So in a weird twist I want to discuss resource builders, as
they currently stand in MMOs. Personally, I find resource builders to be
outmoded. Why? Because it tends to interrupt the normal flow of the game as it
stands as all you end up doing is pushing one button repeatedly until you build
up enough of an X until you can actually use Y. This is made even more
frustratingly complicated when it is combined with a cool down. In short, they
are disguised mana bars, and it doesn’t change how they function. This is one
of the things I really do not like about TSW’s
combat, for instance. I sit and spam one button 5 times to build up resources
so I can get the best possible effect out of my consumers. It doesn’t evoke
strategy as mind numbing approach to whack-a-mole.
Needless to say, the function of the mana bar has changed
over the course of the life span of MMOs. Originally, the mana bar was just
reserved for the mage types and thus they had increase resource management
while physical weapon people were left maybe with cool downs. So this ends up
giving mages double duty.
As time went on the mana bar was spread to other classes. In
games like Dark Age of Camelot
everyone had an energy bar, which was just a different name for mana, and
basically everyone had to play resource management next to cool downs. It was a
basic solution to an otherwise nagging problem of one class being heavily
restricted while the others were not. WoW
of course tried to change up that formula by giving each of the resource bars
its own name, such as rage, or focus, or mana or what have you. But even that
wasn’t enough as later on they would add a second resource bar to every class
increasing the need to micro manage, and this is still on top of the fact that
powers had cool down numbers.
Now, the latest version of resource building is some bizarre
twist on what WoW does, basically
where everyone has to build up their attacks to be able to use their best
stuff. CO does this with its energy
bar and TSW does this in spades with
their resource bar for every single weapon set up you could have. The level of
micro management is getting tedious, to say the least.
Why I don’t like this is because it is tedious
micro-management and adds too much busy work. They can cut the entire middle
part of building the resource entirely and just rely on cool downs and base it
on an acceptable level of DPS that they would like it to reach in a reasonable
avenue. Hell, CO has near practically
abandoned the need of resource building as almost every power set over there
now has some way to return energy without using an energy builder.
So, this is how I would view the future of resource builders
in MMOs. They are gone. Yep, that’s right, resources builders are gone. The
only reason I would have some sort of resource is for flavor but not something
that dictates the flow of the actual enjoyment of using the abilities. All of
the abilities that would need it would have a cool down to give an acceptable
level of DPS. If there was a resource it would influence something like giving
you better defense or a bit more damage on certain attacks, something to make
it less tedious overall than sitting there spamming the exact same key over
several times until you can unleash your attack to consume said resource and
begin the process all over again. The only, and only place I would put a
resource builder is a type of charge up attack that allows you to use an
ultimate power, but only reserved for the best of the best abilities, not your
entire attack chain.
Basically put, this is yet another step that I think the
next generation of MMOs will need to take. The resource builder doesn’t really
have a place anymore in this day and age of gaming. It is one of those outmoded
systems that needs to go the way of the dodo, as games these days keep pushing
more and more to be more action oriented and less turn based in the MMO genre.
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