killers

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  • The Daily Grind: Would you play a pacifist character if it were compelling?

    by 
    Justin Olivetti
    Justin Olivetti
    05.03.2014

    I don't know what got my mind on this train of thought the other day, but I got a little incensed that MMO developers constantly equate "hero" with "mass murder of hundreds of sentients," not to mention the fact that as a character, I'm more or less pushed into being a weapon. Yes, I can kill to protect and save, but the killing wears on the virtual soul after a while. My mind then turned to the prospect of being a pacifist in these combat-oriented worlds. Sure, there are always people who go far out of their way to figure out paths to leveling without killing, but what if the game made fighting optional rather than mandatory? I'm not talking about just sitting in a hovel crafting but solving quests through deduction, puzzle-solving, diplomacy, and sheer moxie. How cool would it be to be a mage whose spellbook was full of utility spells instead of fireballs and could use those to help NPCs? Would you play a pacifist character if the game made it compelling enough? 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!

  • Hyperspace Beacon: The SWTOR year-end report on PvP

    by 
    Larry Everett
    Larry Everett
    12.17.2013

    In July, I took the famous Bartle Test and pitted it against the state of Star Wars: The Old Republic at the time. The test, based on the research of Dr. Richard Bartle, measures the types of activities within an MMO that players find fun. Of course, there is plenty of crossover, and very few people fit neatly into one category, but I believe that if an MMO hits all the categories well, it will be highly successful, at least from a player's point of view. In the research, player motivation is divided into four categories: Achiever, Explorer, Killer, and Socializer. I have never been a fan of the term Killer as used to describe the type of player who likes to compete directly with other players, but then, I didn't earn a PhD from the University of Essex, either. The Killer category has always been described as more than someone who likes to PvP in the sense that most MMOs provide PvP. A Killer likes to compete, plain and simple. He wants his skills pitted against the skills of other players, and he wants to be recognized for it. In SWTOR, many Killer-types will hang out on the steps of the Sith Academy on Korriban dueling, partially because they find dueling enjoyable, but also because it is in sight of many other players. (That's where recognition comes in.) In July, I gave SWTOR very poor marks in the Killer category. I wrote, "Later this year, BioWare plans on introducing a content specifically focused on PvP, but given the team's track record, I have my concerns," and then I gave the team an F in this category. Has BioWare been able to raise that grade? And how have things changed since mid-year?

  • Blood Sport: Patch 3.2.2, the times they are a-changin, Part II and a half

    by 
    C. Christian Moore
    C. Christian Moore
    10.10.2009

    I don't care for a lot of music that was made in the last decade. The Killers are something of a breather for me. They're one of those bands I'm glad exist. When I'm forced to listen to a terrible radio station, and hear change your mind sandwiched in between auto-tuned, unoriginal dross -- I'm satisfied there is still music being made that can intrigue. (Brandon Flowers has some epic bard tier 10 shoulders there too)This is part two of part two of a three part article. Confusing? Join the fun! Surprising Patch 3.3 timing, i.e. wrenches in cogs, is a blast!In our first installment, we covered pillars changing shape in great detail, and also mentioned a few other tweaks. Our second article dealt with five classes -- paladin, priest, rogue, shaman, and warrior. Warlocks were left out of the 3.2.2 patch notes. This article is going to talk about the other four classes - death knight, druid, hunter, and mage.Being "TheArenaGuy" here at WoW.com lends to forcing myself to a very balanced perspective on classes. It makes me feel guilty if I understand armor penetration less than spell penetration. Well, actually, it doesn't because ArP is confusing. The main thing I'm trying to say here is that I don't want to write anything that is opinionated without being grounded in something. I don't want to make any mistakes when it comes to reporting to our viewers what changes will impact arena games (and how).I'm satisfied to critique changes instead of having the responsibility to make them. The developers have very difficult decisions to make with regard to arena balance and we should applaud them for making decisions in the name of equity, even if some of them might be unpopular.With that, let's get into the juicy, juicy 3.2.2 patch notes.

  • The Killers DLC also coming to Rock Band

    by 
    Dustin Burg
    Dustin Burg
    11.15.2008

    Not to be outdone by Activision's announcement that The Killers downloadable content is headed to World Tour, Harmonix and MTV Games just informed Wired that they'll be releasing their own The Killers DLC to the Rock Band music store. The songs will make their way to the Marketplace on Tuesday, November 25th, the same day the World Tour DLC is released. Zing!The Rock Band DLC will be a three pack of The Killers tracks including two the classics "Mr. Brightside" and "Smile Like You Mean It" as well as the new "Spaceman" track off their latest album Day and Age. Each track is expected to be priced at 160 Microsoft points individually or bundled for 440 points.[Via Joystiq]

  • Guidelines for autonomous killbots proposed

    by 
    Darren Murph
    Darren Murph
    04.14.2007

    Suggestions in regard to robotic rights seem to be flying off the shelves these days, but an engineer at the Naval Surface Warfare Centre has concocted an interesting set of guidelines catering to autonomous killbots of the future. Most likely, it's just a matter of time before machine-on-machine violence becomes commonplace, and John Canning's "Concept of Operations for Armed Autonomous Systems" outlines just how lethal robots should handle themselves when faced with potentially deadly conflicts. Interestingly, the document suggests the the bots should be allowed to make their own decisions when it comes to blasting or forgiving fellow robots, but before they pull the trigger on a human, it should request guidance from a flesh 'n blood friendly. Still, a definite loophole exists in the fact that these simple-minded killers could aim for a "human's weapon" without asking permission, and when his awful auto-aim programming leads to a costly casualty, it'll simply be deemed "collateral damage." Can't say we like the sound of that. [Warning: PDF read link] [Via El Reg]

  • More "proof" that violent video games breed rage

    by 
    Darren Murph
    Darren Murph
    11.29.2006

    While we've already learned that television shows pull double duty as entertainment and a sedative, and that launching a console with a widely understood shortage hitting stores can cause all sorts of madness and criminal activity to break loose, the last thing we needed was one more "study" claiming that video games breed rage. But nevertheless, researchers at the Indiana University School of Medicine have discovered that "teenagers' brains become fired up" (read: angered) after playing violent video games. A survey using 44 same-sexed humans with "similar IQs and age" showed that a half hour of violent gaming "increased activity within the amygdala (involved in emotional arousal)" while simultaneously decreasing activity in "parts of the brain involved in self-control" -- unsurprisingly, the opposite effects were seen when gamers were forced to play non-violent titles. However, when all the fMRIs were completed and reports were being compiled, the doctors still noted that "further studies were needed to determine whether these physiological changes actually make individuals behave more violently," so until that's proven absolutely, we're sticking to our (pixelated) guns.[Thanks, Nate W.]