sat, 21 Nov 2009 12:00:00 EST. Please see our terms for use of feeds.
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Posted on November 21st, 2009 at 12:00pm by Eliot Lefebvre
Filed Under: aion, aion-patch-1.5.1, aion-the-tower-of-eternity, game-mechanics, grind, leveling, ncsoft, news-items, patches, pvp

The EVE Online developers have announced that some of their proposed changes to capital ships will not deploy with the Dominion expansion as originally planned. This may come as good news to some of EVE’s supercarrier (formerly “mothership”) pilots who’ve expressed no small amount of dissatisfaction at how their ships were slated to be changed. With the supercarrier changes not going through, this also means that the fighter bombers — anti-capital ship drones intended to bathe EVE’s largest ships in waves of torpedo explosions — will not arrive on December 1 with Dominion.
Changes to other capital ship weapons systems like XL Turrets, however, are another matter entirely. They’re discussed at length in a dev blog from CCP Nozh titled “Capital Ships in Dominion” as are the new Citadel Cruise Missile Launchers intended to be a long range weapon system.
Continue reading CCP Games alters plans for EVE’s capital ships in Dominion expansion
Filed under: Sci-fi, EVE Online, Expansions, Game mechanics, PvP
CCP Games alters plans for EVE’s capital ships in Dominion expansion originally appeared on Massively on Fri, 20 Nov 2009 21:00:00 EST. Please see our terms for use of feeds.
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Posted on November 20th, 2009 at 9:00pm by James Egan
Filed Under: capital-ships, ccp, ccp-games, ccp-nozh, dev-blog, dominion, eve, eve-online, expansions, fighter-bombers, fighters, game-mechanics, motherships, pvp, sci-fi, supercarriers, titan, titans
Filed under: Culture, Game mechanics, Grouping, Opinion, Academic

Back in the day, there were two ways to play most MMOs — you could form a group with other players, or you could stay inside the cities and wait. Those days are long gone, of course, and it’s a rare game that doesn’t allow a player to do quite a bit without the support framework of a group. But there’s a point to be made about what’s been lost in the process, and We Fly Spitfires has an interesting take on how we now have to be pushed and prodded into grouping. There was a time when people were expected to group to complete tasks, but players are increasingly opposed to the idea as more and more becomes possible to solo and we grow less and less patient for finding a group.
Unsurprisingly, Game by Night brings up the obvious counterpoint: that evolving game design has relegated forced grouping to the past. There are more MMO players now than there were back then, and the majority of them started on games such as World of Warcraft or City of Heroes where grouping was only occasionally necessary, and even then only for specific tasks. By removing the requirement, player expectations become different, and there’s no longer a sense from most of the playerbase that soloing should be possible for a majority of tasks. It’s a debate that’s been had over and over through the years, but as the solo play model becomes more and more expansive, it no doubt will be revisted time and again — and attitudes toward it will shift as the playerbase does.
Grouping versus soloing as the genre evolves originally appeared on Massively on Wed, 18 Nov 2009 19:00:00 EST. Please see our terms for use of feeds.
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Posted on November 18th, 2009 at 7:00pm by Eliot Lefebvre
Filed Under: WoW, academic, city-of-heroes, city-of-villains, coh, cov, cox, culture, game-design, game-mechanics, group-play, grouping, mmo-history, opinion, solo-play, world-of-warcraft