Posts with tag game-mechanics
Breakfast Topic: The simplification of the game
One of the key reasons behind WoW's runaway success when it launched was it made MMORPG's accessible. Quests were tracked, instances were on rails and progression was clear. Other games on the market at the time were deeply complex affairs that required players to spend more time outside the game researching it than actually in it playing.As time went on WoW became more complex in an effort to continually challenge its players. New game mechanics were introduced and corresponding stats showed up on items to deal with them. Classes took on new roles and new game mechanics were introduced to cater to it. Multiple sets of gear became necessary to deal with the many different encounters available in Azeroth and the Outlands.
But now, with Wrath, Blizzard is simplifying the game to a great extent. Item stats are being merged or removed (hello, +Spellpower.) Different classes are approaching encounters the same way (all tanks are getting better at AE abilities). Raid boss mechanics, which only a small percentage of the player population has seen, are being reused in more accessible encouters.
So the questions is: Do we want a more simplified WoW so we can spend more time playing and less time analyzing dps charts or is the complexity of the current game part of the appeal?
Analysis / Opinion, Breakfast topics, Wrath of the Lich King
Scattered Shots: Got mana?
After writing last week's article about hunter problems and predictions, I got to thinking about how hunters use mana, and reflecting on the question of whether hunters should be using mana or not. Hunters have many things in common with classes like rogues and warriors, such as doing physical damage, and yet they have much in common with mages and warlocks as well, such as being vulnerable to mana-draining abilities. This issue is vague enough that my observations here can only be considered personal opinions, and they won't be of interest if all you want from this column is a list of the greatest gear and talent builds. But for the speculative among us, there's lots to discuss here.
Hunter, Analysis / Opinion, Odds and ends, Humor, Wrath of the Lich King, (Hunter) Scattered Shots
Breakfast Topic: Collectibles
As I was perusing the very first review of Grand Theft Auto 4 yesterday, I noted that the "collectibles" in that game are going to be pretty intriguing. While a lot of collectible items in games (say, all the packages in the previous GTA games, or the flags in Assassin's Creed) are fairly superfluous, I find that some (like the orbs in Crackdown and the billboards and jumps in Burnout Paradise) actually make the game more fun -- while traveling through the game world, you can keep an eye out for extra stuff to do and see.World of Warcraft has never really jumped in on that idea, however. Obviously, there are plenty of collecting quests, but usually they're for killing mobs. And there are plenty of things to collect in the game -- noncombat pets, tabards, and mounts, and so on -- but none of them really give you a reward when you find a certain number of them, or give you bonuses based on how many you've picked up.
Is that a good thing or a bad thing? For me, hiding some fun, optional collectibles (and giving small rewards based on just finding them) in a world as lush as Azeroth would make exploring an already great environment better. But I'm sure some would see it as a cheap tactic to make people hunt for widgets. What do you think?
Items, Analysis / Opinion, Odds and ends, Blizzard, Breakfast topics
Playing virtual games in the workplace
We've heard before about how different activities in World of Warcraft can actually help you be better at your job, but now the BBC has posted an article examining how game mechanics from games like WoW can actually help your company help you work better. According to the ESRB, the average gamer isn't a teen after school any more-- he's 33 and has been gaming for 10 years. And because so many more professionals nowadays know the basics of gaming, employers are starting to apply those rules to the workplace to make everyone more productive.One mechanic used is a form of "virtual currency" in terms of emails and meeting time-- send an email or hold a 15 minute meeting, and it costs you a token, while tokens can be earned in all kinds of ways. Not only does it keep employees on task, but it adds an extra layer of strategy and thought to the normal workday. Another game mechanic used by employers, says the BBC, is the idea of guilds and leveling rewards. "Guilds" in the workplace are tracked along a point system, and the best guilds get the best projects and rewards.
Very interesting stuff. While it sounds like good news for employers, I'm not sure how successful ideas like this would actually be among non-gamer employees-- at some point, how good you are at your job would be determined not by your industry ability, but by your game-playing ability, and that doesn't seem like a good outcome. But if employers find employees are willing to use these mechanics to make themselves more productive, everyone could benefit.
Thanks, Lienn!
Analysis / Opinion, Virtual selves, Odds and ends, News items, Leveling, Making money

































