Showing posts with label WoW. Show all posts
Showing posts with label WoW. Show all posts

Thursday, August 15, 2013

Honorary gnomes

All this WoW blogging has brought some traffic back to the site. Maybe I should just turn this into a WoW blog. (Won't happen, but I've had worse ideas.)

One of the traffic sources was from the Gnomeregan Forever guild website, apparently impressed with my post on Operation: Gnomeregan and an offer to make me an honorary gnome.

My favorite character is and will always be my draenei paladin, but I actually do play gnomes. Well, sort of.

Hassium, Warlock Supreme Totally not a warlock, and I have no idea why that demon is following me around.
Halanium, Warrior of Gnomeregan and part-time gardening enthusiast
The above screenshots are both of my gnomish characters. Hassium made it to level 80 in Wrath, but didn't get played in Cataclysm. I was volunteered as raid leader not too far into Cataclysm, so there wasn't really time to level a bunch of alts. It doesn't hurt that it was taking me a while to adjust to the changes Warlocks received in Cataclysm. I also had been wanting to try out a Warrior for quite some time.

That's when Halanium appeared on the scene. My plan had been to level him as a tank in the dungeon finder, as my main was a Paladin tank and I wanted to see how the differences between the two classes played out. Then I remembered that I hadn't really explored any of the changes to the questing experience after Cataclysm was released, so Halanium went out into the world to kick butt in the name of Gnomeregan.

Oddly enough, all this talk of gnomes convinced me to play Halanium again. He'd gotten to level 85, but I've been well occupied in Mists with my Paladin.  (Okay, and a druid healer.) I have no idea how long that'll keep up, but it's been fun getting back into another character.

Monday, August 12, 2013

Community Blog Topic: Adding fourth specs to WoW

You'd think this was turning into a WoW blog, but it really isn't. I have all kinds of other things to write about. For example . . . um . . .

Hey look, another WoW blog topic!
With 11 classes, 34 total specializations, and 13 different races, you have plenty of options for the game. A few more couldn't hurt . . . right?
If you aren't familiar with the class specializations in WoW, let's start at the beginning.

WoW has always had three specializations (specs) for the classes.  These would allow you to distinguish your character from others of the same class, as well as offering different gameplay.  This could be minor, such as the difference between two different DPS specs, or it could be major, such as the difference between a tanking and a healing spec.

A few classes have bucked the three-spec rule at various times.  Death Knights started out in Wrath of the Lich King where each of the three specs could be a tank or a DPS spec.  Blizzard eventually removed this capability, making one spec exclusively a tank spec, while the other two stayed DPS.  Druids always had three specs, but the original melee spec, Feral, supported two druid playstyles and shapeshift forms.  Cat form was the druid melee DPS, while bear form was the druid tank.  Although each spec had its own talent tree, most of the abilities in the druid talent tree had caveats in the form of, "If you are in Bear form, X; if you are in Cat form, Y."  Eventually, Blizzard simplified this by making each a separate spec, resulting in druids being the only class in WoW to have four specs.

The question of how to add a fourth spec to the other classes has been a popular topic of speculation since that change.  I certainly wouldn't mind it being done, although it's not like we lack for options in the game as is.   Where I'll disagree with others when this topic is broached is in the right way to make it happen.  As I see it, there are a few principles to consider in any proposed changes to the classes:
  1. Does it fit with the lore/theme/flavor of the class?
  2. Does it require changing the mechanics of the class?
  3. Does it require changes to any other game features?
  4. Does it fill a niche, or conflict with existing archetypes?
  5. Is it intuitive to new and/or existing players?
To my mind, most of the ideas floated for new specs clash with at least one of the questions above. Some simply don't fit thematically, either in WoW or with classic fantasy tropes. Others would mandate adding a lot of new abilities to the classes, to the point that the classes might not be recognizable for it. Asking for certain pieces of gear to have more demand is fine, but generating unheard of themes for the classes is the wrong solution.

I won't say some of these ideas would never be introduced, or that it would be impossible to change the game to make these things possible, but their implementation would be significantly more complicated than many people realize.

All the same, some of these ideas aren't without merit. I'd like to address most of the most popular suggestions for new class specs. You might want to get comfy.

Wednesday, July 31, 2013

Community Blog Topic: The re-retaking of Gnomeregan

I still have a lot I want to say about my D&D campaign, but that series has settled comfortably on the back-burner for now. I've decided it's going to be easier to write about it after it's actually finished, and we'll (hopefully) cross the finish line in September. In the meantime, another communal topic has captured my attention.

The various factions and peoples of Warcraft have had some very interesting and well-told stories. However, some groups are more prominent than others. For example, the orcs and trolls are currently in the midst of a civil war, the completion of which will be the dominant story for the conclusion of the current expansion. Other factions have faded into the background, with little said about their activities for quite some time, at least in-game. The draenei are a frequent example, who practically vanished after the Burning Crusade completed, as are the goblins, who landed on the shores of Orgrimmar only to have their faction leaders vanish into thin air. Players want to see these stories continue, particularly if they play one of these characters and have a vested interest in the outcome.

As for me, I feel there is one race that has received the short end of the stick more than any other. For this faction, Blizzard has truly given their story short-shrift. This short-coming is epitomized in the only real attention they've received, in-game, in the entirety of the game's lifespan so far.
Operation: Gnomeregan - An absolutely wasted opportunity of storytelling on Blizzard's part.

(See the rest below the fold)

Wednesday, July 10, 2013

Community Blog Topic: Is leveling (in WoW) too easy?

Once again, I'm taking up a topic introduced elsewhere.  You're welcome to read the background that prompted this question.  As I said last time, I don't write about WoW much,

Starting a character is World of Warcraft really isn't difficult.  The game holds your hand through a lot of the earliest moments of the game, and that's understandable.  Bringing in new players (i.e. customers) means having a low barrier to entry.  Leveling a character isn't restricted to the starting zones (which serve the role of a tutorial level.)  Eventually you're sent into the wider world for ~70 levels of fun and adventure.
The hardest part is making a decision.
Is leveling too easy?  I think answering this question properly requires breaking down the question into three related questions:

  1. Is leveling easy?
  2. Is leveling fun?
  3. Does leveling prepare you for the end game?

See the rest below the jump

Monday, May 27, 2013

Community Blog Topic: What is wrong with WoW?

I don't think I've written about playing World of Warcraft on this blog more than once, but I'm always willing to give topics their due.  Over at WoW Insider, this week's community blog topic is about the players' complaints about the game.
Sit back, m'boy.  This is gonna take a while.
So, what is wrong with WoW?  Given the amount of time I put into the game, you wouldn't think I'd have much of anything to complain about.  Truth be told, a lot of the complaints about the game tend to be more about rose-tinted nostalgia, looking back at the game when players first fell in love with it.  Sometimes it's best to keep a project out of the hands of those who love it the most.

For my criticism of WoW to make the most sense, first I need to talk about what there is to do in WoW.  (On a side-note, none of this applies to PvP.  That game really doesn't change too dramatically.)
See the rest below the jump.

Saturday, March 06, 2010

You're not qualified to have fun

I haven't written about it much here, but back in 2008 I started playing World of Warcraft.  I always wondered why people found such games so addicting, but, well, now I know.  I haven't written much about it because it's kind of a specialized interest; it's easy enough to write a single review of a game, or even a short series, but WoW is one of those games that can take up a lot of attention.  People even have full-time jobs just writing about it!

Recently in game, I applied to a new guild.  For those who don't know, players band together in groups called guilds to facilitate higher level play.  Often, the "endgame" content requires 10-25 players to accomplish, so being a part of a guild not only provides a (semi)stable structure for doing so, but also offers a stronger sense of community than you get otherwise.  In many ways, it's almost required to be a part of a guild in order to see that endgame content.  You can just group together with strangers (pick-up groups, or "pugs"), but often times this can be very stressful; expectations are very high, and there's very little patience or tolerance of mistakes.  Sometimes it's akin to demanding a PhD for a burger flipping job.

I recently applied to join a guild on my server.  If you think it sounds funny to say that I applied, as if it were an actual job, then you're not alone.  I was rejected, and my reaction was worth pondering for a moment.

Some people take this game very seriously.  There are people who play many, many hours a day and are highly competitive about completing "world first" achievements.  Even though some guilds will never play on that level, they are very serious about completing the same content.  As such, their standards can be exceedingly high.  They won't take someone into an instance who hasn't been there before (which leads many players into a Catch-22 scenario).  The wide variety ways that you can customize your character become irrelevant, as suddenly there are "right" choices and "wrong" choices.  There are people who will tell you that you're a substandard player based on, say, a 1% difference in health pool, or a 2% difference in damage.  The fervent belief in such things can be almost religious.

It's an odd thing, being rejected for what is, at its heart, a hobby.  I mean, it might make some sense for an intramural sports team, for example (although people would understandably be upset about perpetually riding the pine), but this is a video game.  I can't imagine someone saying, "No, you're not good enough at Donkey Kong, you can't play with me.  You'll drag down the entire game."

There's certainly something to be said about playing as well as you can.  If you're counting on nine (or 24) other people to put on their "A game," it can be frustrating that progress is blocked because someone is slacking off in one way or another.  Still, the level of elitism and hostility that arises out of a cooperative hobby is very surprising sometimes.  Perhaps it's just an extension of the GIF theory.