character-development

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  • Storyboard: Importance

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.15.2010

    As I write this column, I am sitting on a train to New York Comic Con, celebrating an industry that has been running for basically forever and seems to be rather steadily dying. I'm sad to say it, because I never really grew out of loving comic books, but sales that 10 years ago constituted a rather dismal failure now constitute a pretty big hit, and we're certainly not getting comics aimed at kids in most circles. (I adore Last Stand of the Wreckers, and it's a wonderful example of doing a mature comic correctly, but I feel sorry for parents who might buy it because their kid liked Transformers Animated.) That got me thinking about roleplaying, something that a lot of people see as being a fossil of the origins of MMOs. I've seen so many arguments that "RPG" no longer means any actual roleplaying is expected, and yet each one feels like reopening a wound. I think that roleplaying is important and that it's a good thing, and while its death may or may not be in the cards (I don't think we're anywhere near that), it's vital that we take a look at what is important about roleplaying and why it means so much to so many of us.

  • Storyboard: Winner's circle

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.01.2010

    It's time for another rant here on Storyboard, or at least an animal that's in the same general family as the dreaded rant-beast. Considering that both this column and WoW Insider's resident RP columnist Michael Gray have been covering similar ground over the past few weeks, it seems only appropriate to dip back into the well of the tools that roleplayers need, deserve, and want. And while I had considered a different column, it occurred to me that I wanted to take a very different tack this week. The past couple ranty columns have both focused on what games are getting wrong and what we deserve that we're not getting. But generally speaking, I prefer to be positive instead of negative, and amidst all of my justifiable complaints, that was getting lost. So this week, we're going to look at five games that are doing pretty well at supporting roleplayers. My list is far from exhaustive, and it doesn't include every game I'm personally involved with at the moment -- Final Fantasy XIV isn't on there, for instance -- but it is a good snapshot of who's on Team RP.

  • The Daily Grind: How much planning do you want for your character?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.16.2010

    All MMOs require some amount of planning for your character ahead of time. Sometimes it's just a matter of choosing whether you want to be a warrior or a healer (with apologies to game-specific terms), but sometimes you wind up in a game with a much longer list of options. There are differing talent builds in World of Warcraft, different Virtue specializations in Lord of the Rings Online, and buckets of different skill loadouts for Guild Wars. And that's not getting into the bevy of class options available in Dungeons and Dragons Online. But some people really dislike that approach. After all, it kind of does suck if you get to level 50 only to find that you made a bad choice back at level 14 that's going to screw your character forever. That's where you get reversible choices and non-permanent selections... but you still have to make some choices early on that you can't undo later. So how much do you like to plan out your characters in advance? Do you prefer games that let you make all your choices as you go, with no wrong options? Or do you like making long and detailed arrangements for your characters' future?

  • Erickson dishes dialog choices for Star Wars: The Old Republic

    by 
    Larry Everett
    Larry Everett
    06.03.2010

    Bioware has touted the fourth missing pillar from MMOs since the the first video introduction of Star Wars: The Old Republic: Story. This concept of great character development and plot on top of an intense combat experience has been Bioware's staple since, well, forever. Player choice propels every Bioware story in a very dynamic way, so we have no doubt Bioware will deliver. In fact, earlier this week we reported that SWTOR will boast the equivalent of 50 novels worth of dialog -- an insane amount of possible storytelling, to say the least. Yesterday, Daniel Erickson gave us a bit more to chew on in the SWTOR official forum. In the developer walk-through, we witnessed the dialog system in action. Not only will one player lead the conversation, but others in his group will be able to chime in as well, thus intensifying the story. How this system works has not been defined, yet players have high hopes for it. What Erickson did touch on in his post is the idea of choice. He tells us that dialog choice will differ in each class. A Sith will naturally want to choose the darker choice in the dialog tree, whereas the smuggler will naturally want the funny or flirty choice. Those choices will usually be the top option, but, Erickson says, "Want to be a hardcase Smuggler? A wry action hero Bounty Hunter? A charming Inquisitor? Choices are much broader than just good and evil." Multiple options will be available for those players who want to explore different paths for their character.

  • The Tattered Notebook: Roleplaying advice for veterans and newbies alike

    by 
    Seraphina Brennan
    Seraphina Brennan
    02.09.2010

    Hello there adventurers! Seccia has taken the week off to go visit the remainder of her family in Neriak so I'm stepping in to help out with her column! This week in The Tattered Notebook, I thought it would be a good time to talk about roleplaying a character. Roleplaying isn't just jumping into a game world and talking in a funny accent. It's also not just making up a character and spamming a scene with emotes. Good roleplaying skills take both time and practice to learn. And while I can't teach you everything in the space of a single column, I can give roleplayers, both veterans of the craft and newbies, a few tips to polish up your roleplaying skills and enhance the power of a scene.

  • "Why do we play MMOs" series concludes

    by 
    Brooke Pilley
    Brooke Pilley
    08.22.2009

    When we last checked in with Tobold, he was just starting up a new blog series looking into why we play MMO games to a greater degree than single-player games. That isn't to say that the MMO genre is bigger than the single-player genre, just that MMO gamers tend to focus on massively multi-player games more than single-player games. His first two articles examined Storytelling and Gameplay elements in MMOs and since then he has done pieces on Challenge, Character Development, Rewards, Social Interactions, and Learning.The series just wrapped up and Tobold wrote a nice summary of why he thinks we mostly choose MMOs over single-player games. He feels that while we may play single-player games that have strong elements of story, gameplay, or challenge, the social aspects of MMOs seem to be the trump card. MMOs can have many weaker core elements but social interaction (direct) or simply participating in a persistent game world (indirect) appears to make up for those deficiencies. It's a long series to get through but well worth the read if you're into these kinds of high-thinking philosophical discussions.

  • Twisted Nether Wiki compiles a nice list of WoW utilities

    by 
    Mike Schramm
    Mike Schramm
    07.02.2009

    A few folks over at the Twisted Nether Wiki have done a great thing and compiled a nice full list of all of those little online WoW utilities that we talk about every once in a while. From character improvement tools like Be Imba! to resources like Kaliban's Loot Lists and even humor sites like WoWBash, if it's online, WoW-related, and worth visiting more than once, it's on this list.And of course it's a wiki, so even if it's not on that list, you can add it. But it is cool to have all of those resources in one place -- we mention them, obviously, when there are updates to share, but if you don't bookmark them when you hear about them, they might have fallen off your radar. There are so many great and well-designed tools out there for players to use that something like this, tracking them all, is great to have.