Author: Jeff Morgan (Page 129 of 260)

Upcoming map: The Magma Chamber

Magma-Chamber-Illustration

Many of you have probably seen the issue of PC Gamer where this was all debuted, but in case you haven’t, Riot’s posted the news to the Announcement forums for your perusal. The biggest news for what’s on the horizon is, yes, finally, a new map.

For my part, I’m not all that excited. I really don’t mind that there’s only one 5v5 map right now. There are so many different champion and build combinations that the variety doesn’t have to come from different settings, it comes from the way the games play out. In fact, I don’t really like the last new map Riot put together. It snowballs way too hard and allows for very limited character selection. At the onset, I’m worried that the new map will suffer the same problems, or different problems that are similar. If Miss Fortune taught me one thing, it’s that Riot is willing to release mechanics that are at conflict with the fundamentals of the game. Miss Fortune virtually breaks the laning phase for most characters, and I don’t want to see another map that breaks 60-70 percent of the available champions’ ability to contribute.

But enough of my fears and worries. They won’t do any more than give me Nostradamus-style credibility (which is to say, none) if things do indeed go wrong.

The new map is called The Magma Chamber, and promises to the “premier arena for [League] use.” You have to wonder what that means, but let’s cover the rest of the details first.

Deep within the obsidian mountain from which the Institute of War is sculpted lies the League’s most intense Field of Justice to date – the Magma Chamber. Before the time of the League, the Chamber was the heart of a powerful, but now dormant, volcano. Ancient magma flows cut out a gigantic cavernous room that the League has reshaped for its own purposes. This battle arena was built specifically to address the increasing number of disputes between Demacia and Noxus. It is one of the largest Fields of Justice found anywhere on Valoran. To that end, teleporting platforms provide champions with the ability to rapidly relocate to strategic points in the arena. The magic-infused stone and cooled magma that dominates the structure of the arena will force champions to work together more closely in pushing toward the enemy’s nexus. It will be harder for a champion to rely on their summoner to traverse hazards and obstacles. The League is preparing this Field of Justice to be the premier arena for its use; as such, a slew of new monsters and minions await champions in what will surely be their greatest challenge yet.

Things we know:
1. It’s hot
2. It’s really hot
3. You can teleport around
4. You might only be able to teleport around
5. It’s really big

From the sound of things, there’s no jumping over walls, no Body Slamming off the little ledges into hot magma. Of course, that could be totally wrong. “It will be harder for a champion to rely on their summoner to traverse hazards and obstacles” is so vague there isn’t really a way to know what that means, but my guess is you don’t have lane-jumping capability. That’s something Riot has hinted at for some time.

We also know it’s going to be big – one of the biggest in Valoran which makes it…bigger than Summoner’s Rift? Maybe. The good news is that there is a plan (I hope) for the rest of Valoran’s Fields of Justice. That’s good news.

What I’m most interested to see, though, is the teleportation system. Is there a delay? Is it instantaneous? Can you use it in combat? Do you have vision at the destination point? We won’t know any of this, obviously, until the map’s out in practice games for widespread playtesting.

On the whole, I’m anxious for The Magma Chamber’s release. Anxious, because I really want it, but I really want it to be good. If it’s not good, then I definitely don’t want it.

Can videogames be art? The discussion continues

Jackson Pollock.You may recall an article by Roger Ebert this past April in which he claimed video games could never be art. The question has become sort of synonymous with the collision of tech and culture, and it serves as a rallying cry for people trying to justify their gaming addictions. The big problem with Ebert’s stance, though, is that he’s not a gamer. The New Scientist wanted the perspective of people who actually game, but who are still well respected in intellectual circles. The responses the magazine was able to elicit are disappointing, mostly mundane sidesteps of a question that I think people should take a harder stance on.

Here’s what Nick Montfort, a professor of digital media at MIT, had to say:

People tend to mean several things by this question. First, can video games be sold by art dealers, appear in galleries and museums and be an accepted part of the art world? They already are: just look at the creations of Cory Archangel, Mark Essen and Eddo Stern. Second, can video games tackle difficult issues and sensitively present us with different perspectives? They already have: see the work of Terry Cavanaugh, Jason Rohrer, Molleindustria and Tale of Tales, and commercial games such as Bully (also called Canis Canem Edit) and Indigo Prophecy (Fahrenheit). Finally, can video games present an experience of aesthetic beauty that is particular to the medium? Indeed they do: see Tetsuya Mizuguchi’s Rez, a game dedicated to Kandinsky and which I first discovered and played in the Museum of the Moving Image in Queens, New York. It’s a great time for those interested in this question to see what work is already out there.

I think he gives the best response of the bunch, but he gives it in that snide, I-know-things-that-you-don’t kind of way. Those are the questions people are asking, but why do we want the answers? To justify the amount of time that gets dumped into games and gaming?

I don’t think it’s a stretch to say that gaming is a less thoughtful narrative medium that the others we have available to us. Very few games that get made are telling an interesting story or challenging the player’s view of the world in any significant way, likely far fewer of them than books or movies. Games, for the most part, aren’t being designed with story in mind. They are designed directly for a consumer, and they come out of a booming business. If you’ve ever heard the saying “art from adversity” then you know what I’m getting at here. It’s not difficult to throw billions of dollars at a project and market it to expectant masses. There is no struggle, other than the struggle to meet artificial deadlines so you can hopefully keep your job at a top developer instead of packing up and moving your office ten or fifteen miles to the closest competitor. For the most part, video game design is a pretty cushy environment, so it becomes less and less likely as the world gets more and more enchanted by gaming that we will see Sophie’s Choice from someone like Activision.

It’s entirely possible that smaller development houses are turning out some good stuff, but I can’t honestly say that I believe development will reach a point that the smallest, most artistically minded pieces of work will be discernible from the crap like that Columbine game. That game has likely been the most contentious where the art debate is concerned, and I think it’s a good example of why games aren’t art now, and why they might never be. As much as that game wants to be a social commentary, wants to draw the audience in to what the Columbine shooters were feeling, it’s still a game, which is where games will fall short. As long as there is an objective to be met, a quota to reach, a number of infiltrators to be dispatched, games will be no more than a skinner box with an overpriced script, providing gamers with the thrill of objective completion instead of the challenge of a real story. That’s not a slight against games, it’s just the nature of interactive fiction. As soon as the reader has to be pandered to, has to be asked what decision to make, the story has been compromised by the intent of the audience. That’s not what art is about. It’s not about trying to please a viewer, trying to appeal to the artist’s desired protagonist. It is about creating something with which we can can resonate, something that makes us feel about the world that which we may never have felt on our own. The moment a game provides the player a choice, that decision is gone, lost in a player’s desire to “win” the game, to beat the system. Granted, that may change over time, but for now, games can’t be art, because games are designed to be beaten or, even worse, to siphon money out of the consumer. That’s not art. That’s as far from art as we can possibly get.

The state of Malzahar

Malzahar Ulting.I haven’t written a “state of the champion” post in a long time, and though I just posted some negative vibes about Miss Fortune, I’ve got a few left over for Malzahar.

When Malzahar launched I really enjoyed him. He was very mana efficient, a great farmer, and he had an ult that could really decimate some people. If they took Cleanse or bought Mercury treads, though, he dealt little to no damage, which is why I stopped playing him. Riot gave him some range buffs to help his survivability in team fights, which I thought was understandable. It seemed just about perfect, too. He wasn’t so far away that your teammates couldn’t get to him but he wasn’t getting smashed the instant he stepped in the fight.

Fast forward to today, when not only has his range been buffed to one of the longest in the game, it also gets suppression, meaning you have no way to escape it unless you buy a Quicksilver Sash. He retained his incredibly long attack range and his Malefic Visions is still a ridiculously efficient farming tool. After playing him a few times and laning against him quite a bit, I think it’s safe to say he’s been overbuffed. His ult has become a source of great frustration, both because of the stun duration/damage and the fact that it is completely unavoidable.

As it currently stands, you basically can’t be on the same screen as Malzahar without either a teammate present or a tower between the two of you. Between. That’s important. Even if you’re at your tower he can easily put you to the gray screen without much risk to himself. His Null Zone also means that he can take golem easily, bringing his ultimate down to a very low cooldown. You’ll see it every fight for sure, and usually from a distance that will make you scream.

Thing is, I’m not sure what to do about Malz. I think they could lower the range on his ult and maybe reduce the duration. They could also reduce its base damage and give it a small AP bump so that he isn’t such a “level 6, you’re dead” kind of toon. Whatever the case, they need to do something. He’s at the top of my list of toons that are incredibly unfun to play against.

The problem with Miss Fortune

Miss Fortune laning.

I’ve played a lot of Miss Fortune since the most recent patch, probably more than any new champion in recent memory. Her playstyle is much more enjoyable than many of the newer folks (I still just don’t get Galio) but as I mentioned in my impressions post, I think that’s because of her relative strength. After playing her some more, I realize her power actually makes her less fun.

The realization came after a game today in which I was racking up kill after kill after kill. I had been dominating the mid lane, but I wasn’t really having much fun. The reasoning is pretty simple – Miss Fortune isn’t difficult, in any way.

I prefer toons with a little bit of complexity to them. The fact that you can land Double Up without even trying for more damage than most skillshots ungeared is completely absurd. It’s also not fun. The joy of skillshot damage is landing that one hit on a guy that was about to get away. There’s also a lot of fun in dodging the hit that was about to kill you. For all the work Riot has done to reduce the RNG for toons like Gangplank, why introduce a toon whose baseline skill is an RNG for the second hit? Add to it the fact that Double Up forces you to either take damage from that big shot, or get harassed while she darts in and out of creep range from her passive. It’s not fun to play against and really, I don’t think it’s all that fun to play. I can almost hear the frustration of the other team.

I hope she gets some serious reworks. My best option is turning off her passive in combat. It’s good enough for getting across the map, it doesn’t need to so severely wreck the laning metagame, too.

Another solid FG LoL Monday

Groovy Zilean.

This was just the third Fearless Gamer LoL Monday, but we managed to get five people together and hop on a public vent for a little fun. It was a good time, despite a few losses, and it was nice to have some new people involved.

Our first game played like a warmup match. I know I wasn’t paying close enough attention to what was going on, and we were doing more breeze-shooting than strategizing. It was a quick and fairly painless loss. Our second game we steamrolled to a win with a really fun teamfighting comp. We had Zebano on Amumu, Bojamba on Nasus, Everett on Nunu, Holden McRoin on Ashe, and myself on Zilean. The other team had a very solid Kennen, but we got to a point that we could blow up their whole team and only lose one of us, max. It helped that our opponents were constantly checking brush with their faces, even though they had a few skillshots.

Our last game went a lot like the first. We started okay, but I wasn’t paying close enough attention at champion select and neglected to tell Zebano who to grab for me for a switch. He hard randomed a third tank and it was pretty much over from there.

All in all, though, a good night. If you’re around next Monday, jump into the chat room “Fearless Gamer” (they’ve apparently changed things so now it is case sensitive) and get to know some of the other players who read here.

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