jumping-puzzles

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  • The Daily Grind: Do you suck at MMOs?

    by 
    Bree Royce
    Bree Royce
    07.25.2014

    That's a serious question. Back in February, our sister site WoW Insider published an editorial called You're bad at WoW, and so am I. Author Olivia Grace argued that no one is perfect at any game, that everyone makes mistakes, and that the worst mistake is not admitting those weaknesses because then you'll just keep on sucking. Reading our comments sometimes, you'd think that everyone reading here is a world-class player who's better at ALL OF THE GAMES than professionals and certainly than the developers, when the reality is most of our readers are probably above-average gamers slacking off at work. Ahem. Personally, I'm pretty good at the psychological warfare of economic PvP and general PvE dungeon-running, but man, jumping puzzles and platforming -- I'm horrible at these things. What about you? Do you suck at MMOs? I promise I won't laugh at you if you won't laugh at me. 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!

  • Warlords of Draenor: Jumping puzzles abound

    by 
    Sarah Pine
    Sarah Pine
    07.16.2014

    Our friends at Wowhead have uncovered something I can honestly say I never thought I'd see in WoW: jumping puzzles. Well, I guess you could call those really annoying spots in Blackfathom Deeps and Wailing Caverns "jumping puzzles" but really, they're just jumps. So far three separate jumping puzzles have been spotted in Draenor. You'll find them at the Circle of Blood, the waterfall at Moonwillow Peak in Shadowmoon Valley, and the eastern end of Daggermaw Ravine. According to Wowhead, Circle of Blood is the easiest of the three, and Daggermaw Ravine the most difficult. All have rewards awaiting the intrepid jumping populace, be it a rare spawn with rare loot or a treasure chest of goodies. The presence of jumping puzzles in the game brings the question of player flying capabilities to the forefront once more. We already know we won't be able to fly in Draenor at release, but it's been speculated that flying will be added into the game after a certain point. However, player flying renders challenges such as jumping puzzles completely obsolete. Why would you bother when you can just drop in from above? Of course, that doesn't mean that Blizzard will never allow flying in Draenor--content isn't designed to be new indefinitely. However, it does make me feel like perhaps our grounding in Draenor is meant to be more permanent than initially expected. Or maybe I'm reading way too much into this. What do you think?

  • The Daily Grind: How much time do you spend on irritating quests?

    by 
    Jef Reahard
    Jef Reahard
    07.13.2014

    Yesterday I spent an hour and a half doing this stupid jumping puzzle in The Secret World. It was the fifth tier of a six-tier sabotage quest in Transylvania, and I absolutely hated every minute of it! I kept at, though, inventing a few new curse words along the way, and I finally finished the quest. What about you, Massively readers? How much time do you spend trying to complete frustrating or irritating quests? 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 son also rises in Guild Wars 2's Blood and Madness content update

    by 
    Anatoli Ingram
    Anatoli Ingram
    10.08.2013

    Remember when the citizens of Tyria thought Mad King Thorn was just a goofy old legend, and he rose up from the Underworld through a portal beneath the Lion's Arch fountain to prove us wrong? Good times! On October 15th, the Thorn family will be returning to wreak havoc in Guild Wars 2's Halloween content update, bringing their uniquely psychopathic touch to our holiday festivities. King Thorn's son, Bloody Prince Edrick Thorn, has taken over part of his father's realm -- and he's following in his footsteps by being scary and evil. We thought kids were supposed to rebel. Couldn't he have grown up to be a veterinarian or something? Players will see several popular activities returning as well, such as Lunatic Inquisition, haunted door trick-or-treating, the legendary Mad King's Clock Tower jumping puzzle, and the proud tradition of doing whatever an undead tyrant tells you to so he'll give you a hat. In addition to the new and improved Halloween content and spooky rewards, this release will contain a number of highly anticipated profession balance changes and quality of life improvements. ArenaNet will be offering a preview livestream on Monday, the 14th at 3 p.m. EDT (noon PT).

  • Flameseeker Chronicles: Why I love Guild Wars 2's Super Adventure Box

    by 
    Anatoli Ingram
    Anatoli Ingram
    09.10.2013

    Back in April, ArenaNet played what was arguably the greatest MMO-related April Fool's Day prank of all time when it released level designer and jumping puzzle maestro Josh Foreman's labor of love, Super Adventure Box, in Guild Wars 2. I was but a wee Massively commenter then, and I recall that my comment on the news post about that particular revelation was something to the effect of "I'm not leaving this place until they kick me out. See you all next month!" I remember this because I was only half joking, and I really did spend most of April inside Moto's palace of 8-bit wonders. I love Super Adventure Box. I don't just love it because it's retro or because I get the references or because my first foray into it left me laughing fit to kill (OK, maybe the last one). I love it because, entirely independent of GW2, it's a game I can spend a whole month playing and not get tired of it. Jump with me past the cut, and I'll tell you why.

  • Have a super adventure in Guild Wars 2's Back to School release

    by 
    Anatoli Ingram
    Anatoli Ingram
    09.02.2013

    It's the end of summer, and school is back in session. That's kind of a bummer unless you're an Asuran kid: Thanks to mega-genius Moto, the lucky little weasels get to play in the Super Adventure Box, a virtual reality educational tool that teaches quick thinking and combat skills. Fortunately for Guild Wars 2 players, the average Tyrian adventurer is probably slightly behind the average Asuran child, so everyone can justify spending a few days weeks hours bouncing on mushrooms and collecting shiny baubles for completely educational purposes. ArenaNet's Josh Foreman, Moto's real-world representative, gave us a preview of what eager students have to look forward to tomorrow in the improved and expanded re-release of GW2's popular game-within-a-game. Bounce your way behind the cut to get a peek at how you'll continue on your journey to vanquish Lord Vanquish and save Princess Miya!

  • New WildStar video is all about smooth moves

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.09.2013

    Movement is always important in MMOs; you can't get into arguments about who's standing in the fire if everyone is rooted in place, after all. Since WildStar is promising active combat, it needs to have even more movement than normal so that you can find new and exciting ways not to stand in new and exciting sorts of fire. And the newest DevSpeak video is all about that. "That" being movement. Not new and exciting sorts of fire. It's still pretty much normal fire. Some elements will be immediately familiar to anyone who has played a video game on a computer within the past decade. Some elements are a bit more uncommon, like double-jumping or giving every class access to a quick dashing roll. And some elements, like switching positions with a target by tearing a hole in space itself, are pretty well unique. Take a look at all of them just past the break. [Source: NCsoft press release]

  • Flameseeker Chronicles: Simple pleasures in Guild Wars 2

    by 
    Elisabeth
    Elisabeth
    04.16.2013

    Right after finally crafting The Flameseeker Prophecies, I took my in-game efforts down a couple of notches. As a result, I've had a few fairly quiet weeks in Guild Wars 2. It's not for lack of things to do or of goals; I've still got plans for oodles of armor sets, a few of the pseudo-legendary weapons, a double-handful of additional level 80 characters, and some titles. I've just been taking a more laid-back approach to achieving those goals. For the last month or so before getting my shield I was running two to three dungeons a day along with other things like camping meta events and going into Orr for T6 mats, which is by no means hardcore but has made for a very pleasant experience switching into a lower gear. I've been taking time to enjoy the simpler pleasures of Guild Wars 2.

  • Chaos Theory: Continuing the Issue #6 journey in The Secret World

    by 
    MJ Guthrie
    MJ Guthrie
    03.25.2013

    In sharing my thoughts with you last week about The Secret World's newest update, I admitted that I hadn't yet experienced all of it. Even with a head start, there were too few days available to really dig into Issue #6. So unless I wanted to blow through everything like a runaway train without savoring it, there was no way I could pontificate on all aspects of the update at that time. That was then; this is now. This time around I've had full week to dive in and experience the different aspects of The Last Train to Cairo. Along with finishing up the story (which culminated in boarding the very train the update is named for), I started clawing my way up the PvP ranking ladder, secured my very own whip, and snagged a few veteran rewards. Of course, there is still more to be done; it will be a while before I am up for the challenge of the new raid boss, even with my snazzy new whip. And let's not forget banking up some recruitment bonus points by roping even more friends into The Secret World. Even so, that leaves plenty for us to talk about in today's Chaos Theory.

  • Wings Over Atreia: From Shugos to splitting up, Aion's instances are evolving

    by 
    MJ Guthrie
    MJ Guthrie
    03.09.2013

    Today I was all set to focus my energies and words on cajoling NCsoft to not do certain things to Aion. I was poised to carefully blend pleading, ranting, and even some common sense into the perfect concoction to convince the studio to avoid introducing various trappings to Atreia. Then, surely as a means to distract me from said designs, the studio released news about the new instances coming after 4.0. Wait -- after?! A ha! Yet more fodder to add to my nonononono rant; after all, who wants to be teased about things coming after an expansion we don't even have a date for yet? However, after a bit more reflection I decided that -- for today at least -- I'd rather applaud the company for looking at new ways to approach instances instead of rail on it for sharing the info so darned early. Perhaps it's the whole "you can catch more sparkies with honey than vinegar" approach, but the truth of the matter is I am happy with the direction this latest announcement portends. Aion is integrating variety into the dungeon-diving sphere, and that's a move that can only be good for the game. Even better, you don't actually have to wait until after 4.0 to experience the first rumblings of this shift. Thanks to the Shugo Kingdom Adventure event going on now, Daevas can try their hands/claws at a new (though temporary) dungeon experience, What about these new dungeons has me hopeful for the future of Aion? Let's dive right in and take a look.

  • Flameseeker Chronicles: Puzzle jumping in Guild Wars 2

    by 
    Elisabeth
    Elisabeth
    03.05.2013

    I've been meaning to talk about jumping puzzles for a while. I haven't made it through quite all of the ones in Guild Wars 2 yet, but I'm getting closer to that point all the time. The problem is that I never want to just sit down and hammer out three or four in a session because I feel that'd take away from some of the fun of it, so I get to one every little while, and I treasure it, and that's actually pretty OK by me. In my opinion, jumping puzzles are some of the most well-polished content in the game, as well as some of the most exciting. The designers seem to have been able to really do whatever they could imagine in them, and that pays off in really incredible encounters, gorgeous sights, and super fun challenges. Since I haven't been through all of them yet, I can't really put out a decisive top picks list, but I'd like to talk about some of my favorites.

  • Flameseeker Chronicles: Five of the purest joys of Guild Wars 2's PvE

    by 
    Elisabeth
    Elisabeth
    11.13.2012

    I had a really bright idea to title this post "Five things that don't suck about Guild Wars 2's PvE." However, being a denizen of the Interblags, I paused as I typed out those words. "You know, Elisabeth," I said to myself, "someone somewhere would probably see that as an invitation to troll." "But Elisabeth," myself responded, "isn't everything on the Interblags an invitation to troll?" I had to confess that I made a fair point. I mean, it was probably a silly title anyway. There are a lot of things, I tend to think, that don't suck about Guild Wars 2's PvE, and I don't want to give you the wrong impression. Saying they don't suck is a pretty negative way to frame it, don't you think? I'm glad we agree. Anyway, read on to catch some of the most non-suckiest things in Guild Wars 2's PvE.

  • The Daily Grind: Do jumping puzzles belong in MMOs?

    by 
    Bree Royce
    Bree Royce
    09.23.2012

    Among the many map locations Guild Wars 2 entices its players to explore are vistas, and let's not kid ourselves: Vistas are jumping puzzles. Some are easier than others, of course, and some don't require much jumping at all (like those that ask you to take a leap of faith into an Asura gate or dive deep into a lagoon). But most of the time, your spacebar skills will be tested. Though I am no platforming champion, Guild Wars 2's jumping puzzles have seemed very doable for me. A few have been frustrating enough to annoy me, especially those that require a few minutes of set-up so easily spoiled by a single overshot. But I like that MMO developers are bringing in new gameplay elements that both challenge and reward us and aren't just another round of "click here to make the foozle go." What do you think -- do jumping puzzles belong in MMOs? 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 critical look at Guild Wars 2

    by 
    Matt Daniel
    Matt Daniel
    08.28.2012

    Well, it's finally official: ArenaNet's golden child, Guild Wars 2, has launched, and I'm sure thousands upon thousands of you are too busy playing it to even read this article. On the other hand, it's an MMO launch, so a good chunk of you are bound to be locked out of the servers, unable to launch the client, or any number of other things, and if that's the case, then boy do I have an article for you. But first, allow me to don my flame retardant suit. In the hopes of lowering the deluge of angry emails I'm about to get, let me preface everything by saying this: Guild Wars 2 is a good game -- a great game, even. In fact, I love it. But every time I've had the audacity to mention anything even remotely critical about the title in in-game chat (my first mistake), I've been immediately pounced upon by rabid fans who seem to think that anyone who feels that the game could be better in some regard is a heretic who should just quit the game. So I'm going to do what any rational gamer with a death wish would: take a critical look at Guild Wars 2.

  • Flameseeker Chronicles: The I-word

    by 
    Elisabeth
    Elisabeth
    02.21.2012

    I like to poke fun at ArenaNet staff members for their use of the word iteration. That's not because I think it's a cop-out or self-aggrandizement or anything. It's because I like to think of it as being at the top of an internal buzzword sheet with all the blogpost writers trying to work it into their text to earn an extra nickel. It's a patently whimsical notion, and I have a special spot in my heart for the patently whimsical. It's nice to see that concept of iteration lending real benefit to the game. Sure, it's caused forumites no little angst; when we heard that the trait system was being reworked, for example, certain people were convinced that the iterative process meant that the game would never launch. I don't understand the panic-stations mentality. Any game company exists to make money, and you don't make money by spending five years developing a game, taking a demo on the road for two years, and never releasing it. You also don't make money by releasing a crap game. ArenaNet wants to make a lot of money. That does not make the company evil. It motivates the team to make as good a game as possible because people like buying good games. Despite those so-called fans who look for the slightest provocation to bring out the sackcloth and ashes, the strength of the iterative process is shown every time we get to see a new demo of Guild Wars 2. Beyond just seeing a higher level of polish, we can see that certain events have been reworked, and the changes are to only the players' benefit.