story-content

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  • The Daily Grind: Would you prefer new story content or new features?

    by 
    Justin Olivetti
    Justin Olivetti
    01.15.2014

    Say there's a big content update coming for your favorite MMO in the next month and a developer calls your phone, beseeching you to make a decision. The team doesn't have enough resources to deliver both new story content and new features, the dev explains, so would you kindly choose one of those for the team to deliver? In other words, if you had your way, would you prefer additional quests and stories and zones in your game, or would you prefer new game systems and features? Personally, that's a tough call to make. I love me some great stories, but new features and systems typically get me far more excited. I think the latter enriches and grows the game more than the vertical building that more zones provide. What do you think? 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!

  • Some Assembly Required: Conflating story content and MMORPGs

    by 
    Jef Reahard
    Jef Reahard
    08.30.2013

    A few weeks ago I poked fun at ArenaNet and its "living story" nonsense. As you might imagine, plenty of comments ensued, and I'd like to highlight one of them as a point of further discussion this week. Skoryy wrote (in part): "Since when did enjoying content, especially story content, actively require skill? Any literate person can read a book; why do I also need to know how to be a master crafter or master warrior or master whatever to get to enjoy the game's true content?" For further context, this was a response to the line of thinking that says successful games like baseball, chess, and RISK are not linear dev-driven content treadmills but rather a set of rules that result in endless permutations of player-generated content. When I first read the remark I was taken aback. I mean, really, my initial response to the "since when" bit was "since you decided to play an interactive video game instead of read a book!" And that's still true to a large extent. As I thought about the overall discussion, though, I sympathized with his perspective even though I think it's terrible that some MMO companies are hell-bent on conflating the definition of game with the definition of story.

  • The Nexus Telegraph: What WildStar isn't revealing

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.29.2013

    We now know about the last two races coming to WildStar. We don't yet know about the last two classes, but that's pretty much assured for release in the near future. (I'm betting on PAX Prime, based on nothing more than speculation.) In fact, we're getting plenty of interesting and deep reveals... as well as a few things that the developers aren't talking about, things that are mentioned in passing and then allowed to just go unaddressed. Some of this doesn't really matter one way or the other, but there are some places where these unreveals are pretty worrisome. I'm not sure how much of this comes down to limited time for reveals and how much is actually shady, but in lieu of more information, I think some questions should be asked about why we've heard nothing regarding some stuff that, logically, should have gotten its own day in the revelation sunlight.

  • The Nexus Telegraph: WildStar style

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.24.2012

    There's no two ways about it: The way that WildStar looks is just plain going to turn some people off. And while I'm hesitant to say those people are wrong, exactly, I think they're missing the mark something fierce. When the game's first trailer hit, the look was what immediately attracted me to the game. Not that it had a whole lot of competition; back then, we knew the name, we'd seen a couple of vague concepts, and we had a wonderfully animated trailer. Picking the last item out of those three was almost just choosing the more substantial option. But I won't lie -- I loved the visual style, and when it became clear that the game was bearing that out all the way along, that just made me pleased as could be. Some aren't as fond of it, that's for sure. But I can think of some good reasons for the game to look how it does and at least one major flaw in the arguments against the look. I might be wrong, but heck, I'd be doing a disservice not to speak my mind on the subject.