storylines

Latest

  • I'm so bored with the Horde

    by 
    Matthew Rossi
    Matthew Rossi
    03.25.2014

    This isn't a rant about how the Horde is bad, or how you should feel bad for playing them, or anything. If you like playing Horde, I'm not arguing that you're wrong to do so. I know that's a subjective thing, and some folks just plain like specific Horde races better. This is more about how, after Mists of Pandaria, I'm completely exhausted as a player with Horde stories and the Horde/Alliance conflict. I'm not inherently opposed to Horde/Alliance conflict. In fact, I think it made Mists of Pandaria a very strong expansion, with a strong and interesting story. I especially liked patch 5.1, and played both the Horde and Alliance storylines. And frankly, that was the last time any of my Horde characters got any serious play. Since 5.1 I've felt myself shifting away from the Horde. Part of that was going back to raiding on my draenei warrior, of course. But a bigger part of it was simple ennui, and a general culture shift in the Horde that left me feeling totally unable to connect to it. When I rolled my first Horde characters (an orc shaman and tauren warrior back in vanilla days) there was a real, concrete tone shift when I played them vs, when I played my Alliance characters. A sense of desperate odds, of outcasts banding together to stand against a hostile world, facing off against a monolithic power. That's gone. It's probably gone forever. Even after the events of Mists of Pandaria, it's impossible to view the faction that banded together from the events of Warcraft III as the same entity anymore - over the course of two expansions, the Horde went from underdogs to aggressors. And while I've heard many players say things like "the orcs are not the whole Horde" to attempt to distance ourselves, fact is, my tauren did the quests in Twilight Highlands. My blood elf led the charge onto Pandaria's shores, and he stole the Divine Bell so that Garrosh could make use of it. Up until patch 5.3, if you played Horde, there was no real way to not aid Garrosh's cause - you were complicit in everything that helped make the Warchief's plan work. The orcs may not be the whole Horde, but what excuse does that give your pandaren or forsaken, when they're the ones who delivered the keys to the kingdom into Garrosh's hands?

  • Breakfast Topic: What is WoW's most moving storyline?

    by 
    Lisa Poisso
    Lisa Poisso
    07.11.2013

    It's my firm opinion that the most moving moments in World of Warcraft are the ones that sneak up on you. You're nonchalantly questing through a zone when you realize you've become anxious about the fate of a particular character. As the whole picture begins to come into focus, you find yourself racing to find out what happens -– or if you're like me, you find yourself holding back, stricken with horror at the possibilities you suspect may unfold at your next destination. Most players seem to have fond memories of a story they encountered somewhere in Azeroth that unexpectedly tugged at their hearts. We've created a poll with a few staff favorites, although we know there are many, many other storylines that have become beloved to players. Which storyline was the one that did it for you? (We've linked to the quest lines in the paragraph just below the poll, if you'd like to refresh your memory.) %Poll-83423% For more information, see: The fate of Crusader Bridenbrad; Pamela Redpath and Darrowshire; Tirion Fordring's quest to free Taelan; Oronok Torn-heart and his sons; Sunwalker Dezco in Krasarang; Gidwin and Tarenar in E. Plaguelands; Ezra Chatterton; Leyara's story; or (oh, happy day!) the Draenei starting zone culmination.

  • True stories of EVE Online to become comic book and TV series

    by 
    Brendan Drain
    Brendan Drain
    04.27.2013

    The CCP Presents Keynote at the annual EVE Online Fanfest is usually a fairly tame retrospective on how CCP has a company has done the past year and where it's going in the future, but for EVE's tenth anniversary, CCP broke out the big guns. In addition to announcing a massive new collector's edition, the studio has also revealed plans to turn real stories of events inside the sandbox into professional comic books and even a TV series. Industry giant Dark Horse Comics, the company responsible for comics like Hellboy and Sin City, will be publishing the 54-page graphic novel this winter in both a paid-for print form and a free digital download. For the lore buffs among us, Dark Horse will also be producing a colossal 184-page glossy colour hardback book covering all of the NPC backstory and lore behind EVE Online and DUST 514. Titled EVE Source, the book will be an in-character almanac of everything in the EVE setting that isn't player-created and will even include previously unreleased concept art.

  • Some Assembly Required: Citadel of Sorcery interview reveals a dynamic world

    by 
    MJ Guthrie
    MJ Guthrie
    10.12.2012

    When word filtered to us that a new virtual world was in the works with unique features, I said what any other sandbox-loving player would: Yeah ri... er, I mean, "Show me what you've got." And that's exactly what the folks making Citadel of Sorcery did! And they didn't just tease me with a couple of phrases and leave me dangling; they offered a deluge of information about the upcoming game. In fact, they sent me enough to complete five different articles. That's more Some Assembly Requireds than you can shake a stick at. Not only did I get to learn many facts about Citadel of Sorcery, but in sitting down and talking with Philip Blood, Director of Game Design at MMO Magic, Inc., I also got to experience first-hand the passion that the developers have for their game. Philip graciously answered a barrage of questions (perhaps part of the reason the interview grew so long!) and helped paint CoS as a game that might satisfy the longing of players who yearn for a vibrant, living world where their choices make a difference. Unlike traditional games, CoS promises a vast world where each player will experience the game in very different ways. In all, the game sounds innovative and exciting. But don't just take my word on it; check out the details for yourself in this in-depth interview.

  • Why I Play: The Secret World

    by 
    MJ Guthrie
    MJ Guthrie
    07.11.2012

    I can't stop! No, seriously -- I had delusions of sneaking this article out a week earlier than scheduled, but that involved actually tearing myself away from Kingsmouth long enough to log out and write. And you can see how well that turned out! It's hard enough trying to do so now; every time I think about The Secret World, I want to jump right back in and... um, excuse me a moment, I'll be right back... Hey, I just needed to test something in-game for this article, honest! Though if the test was to be able to log in and right back out of TSW, I failed. I checked what I needed to and thought to myself, "Just five more minutes." Before I knew it, too many hours flew by. And this was not an isolated incident, either. As much as I enjoy playing MMORPGs (anyone who has heard me in a game can attest to that!), it has been quite a while since I truly reveled in my time in game and champed at the bit to get back in when I had to leave. It's no secret that I have been waiting for this game for years now, and I have to say I am not disappointed. Funcom's newest release has truly ensnared me. So what is so compelling about The Secret World? Do you have a minute or five?

  • The Mog Log: Playing in the epilogue

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.26.2011

    We still don't have a roadmap for the future of Final Fantasy XI, but now seems like a fine time to start speculating. Yes, the February update was nice, but it was only a patch on certain issues -- it makes leveling lower-level jobs far easier without giving players much of anything new to do. And while the game is at an age when running out of things to do is pretty darn unlikely, we're still going to need some content on the horizon, something to look forward to. (Especially since a lot of the older content we can do has been somewhat invalidated.) I've said before that I'm hoping for another boxed expansion, but I've also said before that I have my doubts about whether or not that's actually viable. But even if we just get another add-on trilogy (which seems more likely even if it's not what I want), we're still going to be dealing with a massive shadow that Final Fantasy XI has been living under for a very long time now. To put it very bluntly, we're running out of a resource that's far more valuable than PS2 hard drive space -- story.

  • Storyboard: Swapping tales

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.18.2011

    A few weeks back, I took the opportunity to explain why roleplaying is most definitely not storytelling. So this week, I'm going to directly undermine every single part of that column and talk about running a steady story via roleplaying. If you haven't noticed by this point, I'm a big fan of subverting expectations. My usual impish sense of humor aside, the two exist rather comfortably alongside one another. A long-running storyline in-game doesn't require you to have arcs and movements and motivations planned out -- rather, it's the natural outgrowth of character arcs and interactions from months or years of play. You lose much in the way of narrative consistency or overall theme, but you gain a sprawling organic network of developing plotlines. So keeping a long-term story running is more a matter of letting time build on an existing base. But getting that existing base functioning and keeping it on an even keel isn't always a simple task, and that's what we're going to examine. There are a lot of ways to keep a story going in the game, but the better the foundation, the better it'll be.

  • Storyboard: Exit, pursued by a bear

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.27.2010

    Roleplaying is not a universal activity, sadly. What happens among a group of characters winds up being canon in a very limited sense for that group of characters. Sure, you know the relationships between your fellow adventurers intimately, but you can still admit that anyone outside of your circle of roleplaying may have no idea who these people are. It's essentially a shared illusion, one that is easily broken when someone lets out the dread incantation of "sorry, guys, I'm quitting." It's bad enough when you're suddenly asked to accept the vagaries of television, trying to convince us that two clearly different actors are the same person, or that a character we've enjoyed is just "on a trip" that's lasted for the better part of two years. It's even worse than the entire illusion of events that requires you to accept that someone has gone missing from a major storyline. How do you accommodate a player leaving without too much damage to the shared illusion?

  • The Mog Log: Know your roleplay

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.20.2010

    The Final Fantasy XIV Roleplaying Coaliton is now officially open to the public. If you want my opinion, you should head over there and register, but as one of the charter members I may be just a wee bit biased. Scratch that -- I'm a lot biased, because I tend to think that roleplaying is one of the most important parts of MMOs as a whole. Unfortunately, it's an important part that all too often gets mired in a lack of understanding, and so it falls on me to abuse my saopbox and elaborate. Because there's a picture of roleplayers in the minds of the non-roleplaying public, one that involves speaking in a parody of the early Dragon Warrior games at best and questionable romantic practices at worst. There's even a sense that most game companies assume roleplayers will just make the best out of the situation no matter what the game is like, making anything added just for roleplaying a pointless addition. These assumptions are incorrect. And considering how much Square-Enix has already done in favor of roleplaying in Final Fantasy XI, I have high hopes for Final Fantasy XIV. We need roleplayers, and even if you don't consider them a big deal, odds are good you've felt the influence from them.

  • The Guild goes to battle in episode 11 of season 3

    by 
    Mike Schramm
    Mike Schramm
    11.18.2009

    Apparently MSN video has now been rebranded as Bing, and that hasn't stopped The Guild from posting their latest video, but it does mean that you'll have to install Microsoft's Silverlight to watch it there. If not, you can hit up Xbox Live to watch it in HD if you happen to have one of those, or jump after the break below to watch it embedded here on the site. This week, the Guild goes to battle, with nothing less than their very existence on the line. And all of this season's other storylines move towards their finale as well, from Clara's relationship to Tink's rebellion. Good stuff. And speaking of good stuff, Jeff "Vork" Lewis finally got his own account on Twitter the other day, and we all benefit: he used the account to give permission to share these classic pictures of Vork as a kid. No offense to Jeff, but man, the dude was born to play the part of a guildleader. Stay tuned for next week's final episode of the season! Like The Guild? We do, too! We chatted with all of the folks at BlizzCon, including Felicia Day, Sandeep Parikh, and Jeff Lewis and Michele Boyd. We also saw their panel, and the guys were nice enough to stop by our meetup as well. Stay tuned here every Tuesday for a brand new episode of season 3!

  • New official Jaina and Sylvanas character bios

    by 
    Mike Schramm
    Mike Schramm
    10.08.2009

    Blizzard continues to leak out the official information about Icecrown (the raid, as you know, coming in patch 3.3), this time updating their Under Development site with official bios for Jaina Proudmoore and Sylvanas Windrunner, two ladies (one living, one not-so-much) that will likely have a large role in the fight against Arthas Menethil, better known as The Lich King.Sylvanas, you'll remember, featured in the Lament of the Highborne video early on in BC, where the story of her death and resurrection at Arthas' hands made it clear she's got unfinished business with the onetime-paladin turned Lord of the Scourge. And Jaina... well, Jaina's had a front row seat to Arthas' undoing -- they were childhood friends who looked like they were headed towards being more than friends, until Arthas found a big bad sword that turned him into a big baddie. It's going to be awesome seeing all of these storylines start meeting up together in The Frozen Halls and the raid beyond -- we can't wait.

  • Jim Lee on how he came to work on DC Universe Online

    by 
    James Egan
    James Egan
    12.12.2008

    Comic book fans and gamers looking forward to DC Universe Online are likely familiar with the work of Jim Lee. What some comic fans may be less familiar with is Lee's interest in videogames, even before he got involved with DCUO as Executive Creative Director. Indeed, Jim Lee's twin passions in life are comics and videogames, he said in an interview with 1UP's Billy Berghammer. Lee discusses how he came to work on a project that brought those passions together -- DC Universe Online -- and what he's doing to breathe life into the game. The interview ranges from Lee's first steps into the comic book industry to creating the best-selling comic book in history, and beyond. Lee also brings up some of the goals he and the DC Universe Online team have in terms of storytelling, including the introduction of tertiary characters from the DC universe that haven't ever been featured in videogames before. (Ambush Bug and The Metal Men, we're looking at you.) "Introducing this to a crowd of gamers that never has seen these characters before is really exciting. Putting them in context and creating storylines with these characters is really the fun part of working on this game, and we're in the meat of it," Lee says.

  • Killing off our heroes left and right

    by 
    Mike Schramm
    Mike Schramm
    12.22.2007

    This conversation seems to come up whenever a new raid instance is announced, and it looks like the Sunwell will be no exception. Vulpe from Venture Co. sends a shout out to Blizzard.. for killing all of our heroes. In Burning Crusade alone, Illidan, Kael'thas, and now Zul'jin have fallen to our raids, and in the coming future, we're going to see Kil'jaeden and maybe even Arthas bite the dust. And later in the thread, Melynda comes up with an even longer list of people deep in the lore whom we've seen fit to off.Sure, as Bornakk says, everyone who's gotten some has pretty much deserved it (and even though we don't know what's happening with Arthas yet, let's not forget that he murdered, y'know, all those people, including his father). And Blizzard has told us before that they feel that they have more than enough lore to go around-- even if they kill off the Warcraft stars, they've got other folks on deck to rise up into the storylines.But the most interesting thing to come from this iteration is that we have to kill these people-- if we didn't, we wouldn't be the heroes of Azeroth that we're supposed to be. Back when WoW first came out, the devs told us that it would take a raid of level 80s (this was back when level 60 was the max) to take down Arthas, and guess what-- when we see Arthas in a combat situation, we will actually be level 80. We may be killing off all of the heroes of Warcraft III, but it's only to make room for the new heroes of World of Warcraft-- namely us.