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Showing posts with label PC Games. Show all posts
Showing posts with label PC Games. Show all posts

Sunday, December 28, 2008

Role of The Druid WOW

Of the many different character classes in WOW, each having a different accepted role, there is one lauded as superior by those who play them, and scoffed at by those around them. There are a few responsibilities that must be filled for a group of adventurers to succeed in a dungeon. There must be a "tank," someone who gets the attention of the monsters they are attempting to kill. A healer is important to keep the group alive. There are damage dealers who are primarily responsible for slaying the monsters in melee or from a distance. Characters in charge of crowd control stall certain targets to make taking down others easier.

Each class generally fills one role with ease and can switch to another if it is needed. The Warrior, for example, is first and foremost a tank. Warriors are given the most abilities to generate and maintain the focus of the foe. But in a group with two warriors, or if another class wants to try their hand at tanking, the warrior can be used as a damage dealer. The WOW Paladin, normally used in instances as a healer and support character, can generate cause enough threat to hold the targets attention.

The Druids of Azeroth, made up of the Night Elf and Tauren populations, have an interesting mix of abilities. To WOW, they are the shape shifting Jack of all Trades. They can heal the party, with efficiency topped only by the Priest. In Cat Form they can deal melee damage and sneak around their enemies with the guile of a Rogue. If shifted into Bear Form, they are capable of performing tanking roll of a Warrior. While in Moonkin Form, they can dole out massive damage by raining down arcane and nature spells on the target. This wide range of abilities makes the druid the ideal member of any party, if one person fails, the druid can switch over to the vacated role and pick up the slack.

This is not often how the party views the situation, however. In small instance groups of five people, the druid is often taken only if they are willing to be a healer, despite their versatility. A druid desiring to fill another role, especially the popular role of damage dealing, is shunned. The WOW developers gave druids certain abilities, such as moon fire or faerie fire, which are very visible spells. These spells have beneficial effects for the group, but a druid casting them on a target will often be ridiculed from the party for 'wasting mana' that should be reserved for healing.

The issue stems from two major problems in WOW. The first is the lack of healer classes. There is only one class out of eight on each faction that is a dedicated healer, the Priest. There are two other classes on each side that are capable of healing, the Paladin for Alliance and Shaman for Horde, then the Druid. The low amount of available healers leads to less players playing them, which feeds right into the next dilemma. The second problem being that most players are too shortsighted to see beyond the Druids healing ability. There are many people with the immutable mindset that if a druid can heal, he should heal. While they are an effective healer, they are quite effective at every other role they can fill as well.

No one would ever accuse Blizzard entertainment of being hasty with their decisions. WOW and their other games have had their release dates pushed back many times. In the past hardcore fans of Blizzard's work know that this delay is for the best, the company labors to produce the finest quality product. The Druid went through months of internal testing and balancing before the concept became a reality. By giving the druid all the basic abilities of a rogue, a warrior, a mage and a priest, it is quite clear they had a greater intention for the class than staple healer.
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Friday, December 26, 2008

Gaming Captures the Hearts of Gamers

Gaming is popular with teenagers, women, children, as well as men. Older people say they play games as it alleviates loneliness and puts them in contact with others. Statistics reveal that 41% of gamers are women and more than 43 % gamers are aged 25-49. And, research predicts that the games market in 2005 will be US$ 29 billion.

Players can choose between stored games and online games. Stored games are played on consoles while online games are played on a computer using either a broadband or dial up Internet connection. The growth in online gaming according to IDC, a research firm, is set to touch 256 million users by 2008. And, that gaming is serious business is conformed by the hosting of international conferences devoted to gaming and the formation of "Casual Games Special Interest Group."

Gaming captures the imagination of the players and uses the senses: sight, sound, as well as touch. Many need the use of intelligence as well as strategy. Complex graphics, colors, high quality virtual realities are all set to grab as well as hold the attention of players. Multi-player gaming takes the interest to the next level -offers challenges as well as new horizons to be conquered.

Games played on the Internet are such that clever participants find ways to push the game beyond its visible limits, one can even device cheats to circumvent problems posed by the game. Games test the skills, intelligence, concentration ability as well as techie know how.

Online gaming architecture has six business aspects: the subscriber; the advertiser; the gaming platform provider; the broadband service provider; the network service provider; and the gaming content provider. It is big business-hardware revenues in 2005 are expected to be: US$ 9.4 billion with software and content revenue touching US$16.9 billion.

However, there is a downside, gaming can become addicted and affect normal life-kids stop studying, housewives neglect their daily routine, and people are tempted to play games even at work. It can lead to suicides, mental imbalance as well as destroy marriages and careers. Gamers become recluses and rarely make social contact outside their gaming groups.

Addiction studies indicate that gaming can result in: obsession, neglect, lying, socially unacceptable behaviors, carpal tunnel syndrome, dry eyes, neglect of personal hygiene, as well as sleep disorders.

Popular gaming sites include: MSN games which has 3.4 million monthly registered users ; Pogo which has 8.6 million monthly registered users; and Yahoo games which has 10.1 million registered monthly users.

Analysts predict that by 2007 online gaming will be at least 285 petabits a month, the revenue generated by online subscriptions for gaming is expected to reach US$ 650 million annually.

The future according to Peter Molyneux, is in developing games that "reward a player for "out of the box" thinking and creativity. Games must encourage players to be interactive and decide the direction the game will take.
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Thursday, December 25, 2008

Computer Gaming Appropriateness

Children spend at least 13 to 30 hours a week gaming. Most computer games are violent and aggressive and do little to inculcate moral values. Studies indicate that gaming results in aggressiveness and violent responses in children. And, children are less concerned and helpful towards their peers and families. They become socially stunted.
The onus of minimizing the effects and ensuring that children receive a rounded upbringing falls on parents. It is important to introduce character building activities and to censor games, ensuring suitability.
• Study guidelines established by the Entertainment Software Board. They indicate suitability for different age groups. Read the content label which will summarize the game, this will serve as an appropriateness guideline.
• Know your child. If you find any signs of being unsettled withdraw games that cause this change in behavior. Introduce games that titillate the imagination and make use of the mind. Avoid violence and aggression.
• Visit www.1888FreeOnlineGames.com, www.ESRB.com this provides game ratings as well as reviews.
• Rent a game and play it yourself. First hand knowledge will serve you well.
• Communicate with other parents. You will glean the trends, know the popularity.
• Play the games with your child. Know their reactions and learn their responses.
• Establish an open relationship where your child becomes comfortable even talking about what is inappropriate or disturbing. Establish gently what is right and wrong. Bullying does not help.
• Set up the computer and gaming console in a family room. All games will then be out in the open. You will be in a position to judge and monitor.
• Feel free to contact the manufacturer and voice your opinion.
• Study in detail the plus and minus points of computer usage.
• Interact with your child at all levels.
• Be a cautious buyer -question claims of advancing brain development.
• Introduce a variable routine for your child. Outdoor activities interwoven with computer related activities.
• Focus on social and emotional development. The child must be confident, curious, and forthright; display self control; be able to relate linearly, be caring and cooperative, and be communicative.
• Choose games that are fun and have a degree of effective learning.
• Introduce games that require two or more players-this fosters social interaction.
• Playing games should be a privilege not a right. Emphasize that parental approval is a must.
• Use games to maximize your child's interests. If the child is mechanical minded purchase games that encourage this talent.
• Choose games that require decisions and strategies. Games should be more than shoot, blow up, destroy, and kill. Avoid killer machine games.
• Explain why a game is not to be played. Never just take away a game. A child needs to understand why you are against playing certain games.
Gaming is a part of life. It introduces computer technology, problem solving, and logic. It improves motor as well as spatial skills. Games are not just entertaining, they can be therapeutic too. Choose wisely and guide your child.
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