dungeon-mechanics

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  • The Mog Log: Final Fantasy XIV 2.5 dungeons

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.26.2015

    I mentioned a while back that it was kind of neat how the whole setup of Final Fantasy XIV had come full circle. At the start of the 2.0 patch cycle we were scurrying away from tonberries and bashing our heads against Demon Wall; in the final patch, we're back to both of those spots, along with the oft-seen and never-explored Keeper of the Lake in the midst of Mor Dhona's wreckage. It's a neat counterpoint. Having played through all of the dungeons now, well, you get to rescue tonberries. That alone makes the last set of dungeons worthy. As in every set of dungeons, there are winners and losers amidst the bosses, good points and bad ones. The dungeons as a whole are very reluctant to let you do much speeding through, with pulls being pretty aggressively gated. So let's talk mechanics, let's talk atmosphere, and let's carefully coach you through the process of kicking the crap out of your final expert roulette competitors.

  • The Daily Grind: What dungeons do you hate in games you love?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.07.2013

    Not every game has dungeons. It would be kind of silly to imagine a group of EVE Online starships traveling through moldy corridors and slaughtering orcs (but also kind of awesome). But the idea of having an area with paced enemy encounters and big bosses certainly isn't novel. World of Warcraft calls them dungeons, Star Wars: The Old Republic calls them flashpoints, Dungeons & Dragons Online calls them lots of different things, and they're all a chance for players to group up and enjoy some content. Sometimes it's not really enjoyable, though. The mechanics don't work or aren't fun. The fights require a lot more luck than skill. You don't have visual cues that are pretty much necessary to understand what's happening. If a game has dungeon, it always has some that aren't as good as the others. So what dungeons do you hate in a game that you otherwise love? Are they agreed by the community to be horrible, or are they usually beloved dungeons that you just can't stand personally? 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 Mog Log: Into the depths of Toto-Rak

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.30.2011

    Aw, jeez. Not only do I have an extant interesting question posed to me by a reader, I had another interesting question posed to me over the course of the last week. They're both questions that deserve a lengthy answer, with the full complexity and subtlety of a column devoted to them. But I'm not going to be talking about either of them this week. See, I had the good fortune to run through the Thousand Maws of Toto-Rak while it's still pretty much new content. And there's some confusing stuff going on in there, some awesome moments, and more to the point no hard written information in a central space to refer back to. So I figured this would be as good a time as any to put together my notes about Final Fantasy XIV's lower-level raid for public viewing, so that other players can hopefully assemble a more definitive guide over time. And besides, who wouldn't want to talk about a dungeon that sees you exploring the Empire's chthonian machinations?