player-goals

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  • The Daily Grind: What goals do you set for yourself in an MMO?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.09.2012

    There are two kinds of goal with any given game. The obvious goals are the ones that the game sets for you -- quest objectives in World of Warcraft, for example, are just things you have to do to clear a quest. But then there are the goals you set for yourself, like leveling one character of each advanced class in Star Wars: The Old Republic or taking down another player while in a mining ship in EVE Online. These goals aren't necessarily meant to make the game harder or easier, just to give you something else to shoot for as you're enjoying the game normally. So what goals do you set for yourself in an MMO? Have one alt of each class or character type? Master all crafting skills? What sort of esoteric objectives do you place alongside the goals that the game lays out for you? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • The Daily Grind: What in-game project made you the happiest to complete?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.22.2012

    MMOs give players a lot of freedom and a lot of different potential projects. That means players get to pick a goal and get to it, whether or not it's the "intended" play pattern for the game. Sure, you might have a clear progression from low levels to endgame, but you can just as easily decide that you want to see all of the task forces in City of Heroes or clear all of the World of Warcraft dungeons on-level or level in Final Fantasy XIV with only store-bought equipment. That's not to imply that game-provided projects like clearing all endgame content are somehow easier or less relevant. So out of all the game projects you've experienced in MMOs, which project was the one that gave you the best feeling after clearing it. Was it something you were "supposed" to do or just a challenge that seemed interesting at the time? Has it shaped your play subsequently, or was it fun then and never again? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Storyboard: In your own words

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.29.2011

    I really should have learned by now to not promise anything for a given week's column other than the fact that it will be there, as I got halfway through the original draft of this particular new featurette before deciding that I hated it. So while I still want to delve a bit deeper into specific game lore and backstory, that bit is going to have to wait for just a little bit while I wrestle with the concept a little more thoroughly. (It'll be worth the wait.) Instead, this week I'm going to focus on an aspect of roleplaying that I've discussed before in passing but never in any real depth: finding a character's voice. That's more than just consistent characterization, although that's a part of it. Strong characters have distinct voices and behaviors, unique outlooks, and hangups, things that help an individual stand out from the crowd. It's the trick of finding that voice and having a distinct tone from other characters that makes starting a new character at once engaging and mildly horrifying.

  • The Daily Grind: What big reward was a big disappointment?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.18.2011

    It's taken months of farming in City of Heroes, carefully storing up Alignment Merits and Merit Rewards and Mission Architect Tickets and that all-important Influence. You've had to get into annoying price wars on the auction house, you've had to use up a couple of Veteran respecs, but you've finally done it. You've fully slotted your powers with the best of the best, the most spectacular Invention sets possible. And after all that work, you feel... well... just bored. As it turns out, reaching the apex of power was actually kind of a hollow goal after all. We've all spent a bunch of time climbing toward something only to find out at the end that it really wasn't worth it. Maybe it was assembling a full set of best-in-slot gear in World of Warcraft, or maybe it was just trying to get the perfect cosmetic armor set for your Warden in Lord of the Rings Online. When have you earned a big reward that felt like a massive letdown? When has all that hard work felt like it was in service to a goal you no longer cared about? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • The Daily Grind: When have you felt a sense of completion?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.30.2010

    By their very nature, MMOs discourage being done. Not necessarily in an insidious sense -- but when your game relies upon people playing it for months on end, there's a natural emphasis on letting tasks stretch off to infinity. But while it's certainly possible to wind up with almost astonishingly long-running tasks, such as assembling the Relic Weapons in Final Fantasy XI, with enough persistence you eventually arrive at the day when you have your brand-new Excalibur. It's almost enough to just kill something with it and then declare yourself done. Even with an emphasis on long-term goals, there come certain points when you feel that your character has finished everything you want to do -- or perhaps points when the player behind the character just feels done. You are at the apex of power and knowledge, and there's no new challenges that won't be more of the same. In what moments have you felt a sense of completion and finality? Has that been your signal to quit, take a break, or just set a new goal for yourself? Are you happier with games that let you achieve several smaller goals, or one huge goal that feels more significant when you hit it?