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Global Chat: Game design edition

Rubi Bayer, @@rubi_

Welcome to this week's Global Chat! We love hearing what you have to say at Massively, and we love it even more when we can share the best comments with all of our readers. Massively staffers will be contributing some of their favorite comments every week, so keep an eye out every Sunday for more Global Chat!

This week is all about game design. From housing to combat to races, our readers had some great comments on it all. Follow along after the jump to see some of our best conversation from the week!

Our announcement about Scarlet Legacy, the upcoming action-based title from GamesCampus, sparked some discussion on differences in combat styles in MMOs and the reasons behind them. Claytondora took a brief look at the past and present:

I don't know why anyone would be opposed to active combat. Unless you're intentionally playing a turn-based MMO like WAKFU, which is a fun and deep game in its own respect. The old click-and-wait paradigm arose because internet connections and computers were at the time not capable of running massive world shards with physics and active combat. This is no longer the case, as this game evidences quite clearly. It's not AAA-quality, yet it seems to have fluid systems. Times, they are a changin'.
Fallen Earth's Progress Towns gained some attention this week as well. tk421242 likes what the game seems to be doing with housing:
It is an interesting concept and a nice twist on traditional housing in an MMO. While I enjoy Lord of the Rings Online's housing as a place to hang a decoration, this seems much more involved. I will be interested to see what these special vendors are and what this new currency is. I have not spent much time in Fallen Earth in the last year, but I just reinstalled it in January with my new PC. Perhaps it is time to patch up again and pull out my cycle.

Has the
FE construction skill expanded to more than just camp features yet or is it still that basic? Would love a more diverse and detailed construction skill with sheds or trailers that could be patched together like a junk yard structure.
Our look back at Guild Wars 2's Charr week prompted an interesting comment on the differences between the game's races from DevilSei:
One of my favorite things about the Charr of GW2 is they present a very differing view of technological advancement compared to the Asura.

The Asuran technology is sleek; it can be large, but the Asuran egotism shows through the fancier and more meticulous designs (Edge of Destiny had two examples) that aren't exactly function-over-appearance. And it all reeks of magic as the centerpiece. They also seem to tend toward the bright side of colors.

Yet Charr technology is sheer functionality, with bits of appearance whenever they have the time to fit it in. The designs are dark, jagged, and rough. It's brutal in appearance just as the Charr are, and while the Asura rely on magic, Charr technology relies on cold steel and fire.

This makes me look forward to Asuran week, which is hopefully next, as I want to see how their technology has developed in style and more in the past 250 years.
Global Chat is the weekly feature that's all about you, our readers. Every Sunday we collect the best, funniest, and most thought-provoking comments from the Massively readers and round them up into Global Chat for discussion. Read over them for yourself, hit the comment button, and add your own thoughts!

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