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  • The Nexus Telegraph: WildStar Comix

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.09.2013

    I am a really big fan of comics. If this comes as a shock, possibly one that invites shock and horror, I apologize. But I love comics. We have bookshelves filled with comics in my house, I spend a lot of my free time reading comics, and I know a fair bit about comics. Not even close to everything, though, which is half the fun of comics in general. There's always more to learn, always something great that you've never heard of. The point I'm slowly getting to here is that I was pretty excited when WildStar started up a comic. I think this is something that more games should do because comics lend themselves to MMOs pretty naturally. So what's good, what's mediocre, and what's bad in the comics that are running thus far? Even with just two weeks of comics I've already formed some pretty strong opinions about this stuff.

  • World of Warcraft's patch 5.4 launches tomorrow

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.09.2013

    Tomorrow's patch for World of Warcraft will not bring about the end of the Horde. It will, however, mark a crucial turning point in the conflict between the Alliance and the Horde when both sides storm the walls of Orgrimmar to take down Warchief Garrosh Hellscream. It remains to be seen just what will happen after tomorrow's patch, but as the preview video past the break shows, things won't be the same after the walls come down. Not that the patch is just about laying siege to the Orcish home city. It also introduces flexible raiding modes to allow groups of any size to tackle raid content as well as the Proving Grounds, which are solo instances that test your tanking, healing, or DPS skills. There are also currency conversions and new items to be obtained, helpfully explained in a small FAQ on our sister site. Do what you need to do today, and get ready to storm the walls tomorrow.

  • Storyboard: Nobody wants to play with you

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.06.2013

    You want to roleplay. Oh, boy, do you ever want to roleplay. You have pages and pages of character backstory, you have your character's voice down, and you can cycle through emotes like a champ. (There's no championship for that, I know. Bear with me.) Your only problem is that when you walk into the room, everyone quietly turns away and discusses how urgently he or she needs to get to the next dungeon, and well, it's late. Bye! It's just like at prom, except this time you can't assume that people were just turned off by your decision to wear Groucho Marx glasses. So why does no one want to roleplay with you? Obviously I can't tell you exactly why people don't want to roleplay with you. There are a lot of variables that I probably don't know about. But I can at least give you some ideas about why you might be encountering some problems and how you can fix them, since you deserve the same sort of fun that everyone else is having. Sit down and let's figure it out; there's no judgment here.

  • Storyboard: Making a challenging character

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.30.2013

    You don't build muscle by lifting weights that don't challenge you. Once a given set of weights doesn't challenge you any longer, you need to move on to something heavier or you're going to stop getting stronger. It's a pretty simple principle: Challenging yourself makes you stronger all around. So long as you play the same roleplaying character, you're not going to improve as a roleplayer. For some people, this is fine. Roleplaying is something you do, you're happy playing one sort of character, and that's what you do. But for others the point is being able to shift into different characters, to come up with something new and exciting and then wind up with more interesting stories to experience. You want to get better, to make even your more familiar characters feel different. That's why you give yourself challenges. And when done right, challenging characters can force you to grow in new ways and make for a better roleplaying experience for everyone.

  • 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.

  • 'Dragon Age Keep' sets up your story choices before Inquisition

    by 
    Mike Suszek
    Mike Suszek
    08.28.2013

    BioWare announced Dragon Age Keep today, an online tool that enables players to experiment with story scenarios from Dragon Age: Origins and Dragon Age 2, setting up the ideal starting state heading into Inquisition. While choices made in Dragon Age: Origins and Dragon Age 2 are meant to carry over to Dragon Age: Inquisition, it hasn't been clear just how they would transfer from current-generation systems to PS4 and Xbox One. Dragon Age: Inquisition Executive Producer Mark Darrah noted in a BioWare blog that the online solution presented by Dragon Age Keep "allows players to take their unique world state into any platform (present or future) and even other media." Darrah added that by moving the system to the cloud, the opportunity to fix issues in the plot's logic has opened up. "Under the hood, the Keep has a logic validator which ensures you'll always have a valid world state free from errors and conflicts," he said. With regards to importing directly from previous games to Dragon Age Keep, Darrah said the team is "continuing to investigate ways in which save files from previous games could be used to populate the initial world state of the Dragon Age Keep." BioWare is now accepting applicants for Dragon Age Keep's beta program. The app will be available in 2014, months before the game launches on PC, PS4 and Xbox One.

  • Storyboard: That was a poor decision

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.23.2013

    Having a new kitten in the house is sort of like watching a slideshow of poor choices. My kitten knows, for example, that the older cat of the house doesn't want to wrestle all the time because she's made this clear in the past. And he knows that right now she's not happy to see him, as evidenced by the fact that she moved somewhere else when he entered the room. Despite all of that information, he still runs right up to her and pounces on her, then acts completely shocked when she smacks him to the ground and hisses with anger -- as if this outcome was not only unexpected but somehow cruel. I've talked before about the importance of making bad decisions with a character, but it's hard to gain the necessary immersion in a character's mind to make decisions that are meant to be believable while still missing the forest for the trees. So instead of offering positive advice, I want to give advice on how to make dumb and short-sighted choices that will later explode in your character's face due to poor reasoning. Think of them as reverse life-hacks.

  • Storyboard: Getting to know you (hopefully)

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.16.2013

    In real life, I'm not what you'd call a social butterfly. More of a social weevil, or a social stick insect, or a social whatever arthropod it is that hides and avoids talking to people. The point is that I'm not really grand at parties. This cannot be who I am in roleplaying terms, and not just because it's not roleplaying in the strictest sense but because a roleplaying character who never roleplays isn't. Some of my characters are incredibly gregarious, some are more insular, but all of them need to find some way to interact with others or the entire system falls apart. Some of you reading this have never had a problem walking up and introducing yourself to someone you've never met before, which is great. You might even be able to stop reading now. For the rest of us, the question remains: How do you strike up conversations with new people for roleplaying?

  • The Elder Scrolls Online plans to update early and often

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.13.2013

    Players will be waiting until next year for The Elder Scrolls Online, but the development team is already looking to the post-launch environment. Creative director Paul Sage has stated that the team wants to have new content coming out for the game on a frequent basis. Sage emphasizes that players should always feel that something new and exciting is just around the corner, considering that many players will be chewing through launch content with lightning speed. The game's story will also be expanded post-release. A conclusion for the main story will be present in the game on release, but Sage states that it's simply a springboard into something bigger and better for the future. When asked about launch dates, Sage stated that the team cannot promise simultaneous release on all platforms, although the current target date for all incarnations of the game is spring of 2014.

  • Storyboard: Brother from the same mother

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.09.2013

    An awful lot of characters seem to be only-children. In some countries this is pretty normal, but it's certainly not normal where I'm living. Pretty much all of my friends and contemporaries have at least one sibling. So it seems a bit odd that your roleplaying characters don't have any fellow family members to talk to. The realistic reason, of course, is that most of us don't spend a whole lot of time thinking about those siblings. And in some cases it's entirely reasonable to say that your character might not know her several half-siblings. But in the interests of verisimilitude, it's worth thinking about this, even if you never want siblings to become a major focus of roleplaying. You can come at this topic from two angles. You can talk about how to handle siblings, or you can talk about the impact of siblings. For this column, I'm going to focus on the former. What are the options for including your character's siblings?

  • Storyboard: Prophetic

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.02.2013

    Not every game is well suited to prophecies. Star Trek Online doesn't lend itself to vague pronouncements regarding the future, for example. Other games, such as The Secret World, seem to sustain themselves almost entirely upon prophetic vagueness, whether that's regarding mystical secrets or your bank statement for the month. And in a world filled with prophecy, it's tempting to have characters start joining in on the fun and prognosticate the future themselves. It works in books, movies, and games, after all. Of course, the thing is that a book, movie, or game is written before the fact. You can easily write a prophecy that lines up perfectly with something far down the road because you know what happens far down the road. Roleplaying, on the other hand, is not happening with a script, which means that your guesses about the future feel less like prophecy and more like someone randomly stabbing in the dark and hoping to hit something. (So more like actual prognostication.) So how do you make prophecies that don't fall apart when life happens? Here are some tips, naturally.

  • Some Assembly Required: Want a real living story? Try a sandbox!

    by 
    Jef Reahard
    Jef Reahard
    08.02.2013

    I'm going to criticize Guild Wars 2 this week, or more accurately, ArenaNet. I know, I know. I might as well change the name of this column to How to Alienate Friends, Co-workers, and Commenters. As a qualifier, I don't play Guild Wars 2. I have in the past, briefly, but my criticisms today are mostly directed at ANet's marketing folks or whoever is responsible for the Living Story refrain that gets sillier and sillier every time I hear it.

  • Champions Online previews upcoming Carrier Wave mission

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.31.2013

    Champions Online's heroes were instrumental in stopping an attempted hacking, but they're needed again once the source of the hacking attempt is discovered. The second mission in the game's current Fatal Error arc will be available on Thursday, and it sends players straight to the source: Cyberlord's carrier in Canada. Players are tasked with getting on the ship and stopping Cyberlord before he tries again, since that's much easier than just stopping his hacking attempts every single time for another few years. Needless to say, the mission will involve bashing through robots on the decks down to the core of the ship, with new perks and titles available for anyone who defeats enough robots. Players can also earn new Cybernetic Boots for taking part in the operation to prevent another hack attack. For more information on in-game action figures obtainable through this mission, take a look at the official preview, and be sure to finish the first part of the arc before the second comes out tomorrow.

  • 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.

  • Guild Wars 2: Living story to get more serious, more permanent, and more personal

    by 
    Justin Olivetti
    Justin Olivetti
    07.28.2013

    An interview on US Gamer with ArenaNet Game Director Colin Johanson serves as an interesting follow-up to his Guild Wars 2 planning post from earlier this month. In it he addresses the direction that the living story is taking as well as his intention to overhaul many of the game's dungeons. Johanson said that the team is responding to feedback by working to make GW2's living story matter more to the player with more serious stories that will "blend" with the player's own personal story. He reiterated that ArenaNet has great plans to use the living story to shape the game's future: "There is now, and certainly will be a lot larger focus on ensuring that the content we're building is creating experiences that people can permanently have when they come back two years later. Instead of saying, 'I see something that happened two years ago but I can't experience it,', we want players to say, 'I'm playing this and I'm playing it as a result of something that happened two years ago.'" The game's dungeons are also fair game for shaping. Johanson confirmed that the team will be revisiting most of its dungeons to make them "more exciting, more fun, more compelling, and also more rewarding." He even mentioned the possibility of "blowing up" dull dungeons to replace with something better.

  • Storyboard: Are we still having fun?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.26.2013

    Roleplaying events, like any other sort of roleplaying, require a bit of give and take. The person organizing the event puts in a lot of work coming up with a plan and being ready to adapt to changing circumstances, sometimes to great effect and sometimes to... less great effect. But it's not all down to the organizer. If you're actively participating in the event, you have a certain level of obligation, just like you have an obligation to actively participate in a tabletop game. Nobody likes the guy who isn't paying attention and groans with exhausted relief when you finally get to the part that he was waiting for. Organizers are supposed to make sure that the road to the fireworks factory is neat, but what can you do as a participant to make sure that your interest stays up, even during the parts that drag before you get to the fireworks factory? As you've probably, guessed, I have several suggestions.

  • The Daily Grind: What do you do when you're out of content for a game?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.20.2013

    I've subscribed to Star Wars: The Old Republic since launch, but right at this moment I'm running a little low on things to do. I've got almost every class story completed; my high-level characters have explored all the content I care about. There are still a few more things here and there, but the newest patch can't come soon enough. And that raises the question of what you do when you just don't have as much to do any longer. Some people switch to exclusively roleplaying. Some people farm. Some people log in to chat with guildmates, and some just don't log in any more at all. What about you? What do you do when you're out of content for a game? Do you want to explore all the content first, or do you just explore the bits that interest you and then decide you've seen enough? And when that happens, does it mean it's time for a break or time for you to leave? 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!

  • Storyboard: Happening before it's even happened, part 2

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.19.2013

    Two weeks ago I wrote a column on the ups and downs of planning RP developments before they take place. I ended on the note that it's very important to decide exactly how much to plan ahead, but then I ended the column before actually offering any guidance on how to determine how much to plan ahead. Instead, I promised to talk about that... in two weeks. In television, this is what is known as a cliffhanger. It gets you back in time to watch the next episode, you see. Like so many other elements of roleplaying, there are no hard and fast rules about when something is or isn't a good idea, but there are certainly guidelines. So let's look at some questions to ask yourself before you plot out your roleplaying ahead of time, simple inquiries that should let you know whether this is worth planning ahead for or not.

  • Storyboard: Grieving in character

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.12.2013

    Grief is not the same as being sad. Being sad is something I've discussed before, and it's a temporary emotional state. Grief is a filter, something that colors your whole perception and pushes you into a holding pattern of regret and sorrow. Real grief colors even things you do that make you happy so that even as you're smiling and laughing there's a pall over what you do. It's the way you feel when you lose a parent. Or a lover. Or a nation. Or almost anything profoundly important that you can lose, that you weren't ready to lose, that you don't know how to exist without. The point is that it's a very important human emotion, one that is going to come up in roleplaying. But it's also a problematic one because you have to convey what is in large part an internal sensation externally. So how do you get the sense of grief across without just making your character into a constant font of moping?

  • Storyboard: Happening before it's even happened

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.05.2013

    I've been doing something I almost never do as I prepare for the relaunch of Final Fantasy XIV: I've been planning ahead. Let me rephrase. There's always some planning that goes on beforehand, usually between Ms. Lady and me. But that planning is generally a bit more abstract, a vague set of character goals. I'm not only going in with vague ideas of what will happen now; I'm going in with an answer to one of my main character's central problems as soon as the relaunch starts. It is the exact opposite of vague in every way, shape, and form. There's something to be said for knowing what path you're taking before you go in, but there are also some pretty major drawbacks. Today, I want to look at the idea of planning roleplaying events and interactions before the game has gone live, preparing for things that will happen before they actually can happen. It's a road fraught with perils, drawbacks, and disadvantages... and a few advantages despite all of that.