endgame-progression

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  • The Soapbox: Better models for MMO endgame progression, part three

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.24.2014

    Today marks the last entry in my better models for MMO endgame progression series, the follow-up to my series on why MMO studios should abandon raiding. And that means providing two more possible models along with something of a thesis statement. But it also means that at this point I'm far more willing to wander off into the woods with these ideas. The first part had slight twists on standard formulas, the second had ideas that was a bit further afield, and this one features two ideas that are still almost entirely unrefined. More specifically, today's concepts are more about tackling the very principle that progress has to be tied past a certain point to things that you get. You earn a thing and then you're better. But there's no reason that progress can't be oriented the other way, with the gear (etc.) just being a gating mechanism for your actual forward motion. The funny part is that a lot of these systems aren't really at odds with one another; they can coexist without too much trouble. But then, that's the nature of the beast.

  • The Soapbox: Better models for MMO endgame progression, part two

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.23.2014

    If you read yesterday's Soapbox, the first in my Better models for MMO endgame progression series, with a fair bit of awareness, you probably noticed that the models I presented were, well... safe. Normal. Not too far outside of the realm of what we already have in some games, in other words. Oh, sure, they were functional and expanded compared to what you normally see in games, and they weren't reliant on high-end raiding, but they were still derived from the same space, which is part of the point. But that's not nearly as far as the rabbit hole goes. So let's start moving further beyond what's already common. Let's start heading into stranger territory. As before, the models presented here are not super-refined balanced labyrinths of systems; they're the outline, the skeletons, the fundamentals of how these concepts could work. And even at this stage, they're able to go in directions you don't find in numerous MMO endgames. So let's jump right into it, shall we?

  • The Soapbox: Better models for MMO endgame progression, part one

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.22.2014

    Last month, my three-part Soapbox series on reasons studios should abandon raiding as the core mechanic of their MMOs produced no shortage of comments. One of the persistent refrains from the pro-raid side was, as expected, "if you're so smart, why aren't you proposing alternatives?!" The obvious answer would be that it wasn't the point of the articles. The series was about reasons to drop raiding, after all. But it's also not as simple as "here's what games should be doing" because there are countless alternatives. Tons of alternatives. I can think of at least six off the top of my head. So for this new series, let's consider models that don't rely upon raiding as an endgame progression model. Some of these are close cousins to endgame models found in games currently on the market, some of them are not, and none of them has been designed with fine details or lore or what-not in mind. They're drag-and-drop, as it were. The point here is explaining the multitude of options available for an MMO's endgame that don't rely upon raiding for their focus. Today's article will cover the first two of six I have in mind.

  • The Mog Log: More time in Final Fantasy XIV's 2.2

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.14.2014

    I was pressed for time when Final Fantasy XIV patched at just the wrong time. I'm on a schedule, you know. My first impressions of the patch were far less comprehensive than I would have liked, although I did try to fill in the blanks as best I could down in the comments. But that was two weeks ago, and you doubtlessly expected that by now I would have gotten through the rest of the patch for more impressions. Honestly, I could probably spend quite a bit of time talking about all the various aspects of the game altered by this particular patch, but I'd prefer to narrow my focus slightly and zoom in on the most immediately relevant bits. So let's talk a little bit more about 2.2. Let's talk about the dungeons I didn't cover last time, the quest lines, the big battles (sometimes on a bridge), and a couple of problematic elements that have cropped up.

  • Diablo III upgrading Paragon endgame system

    by 
    Justin Olivetti
    Justin Olivetti
    02.22.2014

    Level-capped players will have a "Paragon 2.0" system to look forward to when Diablo III: Reaper of Souls releases. Blizzard outlined three major changes yesterday that will affect the endgame progression system. First, there will be no level cap for Paragon levels. Second, Paragon levels will be shared account-wide, with all normal characters sharing levels and all heroic characters doing the same between them. Third, players will get new Paragon points to spend in four categories: core, offense, defense, and utility. When the expansion goes live, players will receive their new Paragon levels based on the sum of the accumulated Paragon experience on each account. Hardcore heroes who died at 60 will also contribute to this XP pool. Players without the expansion will transition to Paragon XP at level 60, while players with Reaper of Souls will do so after hitting level 70.

  • What is World of Warcraft?

    by 
    Anne Stickney
    Anne Stickney
    01.03.2014

    On December 23, 2004, I rolled my first character in World of Warcraft. It seems almost impossible to imagine that this was a little over nine years ago, but I still remember the day clear as a bell. A friend told me where to make a character and what faction to use, and offered me a guild invite the moment I logged in -- an Alliance guild that, to my knowledge, no longer exists. That began a journey that was a long, impossible at times, climb to level 60. Along the way, I made a ton of friends both in the guild and out, and when I hit level 60 it seemed like an incredible accomplishment. But as I shook off the haze of congratulations and cheers, I realized I had little to no idea what came after you hit level 60 -- and frankly, neither did anyone else. Ironforge was the place to be. If you were Alliance it was the only place with an Auction House. Players spent hours upon hours outside the front gates dueling each other. There was no PvP as we know it today -- Battlegrounds didn't exist, so PvP was relegated to long, drawn out battles between Tarren Mill and Southshore. The options seemed to be as follows: Run Stratholme, Scholomance, and UBRS to collect your blue dungeon set. Go raid either Molten Core or Onyxia's Lair. And ... that was it. Needless to say, my next option was to roll an alt and find a raid guild. What other choice did I have, at the time? As the game has progressed over the last nine years, those choices have expanded into a flurry of content that dwarfs everything that has come before it. And that makes me wonder -- just what is World of Warcraft, now?

  • A look at the current endgame for Blade & Soul

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.07.2013

    If you're looking forward to playing Blade & Soul when it finally comes to this side of the pond, you probably want to know what to expect from the endgame mechanics. Fortunately for you, the game has just released its newest endgame dungeon, and a preview is available of the final boss fight within that dungeon as well as the process for gaining and powering up loot from bosses. Which is... ornate, for lack of a better term. The short version is that everyone present for the kill gets a loot box containing a weapon. You can either pay money to ensure that the weapon is right for your class, or you can buy an ordinary key and take your chances. Once you've gotten the right weapon (with the right stats) after however many trips, you can start leveling it up... but in order to really advance it, you'll need to get two more weapons and level those up. Take a look at the full preview for details on boss mechanics and the weapon upgrade process. [Thanks to Steparu for the tip!]

  • The Daily Grind: How important is endgame progression to you?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.24.2013

    For some players, the real meat of an MMORPG begins when you don't have any more pesky levels to worry about. Leveling is training, but using all that training to clear through the hardest content in the game is what you signed up for. Whether it's in World of Warcraft or Guild Wars 2, these players feel that the real push is to have the best possible gear and optimize your character specialties. For other players, the endgame is just an addition, sometimes even an unwelcome one. Having the best gear or the best build is nice, but it's not worth pursuing at the detriment of your enjoyment. Far better to just do dailies in Star Wars: The Old Republic or level a new character in Champions Online. These players can be just as dedicated to the game, but they just don't care for the endgame push. So which category do you lean toward? Is the progression track at the top what you live for, or is it just a distraction? How important is endgame progression to you? 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!

  • A Mild-Mannered Reporter: Stricken pack

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.09.2011

    It's been a while since the Incarnate system went live, and we've had a little time to get used to the ideas that the Issue 19 Strike Pack brought to the table. Not a full shakedown, mind you, but enough to make it clear what the fairly minor addition actually does for the nascent endgame. Whether or not it brings anything positive to City of Heroes is still up for debate. Depending on whom you're talking to, it either nicely handles a few weaknesses of the current Incarnate design or it's a step in a bad direction. As usual, I don't think the answer is anywhere near that simple. The Strike Pack is a good thing in many ways, and not just because of the addition of the higher tiers of Incarnate abilities. I love giving people more reason to run Task Forces, definitely, but if there's a serious problem introduced by this it goes right back to the same endgame problems that City of Heroes has always had, problems that I'm not completely sure even Issue 20 will fix.

  • The Daily Grind: What content keeps holding you back?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.07.2010

    Back when I was in the middle of Naxxramas in World of Warcraft, there was an iron wall that held my entire guild back, and that was Grobbulus. It was insane. We could clear every other wing of the raid without a single wipe, even managing the much more difficult Four Horsemen battle without any problems, but every time we wound up facing the slime daddy it was a night of wipes and frustration. When we finally took him down, the rest of the raid fell to us in a matter of an hour. For some reason, that one boss was just such a hurdle. It could be a mission that you can't solo and can't get help with in City of Heroes. Maybe it's a raid boss in Lord of the Rings Online. Or maybe it's a certain episode in Star Trek Online in which a bug breaks the game and prevents you from completing your objectives. Whatever the reason, we all have something in our games that just refuses to let us past, content that we'd happily never do again if we could get past it the first time. So what's your iron wall?