conclusions

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  • Storyboard: One hundred moments and done

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.20.2012

    All good things must come to an end. Roleplaying is all about creating a shared space for your character to inhabit with other characters. It's about crafting trials and challenges that can be overcome through narrative means; it's about building a set of experiences together. And all of the columns I've written up to this point have been entirely about making that work well and creating a shared environment that's fun for everyone. But it can end. One day, you may log in to find that the people you've been roleplaying alongside are no longer there -- that the friends you once had have left, the allies you once charished have moved on, and your universe has narrowed by degrees until it's just you. After all of the roleplaying you've done, it tuns out that your group of fellow roleplayers has slowly drifted away until the only person who remembers these stories is you. And it seems fitting, for the 100th column, to talk about what happens when you're left remembering a universe that never was.

  • Storyboard: Over, done, finished, finito

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.10.2012

    The best stories have an ending. And if you want to tell a decent story in a roleplaying format, you're going to need some sort of an ending eventually. The problem is that most endings have a pretty strict sense of finality to them, and really ending your roleplaying kind of implies that your character is riding off into the sunset and possibly sipping martinis. (Depending on the game, they may be space martinis. Lots of things are possible.) So you want to end the story without ending your character's story on a whole. That's a good approach and one that can be handled. But it's also one that's a bit easier said than done, hence my devoting an entire column to it. So let's talk about creating a satisfying ending that manages to wrap up a story without subsequently wrapping up every aspect of your character.

  • The Mog Log: The year that was

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.01.2011

    Last year around this time, people were saying that 2009 had been a terrible year and 2010 could only be an improvement. This year, people are saying the exact same thing. Maybe those of us in the MMO-sphere are just perpetual downers -- I don't know. It's certainly been a pretty significant year for players of Final Fantasy XI and Final Fantasy XIV -- heck, it's been outright impossible for a Final Fantasy XIV player to exist before now, if you want to get hung up on pedantry. Whether or not you enjoyed the launch, of course, is another story altogether, one that Square-Enix itself doesn't seem to have closed the book on just yet. And over in Final Fantasy XI, we got an announcement that had been about seven years in the making, not to mention a plethora of new additions to the game -- some stunning, some lackluster. So let's take a look back at the year for both games, since the new one is starting right about, well, now. (OK, it's been started for a few hours, you get the idea.)

  • Final Fantasy XI posts previews of the nation quest conclusions

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.20.2010

    It's a truism of any good story: all good things must come to an end. And it's certainly true of the overarching story for the last Final Fantasy XI expansion, Wings of the Goddess, which is finally approaching a conclusion after two and a half years. The upcoming June version update won't conclude the overarching mission storyline, but it will draw the nation-specific quests to a finale. Square-Enix has given the players a brief peek at what's awaiting them in these final movements of a story that quite literally stretches across a huge span of time. The San d'Orian story forces the nation's forces deeper into enemy territory, investigating rumors of a resurrected Count Aurchiat. Citizens of Bastok, meanwhile, will pursue the would-be assassin Klara Bester straight to Castle Zvhal itself... where Zeid's past is waiting to confront him. And as Windurst nears its final victory against the Yagudo, their final push brings out the true cost that the war has exacted on its people. It's the last hurrah for these stories, and the strength of storytelling is one of the greatest assets within Final Fantasy XI, so players are encouraged to look at the coming ending.

  • Conclusions from the WoW.com faction transfer survey

    by 
    Mike Schramm
    Mike Schramm
    09.10.2009

    Last week I posted a poll to try and figure out some of the numbers behind the newly implemented faction transfers, and now that we've got quite a few votes in there, it's probably a time to look at what we got and see if we can make any sense of it. The most conclusive data there is the answer above: about 18.6% of our reader polled said that yes, they had made a faction transfer already. That sounds high to me -- maybe it's because WoW.com readers know about the faction transfer service that more of them may have taken advantage of it. But if it's true that 19% of players did take advantage of the transfer service, then 570,000 of the around 3 million US players have switched factions, making Blizzard $17.1 million in gross revenue alone, just in the last week since it's opened.The other questions were a little hairier -- I tried to ask people not to answer if they didn't fit the criteria for each question, and there's no way to tell for sure that's what happened. Also, lots of people wanted to see the answers without voting, and unfortunately, our voting system doesn't allow a clear way to do that (I have since checked with our tech guys, who say that the solution we came up with, voting without choosing an answer, did not affect the poll). But after the break, we can try to suss some conclusions out of the data anyway.

  • This is your brain on PvP

    by 
    Mike Schramm
    Mike Schramm
    02.09.2009

    Ars Technica has news of a new study that isn't directly World of Warcraft-related, but that does have some pretty obvious applications in Azeroth. By studying the way we play when we believe we're competing against a human and a computer opponent (PvP vs. PvE, in WoW terms), scientists have determined that different parts of the brain are more active when we think we're playing against a human opponent. They call this extra activity "mind-reading," but it's not that supernatural: when we think we're playing a human, we try to put ourselves in their place, and think what they're thinking.It gets deeper: they even throw gender into the mix, and discovered that male brains seem to be working harder to do this kind of "mind-reading" of the other side. Their conclusion says that that's because women are naturally more empathetic, and thus don't have to work as hard to figure out what another person is thinking. That seems a little general -- it could also mean that the males care more about competition, and thus are working harder to "mind-read," or it could even just be a wrinkle of the way this data was gathered. More research is probably needed on that one -- if women are so great at figuring out their opponents, why aren't we seeing all-female teams winning Arena tournaments?It would be interesting to know, too, whether there's increased activity in other areas, say pattern recognition or cause-effect centers of the brain, when we're playing against opponents that we know are computers. But this does tell us that there are definitely different skillsets at work when playing PvP or PvE, and why some people might very clearly enjoy one over the other.