group-play

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  • Leaderboard: Go it alone vs. go it together

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.08.2012

    A lot of modern games don't really require you to have someone along with you at all times. Star Wars: The Old Republic gives you a companion for your leveling adventures, but there's no need to have a real person with you when completing the game's solo content. World of Warcraft is tuned so that everyone can level through quests solo, even if sometimes you make it through by healing yourself until monsters give up and die of boredom. It's a welcome change from logging on, finding out your friends are offline, and giving up for the evening. But let's say you have a friend who will play alongside you if you want. On the one hand, you can suddenly make your life much easier by pairing up to tackle content designed for just one, doubling what you can accomplish. On the other hand, there are always quests that become more frustrating with two people after the same objectives, even when those two people are ostensibly working together. Plus, working alone means never having to stop for five minutes because your partner has to put a squalling baby to bed. Given the choice, would you rather be grouped up or solo when taking on content that allows for soloing?

  • Star Wars: The Old Republic developers detail 1.3, free trials, and free transfers

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.30.2012

    Have you been holding off on trying Star Wars: The Old Republic until the game offers a free trial? It looks like your wait is almost over. At the recent London Comic Con, the development team discussed the upcoming addition of a level-limited free trial. You'll be free to adventure up to a certain point, but to get the full game experience, you'll need to subscribe. That's the smallest part of the game's upcoming additions, however; the improvements for players who wish to play together include upcoming free server transfers as well as a substantial expansion of existing server caps. Patch 1.3 is also bringing the long-awaited group finder to the game to help get players away on party tasks in a timely fashion. Patch 1.3 won't just be about playing together, however, and the developers also spoke more on the addition of adaptive gear and new Legacy perks for characters. It's plenty to look forward to for players of the game, so if you haven't yet taken a peek at the upcoming changes, you may wish to do so. [Thanks to The_grand_nagus for the tip!]

  • The Daily Grind: How much grouping should be required in a game?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.11.2012

    A good group arguably makes any game more fun. No matter how much fun you're having in any game, be it Star Wars: The Old Republic or Global Agenda or whatever else, there are players who believe it's better when you're running with other people, telling jokes or roleplaying or even just working in unison. Of course, others would point out that's all if you have a good group. A bad group can turn even something fun into a real misery, which sort of defeats the purpose of playing a game. And that's not getting into the time it takes to form a group or coordinate several people... or the fact that some players just prefer not to group. So how much grouping should an MMO require out of its players? Should pretty much all content require a group, forcing players to work together and build a real sense of community at the expense of any solitary play? Or should pretty much all content not require a group, letting everyone group with players as they wish without hard restrictions -- and making large chunks of the game single-player for all intents and purposes? 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 was your favorite experience as a damage dealer?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.01.2011

    Out of the three roles of the holy trinity, damage dealers (or DPS, depending on personal preference) are usually seen as the most superfluous. After all, you just have to pound something into the ground, right? But that's neglecting all of the work that damage dealers actually do, and it's neglecting the fact that you notice when your resident monster-pounder isn't up to snuff. Just because there are an awful lot of damage-dealing players in certain games (World of Warcraft springs to mind) doesn't mean there aren't some noteworthy members of the role. From EverQuest to RIFT, pretty much every game has some way of allowing players to just rack up huge numbers and lay waste to the opposition. So what has your favorite experience been when piling on the damage? Was there a time that you broke numbers you didn't even think you were capable of hitting? A time when you showed your entire party just how good you were at what you did? Or was it a game where you got to combine your love of breaking things with a more party-oriented utility approach? 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!

  • A Mild-Mannered Reporter: In the case of Defenders

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.16.2011

    So last week, my column went live on the same day that Paragon Studios assuaged pretty much every concern my article raised. I should be annoyed, I suppose -- these columns do not spring Athena-like from my forehead, after all -- but considering what the producer's letter means for City of Heroes, I can't be anything but happy. It shows that the problems that I can think of are getting brought up and addressed by the development team as well, and that means that there's a security buffer in place so that things never get bad. And that segue leads us naturally into the next archetype up for discussion: Defenders. Probably the hardest archetype to cleanly fit to any pre-existing heroes, Defenders are still a vital part of the game and a lot of fun to play besides. They're the logical counterpart to the Tanker side of the equation. Whether you're new to City of Heroes as a whole or just new to the very idea of playing a Defender, click on past the break to take a look inside the most party-oriented archetype in the game (barring Kheldians, I suppose).

  • The Daily Grind: When have you felt superfluous?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.06.2010

    Being a low-level Mesmer in Guild Wars is not often fun times. You know that later on the class becomes the absolute master of interrupts and lockdowns, nearly vital in a good party. But when you're still early in the game with few useful skills and few caster enemies to worry about, more often than not you find yourself standing in the back of parties casting a hex or two and waiting for the fight to be over. It makes it a lot harder to take claims of "great group" seriously when you didn't really do anything. Nobody likes the feeling of being carried in a game, but it's inevitable that once or twice the weak link is going to be you. Sometimes it's inexperience, sometimes it's being at a low level, and sometimes it's just the stars lining up perfectly to make your life miserable. So when have you felt like you were a complete third wheel? Was it during your learning phase for endgame content, or in the midst of a mid-game run where you weren't really necessary? Or was it just a matter of teaming with people who all knew one another with you as the stranger? 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 Tattered Notebook: Worth your time?

    by 
    Jef Reahard
    Jef Reahard
    07.12.2010

    "EverQuest II, that's the crappy Sony game with five-year old graphics and a bunch of RMT isn't it," said a friend of mine as we ran around the chilly slopes of Dun Morogh in Azeroth a few weeks back. Even though he phrased it in the form of a question, his delivery implied a mind already made up. Such is EQII's reputation among a decent chunk of the MMORPG-playing population it seems. Since taking over the Tattered Notebook, I've been asked more than a few times what it is about EverQuest II that makes it worth playing, aside from the Massively paycheck of course. From friends and family, to commenters, to colleagues, it seems many people are curious about SOE's long-running fantasy flagship, but relatively few take the time to learn more about it in order to make an informed go/no-go decision. Regrettably, I'm a somewhat slow leveler, due to the fact that I've got a lot of demands on my time and I enjoy running around willy-nilly exploring the nooks and crannies of Norrath. So, I won't be level 90 with 250 AAs, raiding, or able to tell you about endgame any time soon. That said, is it worth playing through the early 30s? Indeed it is. Turn the page for some reasons why.

  • The Mog Log: A million little topics

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.15.2010

    I promise you, this column is not an almost wholly fictional account of events that happened while my character was addicted to mithkabobs. (I just like working references in, if you haven't noticed.) No, this week is something a bit different for the column, since we're going to eschew our usual rambling manifesto style about Final Fantasy XI and Final Fantasy XIV. Instead, we're going to be taking it piece by piece in the smaller scope. See, there are topics that are worth talking about here that fit into an entire column (usually between 1000-1500 words). Then there are topics that aren't worth talking about in quite that much depth, but still worth bringing up in brief. And not all of them fall under the aegis of forum talks or question-and-answer sessions, either. So today, we're going to be hitting a few smaller points in rapid succession. You don't have to read it, but then you'll miss the fascinating deconstruction of nihilism in the middle. Also there's a button you can click on for free money. Your call.

  • Grouping versus soloing as the genre evolves

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.18.2009

    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.