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Posts tagged mechanics

The Nexus Telegraph: Everyone's got active combat, and so does WildStar

WildStar is launching with active combat, but let's be totally honest about something: The whole telegraph system is not exactly as special now as it might have seemed, say, three years ago. Guild Wars 2 has active combat. Ditto TERA, ditto DC Universe Online. The Secret World makes use of...

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The Daily Grind: How patient are you with explanations?

I run a lot of random dungeons in Final Fantasy XIV. It's not uncommon to wind up grouped with someone who hasn't seen one of the newer dungeons, or even someone who just happened to forget the mechanics in a lower-level fight. That's fine, and I have no problem explaining the fight in detail to...

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MMO Mechanics: Kill 10 rats can be fun!

Quests are increasingly an MMO enthusiast's bread and butter, often becoming the staple component of a game's typical serving of progressive content. Over the years, developers have tried to serve up this familiar progression mechanic in many different ways: The modern themepark MMO makes us fetch,...

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Storyboard: Working without /random

Two weeks ago, you might recall, I ranted about using random rolls as a mechanic of resolution when roleplaying in MMOs. For those of you who can't be bothered to go back and read the whole thing now (which I totally understand; you probably have holiday games burning a hole in your pocket), the...

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MMO Mechanics: MOBAs vs. MMO battlegrounds

It may feel as if MMOs have always existed as a core part of our gaming repertoire, but the genre made its indelible mark on the industry just over a decade ago. MMO titans like World of Warcraft, EVE Online, and City of Heroes shaped the mechanics we now use as markers and basic standards for the...

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Storyboard: Breaking game mechanics for the sake of roleplay

Sometimes your max-level character in World of Warcraft is supposed to still be a student. Sometimes your Trooper in Star Wars: The Old Republic is an expert at hand-to-hand combat with a techblade that you can't wield. Sometimes your Final Fantasy XIV is a gunsmith in a world where guns clearly...

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The Secret World explains details on the new Augment system

There's already a lot of flexibility for players in The Secret World's ability system, but there's room for more customization. Sure, you've got your eight active and eight passive abilities, but what if you could have eight more slots to customize your behavior? That's the core idea behind the new...

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Tamriel Infinium: Hybrid penalty, Elder Scrolls Online?

The Elder Scrolls Online intends to do some shaking up of the traditional MMO combat system. Other MMOs have done this same thing in the past with varying degrees of success. Class balance, however, seems to be the ever-present issue with any game that has to deal with cooperative or conflictive...

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Champions Online sheds some light on how powers get designed

Superhero games are kind of into powers. It's their entire schtick. But how does a new powerset go from a vague concept to an actual set of abilities? Champions Online takes a look at this with a new development blog looking at how the Telepathy and Laser Sword mini-sets came into existence,...

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EverQuest Next's producer letter asks for more community feedback

The development of EverQuest Next isn't meant to be sterile. Just as the game is meant to draw in players with a hankering for creative play patterns and original ideas, the development team wants to draw upon community involvement to help shape the path of both Landmark and the core game. So the...

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