Evening Reading: Pick Up the Pace
by Garnett Lee, Feb 01, 2010 6:00pm PSTMass Effect 2 continued its consumption of my gaming time over the weekend. I also sneaked in a little co-op Halo ODST. Both games left me thinking about the challenges in pacing a game experience. In the case of Mass Effect 2, after twenty plus hours of devouring the story I hit an awkward decision point. I could keep on that road and advance to what appears to be the end game (or at the very least close to it), or I could leave that whole pressing save the galaxy thing on hold while I fiddled around collecting and improving my crew and handling other random matters that crop up around the systems.
On the one hand, staying on course and moving forward maintains the pace that keeps the story engaging for me. To do so, though, felt like it would only lead to a hollow victory at best. For the designer, everything left in the game to give the player freedom also opens the window of unpredictability when if comes to how and when they'll arrive at critical path milestones. I arrived at this one in Mass Effect 2 well before I'd have liked to given the amount of support material still available. I needed, and in fact was craving, the next part by the time it arrived, though.
Halo ODST presented a different sort of pacing challenge. First, playing with a partner who'd already completed the missions it was easy to gloss by important moments. While a degree of this can be attributed to familiarity, there's also an argument to be made that those high points aren't that high if they don't really catch your attention after the first time. I mean, it's not like I put on Blade Runnner and then fast forward through the whole thing. The other pacing issue in ODST comes from a lack of being able to sense how I was progressing in the game. There's an intentional degree of obfuscation to simulate some of the disorientation the drop troopers would experience. Even allowing for that, there's a lack of time and place that throws off my understanding of how I'm participating in the events at any given moment.
The time for the following events was today and the place was, of course, Shacknews:
- New Diablo 3 screens showed up today
- New Aliens vs. Predator trailer for 'Survival' mode
- Wipeout dev rumored to be facing layoffs and restructuring
- Along with the beta there's new video and screens for C&C 4
- We caught up with another Duke Nukem video that hit YouTube
- Stargate Resistance announced that it will be available in few short days
Enough with iPhones and Androids, here comes the Zune Phone (again)
PCMag really got into this whole netbooks vs. iPad thing with 42 reasons why netbooks are better
Rumor: Slant Six was working on Medal of Honor Vita game
Simpsons, King of the Hill writer joins Angry Birds film
Class of Heroes 2 coming to PSN on June 4
Shelter gameplay trailer is delightful, horrifying
Alan Wake Humble Bundle launches
Battlefield 4 producer says single-player should feel 'autonomous'
Indie dev to Microsoft: Be more like Sony on self-publishing
Call of Duty: Ghosts video compares graphics to Modern Warfare 3
Backward compatability is 'backwards' strategy, says Microsoft
Mortal Kombat 'Komplete' coming to PC



http://forums.worldofwarcraft.com/thread.html?topicId=22749001713&postId=227468967750&sid=1#1
It's about healing, and why I think it's not very fun (most of the time). I know there are still plenty of WoW players around here, don't bullshit me!
Thread Truncated. Click to see all 35 replies.
I don't necessarily think that's a bad thing though. Even after playing almost all healing classes in wow (I don't have a shaman yet, but my priest was my first character back in 2004), my favorite healing class was the GuildWars monk.
In GuildWars all classes have a small mana pool, say 20 to 40 mana points depending on what gear they are wearing and they regenerate 2-4 energy every 3 seconds (again, varies depending on gear or skills used). This translates into being able to regen a full bar in around 10 seconds. Spells generally cost 5/10/15 energy, so you can usually spam 5 point energy spells for quite a long time, or use the higher cost ones if you need to be more efficient (group heals and such) or if you need a burst of healing (higher throughput).
It did a great job of rewarding fast and efficient play, which is also what I enjoy about wow healing up until the point where you get ludicrous amounts of mana and it becomes super whackamole 2010. Not that I don't enjoy fast and reactive play because I do, I like being able to predict big bursts of damage on the raid or on specific players and be able to prevent them with say a shield or pain suppression or even just a precasted heal. But if there is constant random and completely unpredictable damage it gets boring again.
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