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A few months ago, blogger Tipa on West Karana wrote a post wondering whether the roles we play in MMOs reflected on our roles in real life — and vice versa. Specifically, she talks about how her deliberate decision to play tanks in video games dovetailed with control over her own life and translated into leadership skills in the present day.
I played primarily healers and bards my first few years and deliberately chose to start playing a “puller” character to force myself out of my comfort zone too, but gosh if I don’t gravitate back to the same few archetypes in every game unless I consciously play against type (it’s shamans, crowd control bards, archers, and shield tanks for me). When I look around at my guildies, they tend to follow patterns too: The leaders pick tanks, the go-getters play berserkers, the tricksters like rogues, the contrarians play underdogs, the nurturers love healers, and so on. Some of them overlap, of course!
What do you think? Does your favorite MMO playstyle or archetype mirror your personality type in the real world?
Can you imagine if your character in World of Warcraft, Guild Wars 2, or whichever fantasy MMO were in the real world? What would his or her armor actually look like? The shoulder pads alone would make it impossible for him or her to just walk around. I usually like to dress my characters in something that is sort of realistic.
In Mo’s MMO, a cosmetic outfitting system was just introduced, so style maven Amilya is going to help him pick the outfit that is just right for him in this week’s comic…
The purpose of magical damage in Final Fantasy XIV
is to ruin everything. Really. You get a huge group of enemies together, and then you ruin them with a barrage of magical forces. Not literally using Ruin most of the time, that works its way into your rotation but isn’t a mandatory thing at all times. Though it’s pretty important for Summoners, I know. Mostly as a filler.
Just as ranged DPS and melee DPS has a niche in the game, magical DPS has its niche, and while Summoner was originally sold as a bit more of a debuffer than simply a DPS with a heavy damage-over-time element, we’re here now. So to round out the previous columns on the DPS jobs in the game, let’s take a look at the two damage-dealing casters in all of their glory. Mind the explosions, those show up a lot. Also mind the damage fields. It’s sort of their thing.
I’ve been playing League of Legends
quite a bit lately, but I haven’t settled on a favorite champion yet. I’m a MOBA newb
, so I’m trying everything in terms of roles to see what sticks and what sucks. I’m having the most fun with marksmen so far, just because last-hitting is strangely addictive and I’ve always been a stand-back-and-fire-guns
kind of guy instead of a sword-and-board type.
What about you, MOP MOBA fans? Which champion is your favorite and why?
When EVE Online‘s development switched from two major expansions per year to ten smaller releases, the benefits were pretty difficult to argue with. EVE had garnered a reputation for pushing out new features before they were ready just to make the expansion deadline and then moving swiftly on to the next big idea. Moving to smaller but more frequent releases means a missed deadline is only a delay of a few weeks and completed features don’t sit in limbo for up to six months until the next expansion window. The results in terms of gameplay are pretty hard to argue with too, as EVE has seen more updates and content in the past year than in any previous year.
Dropping expansions hasn’t been a wholly positive change, however, and in the long term I think it may have actually harmed EVE‘s player numbers. The smaller updates don’t make much of a splash in the media and don’t seem to make people excited to play or resubscribe in the way that a big blockbuster expansion does. Some big expansion-worthy features have been deployed in the dozen small patches released over the past year, only to slip silently under the radar of past and prospective players. Executive Producer Andie Nordgren recently announced that EVE is switching back to a standard expansion model next year, but with the twist that expansions will be released when ready rather than forced out the door for an arbitrary six month deadline.
In this edition of EVE Evolved, I discuss some of the problems caused by smaller updates and why I think big themed expansions are an integral part of EVE.
The Secret World is not my game of choice, but I sure did like its system for appearances. Clothing was just… well, clothing. You could wear whatever outfit you liked! Your stats were entirely tied to other parts of your character, and there was lots of stuff to mix-and-match. Skyforge uses a similar trick with its outfits, but there’s less mixing and matching. It’s a bit less appealing.
Of course, I’m very fond of any cosmetic system; there are just better and worse options. City of Heroes has some gold-standard elements to its cosmetic system, naturally, but even in games with more investment in gear, there are better and worse systems. So what MMO has your favorite cosmetic equipment system? Would it work in other games, or not quite so much?
MOP commenter Tandor Shadewalker recently made me think about what the game industry was like prior to widespread use of the internet. If you’ll allow me to paraphrase, he said that gamemakers made games, we bought them in stores, and on occasion we may have discussed them with close friends or family and even less occasionally written a letter concerning them to a gaming magazine.
In 2015 on the other hand, everybody’s a critic, social media gives a megaphone to people with nothing to say, and games are dissected, analyzed, and fought over before they’ve even made it out of alpha. While I can’t fully divorce myself from this silly and toxic climate and continue to do my job, I have begun to draw a very clear line between games I’m obligated to know about for professional reasons and games I choose to know about for personal pleasure. And I’m finding that the less I know about the latter titles prior to launch, the happier I am.
What about you, MOP readers? How closely do you follow pre-launch MMOs or games from your other favorite genres?
Every morning, the Massively Overpowered writers team up with mascot Mo to ask MMORPG players pointed questions about the massively multiplayer online roleplaying genre. Grab a mug of your preferred beverage and take a stab at answering the question posed in today’s Daily Grind!
I’ve got the space sim bug again. Well, OK, I never really lost it, but work and other hobbies occasionally make immersing myself in something like X or Elite: Dangerous or Wing Commander untenable. I recently reinstalled Elite after playing around with it at launch, and I’m looking forward to jumping back into my life as an intergalactic trucker.
What about you, MOP readers? Have you played Elite? If so, what did you think?
A while back I became a fledgling MOBA fan thanks to Infinite Crisis. Unfortunately for me, Turbine decided to kill its DC universe battler just as I was getting into it. I’m currently looking for my next lane-based addiction, and I’ve boiled my choices down to League of Legends, Dota 2, and SMITE. The easy answer is “play all three,” and I have, to the point that I can talk semi-intelligently about their strengths and weaknesses from a newbish perspective.
I need to pick one, though, because all of them are free time blackholes and I do enough game-hopping as it is in the MMO space. Join me after the cut to discuss some pros and cons, and let me know which you think I should choose!
When I first read Massively OP Kickstarter donor MagmaFist’s Daily Grind submission, I suspected him to be a big fan of Gravity/Force Fields Controllers in a past life. He asks,
What kind of physics-based gameplay should be or do you expect in a next-gen superhero MMO?
City of Heroes’ infamous combo leaped to mind because as annoying as some people found those powersets, their physics and animations made the game feel real. When you’re throwing around cars and watching them bounce off walls, or using force powers to propel thugs across the road, you master and immerse yourself in the space as much as the mechanics. Superhero games in particular take advantage of that, and I’d like to imagine that next-gen games can do so much better.
In honor of WildStar’s free-to-play transition this week, Massively Overthinking is about to overthink the very best F2P transitions ever. Even if you don’t like F2P, you probably can still name one that was pulled off well, one that was done particularly gracefully. I’m pretty sure you can think of some terrible ones too!
Intriguingly, after I posed this question to our team, Justin reminded me that technically, the last major subscription MMO to go F2P was RIFT in 2013. Everything else is either B2P or a minor game — or F2P or hybrid F2P from the start. Puts the question into perspective, doesn’t it?
Follow along to hear some of our writers’ thoughts and propose your own most graceful MMO F2P transition.
I’m not really on board with the trend of saying that big expansions are back. They never left. Sure, we have one coming out for Star Wars: The Old Republic and Guild Wars 2, but World of Warcraft, Final Fantasy XI, and Final Fantasy XIV have all been keeping the faith for a long while now. Their format shifted for a while as game distribution formats shifted, but the idea of a big expansion has never gone away, just taken a drubbing from the popular adage of “let’s launch lots of little expansions over and over.”
Me, I’ve never been a fan of that approach. I wasn’t a fan of it with Guild Wars 2 when the game first made that a selling point, and I haven’t been fond of the games jumping on the bandwagon since then. And there are a lot of reasons why I’m in favor of slower patches and expansion with more content versus faster and smaller.
Call my stance on Trion World’s
Personally, I think Trion invited more grief than it wanted with the importation of ArcheAge to its portfolio, and with many MMO players still stinging from the disappointments that ensued with that title, I almost cringed when I heard that Trion was bringing in yet another game from Korea.
Almost cringed. Because for some ArcheAge is a blast, and even failures can benefit the future. Also, why shouldn’t an MMO studio be scouting good games wherever it can get them? So I attempted to shoulder off any meta bias in favor of approaching my first few days in Devilian’s alpha program, discovering for myself a game that’s a mixed bag in its present state — yet compulsively consumable even so.