player-versus-environment

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  • Tamriel Infinium: What to do in The Elder Scrolls Online besides PvP

    by 
    Larry Everett
    Larry Everett
    01.17.2014

    As a part of my series of articles that explain some of the core features of The Elder Scrolls Online, I want to talk about what most people would consider obvious activities in the MMOs, but because of the way ZeniMax has advertised the game up to this point, many casual followers have come to believe that ESO will not have much in the way of PvE activities. Of course, players will level up via PvE, but beyond that, is there anything to do? What about group activities while you're leveling up? Are there endgame group activities? Is there raiding? Although I like PvP, much of my focus in MMOs is PvE-related. I enjoy story, exploration, and group activities. Save for the group activities, that's what The Elder Scrolls is to me. Exploring every ruin and cave or finding a hidden cult or hearing the NPCs talk about how they each took arrows to their knees defines the series for me. I don't think I could call a game Elder Scrolls without attaching defining PvE moments. I believe the developers at ZeniMax understand this, which is why they have hired some amazing voice actors to the game and why much of the website advertising revolves around the lore of the game. But is it enough to tell us what the game is about, and will ZeniMax finally show us?

  • Tamriel Infinium: The Nightblade is The Elder Scrolls Online's pirate

    by 
    Larry Everett
    Larry Everett
    09.20.2013

    Yesterday marked the official 11th anniversary of Talk-Like-A-Pirate Day. And since I write this column a day before its released, that would be today for me. So ahoy, maties, and all that. Although there are pirates in Elder Scrolls lore, I think we should talk about the biggest pirate-like class in the Elder Scrolls Online: the Nightblade. Most likely, this will be the first class I will try. I'm excited about this class mostly because of the fast action combat of ESO and the diverse DPS that the class appears to bring to the playing field. Oh, yeah, and who doesn't like to turn invisible? From the reports coming out of PAX and other conventions, the Nightblade appears to be the first rogue class that I've seen that has some strong viability in a PvE setting, but of course, the class still plays wonderfully in PvP. Stick with me as I break down my thoughts on the class as we know it.

  • The Daily Grind: Why don't you like PvE?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.06.2011

    You might know that it's not real. You might be reminding yourself that all you're fighting are lines of computer code sitting on a server somewhere with no connection to a real heroic struggle. But if you're even remotely a fan of fantasy, when you find yourself drawing your weapon of choice against a dragon, you can't help but identify with a long-held tradition. There's a reason many players will judge a game solely on its PvE -- while PvP is all about balance and mechanics, PvE is all about showing you something new and amazing. But we come here to bury PvE, not praise it. Maybe you get annoyed, from time to time, at the thought that all you're really doing is dancing according to a known pattern in tune with computer code. Maybe you don't like realizing that all of your accomplishments will be reset along a set pattern. Or maybe you're just not a fan of fighting internet dragons when you could fight real opponents sitting behind a keyboard. Whatever your reason, tell us -- why don't you like PvE? 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!

  • GDC 09: Eskil Steenberg on bringing the Love

    by 
    Krystalle Voecks
    Krystalle Voecks
    03.24.2009

    We're always on the lookout for innovation in the MMO genre, so that's why Love has caught our eye. Developed by one man, Eskil Steenberg, Love is a procedurally-generated game, which essentially means that the entire world - including almost watercolor-looking graphics, different locations, etc. - are created randomly as you adventure through the world. Currently set to support 200 people per shard, Love is an interesting take on the massive genre. Within the world of Love, users will be treated to a completely free-form adventure that will involve complex chains of missions. According to Steenberg, "You want to have cool adventures with cool things, but part of the fun is just to adventure; to just explore it. [Love] is the ultimate in player-versus-environment. The idea is that there are ways to control and manipulate things in the world - cities are like networks of interesting stuff rather than just static cities - which makes it more of a puzzle than a regular MMO. You can figure out your own ways to hack your environment, if you will; find your own way of doing different things to make it your own story." Steenberg's talk at GDC about creating a game like Love, and the tools involved will be held later today at 4:45 Pacific, which promises to be a very interesting discussion. Of course, if you're not able to make it to the Game Developer's Conference, but are curious about Love and just how the project has proceeded with just one person working on it, Steenberg has been so kind as to post the long version of his presentation on his blog for us to enjoy. So if Love seems like an interesting game to you, be sure to check out the main site for more information and procedurally-generated graphics from the current alpha. We'll definitely be keeping an eye on this one as it progresses.