Beta: Drunk Tanking and More

Drunk tanking:

I’ve probably mentioned this before, but I’m not big on tanking. I do it occasionally on my paladin, mostly for Call to Arms satchels and the amusement that comes from my Captain America shield, and I’ve dabbled in blood tanking on my rarely played death knight, but it’s always been my least favourite role.

Dance, cow, dance!So when it comes to monks and the Mists of Pandaria beta, brewmaster spec wasn’t really on my radar. I was far more interested in the DPS and healer specs, as those are roles I know I enjoy.

But still, what’s the point of playing a beta if you’re not going to experiment with crap you’d never normally do? So I figured I might as well give drunk tanking a try.

I have since tanked instances at both low and high levels, and I have to say that it is stupidly, ridiculously fun.

Yeah, I can’t believe I said that. I enjoyed tanking. Not only that, it completely blows the other two specs out of the water in the fun department — at least for me.

You see, tanking is all about control, but I never feel like I have control when I’m tanking on my paladin or DK.Both classes are highly limited by cooldowns or resources, and I feel my abilities are never there when I need them. They also have fairly poor mobility, so I always end up running back to the healer (in slow motion, seemingly) after a bad pull, struggling to reach an enemy to hit with hammer of the righteous because avenger’s shield is on CD again.

My smashed panda in the Mists of Pandaria betaI’m sure a more skilled player than I knows how to avoid these issues, but I feel very helpless when I’m tanking.

Unless I’m a brewmaster. Brewmasters aren’t often limited by CDs, and although they’re a little chi-starved right now, you can still use your energy abilities, so I find resources are not as big an issue as they are for, say, death knights.

Roll makes for incredible mobility, so I’m always where I need to be, and if by some miracle I’m not, my main area of effect threat builder, dizzying haze, is ranged and almost infinitely spammable, so I can always regain control no matter how crazy things get — and trust me, they did get crazy. That room before Ozruk in the Stonecore… *Shudder.*

And then there’s clash — an ability that combines a warrior’s charge, and DK’s death grip, and a Tauren’s war stomp stun. Oh, clash, how I love thee. I foresee many a “Come at me, bro!” macro.

I don’t feel helpless when I tank as a brewmaster. I feel in control. I feel like the kung fu master I am. I feel like a badass.

Plus, you can’t deny the aesthetic appeal of killing people by smashing them in the face with kegs of booze.

Of course, beta is beta:

That’s not to say brewmaster tanking is perfect right now. It’s beta; nothing’s finished.

This characte is actually a lowbie Undead(This character is actually a level twenty male Undead monk. Seriously. Beta’s fun, eh?)

Mainly, survivability is a huge issue right now. Brewmasters are all active mitigation and no passive mitigation. Basically, if you don’t have shuffle up (an ability that costs half your chi and only lasts five seconds), you end up as a smear on the boss’s boot.

I’m sure my healers hated me.

Even with all that stress, though, I’ve never had so much fun as a tank. Shockingly, brewmaster may end up as my monk’s main spec when Mists of Pandaria goes live.

In other news:

I haven’t done that much else in the beta as of late. When you’re avoiding the new continent, there’s not a whole lot to do, and I’m struggling to get my live warlock to 85 before Diablo 3 distracts me.

However, demonology warlocks got an overhaul recently, so I had to try that. I was greatly relieved to find that the spec has been largely fixed. There’s more than one button worth pushing in metamorphasis now, we’re back to multiple DoTs, and it feels like playing a warlock again.

My warlock stylin' and profilin' with dark apotheosis in the Mists of Pandaria betaWhat was once a trainwreck is now probably the most enjoyable warlock spec in the beta right now. The issues that remain are largely just a matter of tuning: demonic fury fades too fast, soulfire costs too much mana, chaos wave costs way too much fury, etc.

It’s also probably the most visually spectacular spec in… ever. Between dropping enormous black meteors on people, unleashing tempests of hellfire, the ridiculously badass new soulfire, the army of imps following you around, Illidan form, the shadowbolt glyph, and the new demon models, every aspect of the spec is a feast for the eyes. Not to mention dark apotheosis…

Diablo III: Wrath, and Multimedia Storytelling

Valor turns to Wrath:

Yesterday, as the culmination of the pre-release hype for Diablo III, Blizzard released a short animated film, Wrath, set in the game’s universe.

Directed by Peter Chung of Aeon Flux fame, the short depicts a battle between the Heavens’ ruling body, the Angiris Council, and the game’s titular Lord of Terror.

It’s pretty neat. I’m not a huge fan of the art style, but it’s a good way to help set up some of the story elements for Diablo III, and it ties in well with what I read in “The Book of Cain.”

Which got me thinking…

Multimedia storytelling:

Telling stories through multiple mediums is an increasingly popular idea. For example, bestselling fantasy author David Farland has recently produced “Nightingale,” an enhanced novel featuring a soundtrack, animations, and illustrations in addition to traditional prose.

Cover art for "Nightingale" by David FarlandNow, I’m not really a fan of multimedia novels. It feels like turning them into something they’re not. And besides, a novel doesn’t need enhancement. It’s already the richest, deepest, and most versatile* storytelling medium.

*(Note: This does not mean “best.”)

But video games? Ah, that’s a whole other matter.

I think video games are a medium that lends itself well to multimedia storytelling. Video games themselves already blur the line between film, art, audio drama, and prose. Many games’ stories are told through a combination of the above. It’s not much of a leap to start advancing a game’s story outside of the game itself.

This is something Blizzard has become something of a master of, with its years of novel, comic, short story, and manga tie-ins to its games — as well as the World of Warcraft movie, assuming that ever gets made. WoW’s patch trailers also now serve as a way to continue the story outside the game.

A lot of people resent this, feeling they are required to spend extra money on books to experience lore that should have been put in the game.

I think this view is shortsighted. The fact is that the amount of story you can cram into a game is really quite limited. There’s only so many cinematics and so much quest text you can stuff in before it begins to bog down gameplay. Even now, any cinematic or RP event inevitably gets complained about by some people, no matter how little impact it has on their gaming experience.

So novels and other non-game sources for lore allow for worlds and storylines to be fleshed out much more fully than they could ever be in-game.

And frankly, if you view buying a giant book full of lore as something onerous, I question whether you’re really that much of a lore fan. But I digress…

I now come back to Diablo III and Wrath, as this demonstrates an entire new level of cross-platform storytelling from Blizzard. The backstory for Diablo III is the sum of:

  • Multiple traditional prose novels published over several years.
  • Multiple short stories on their website.
  • Two separate comic mini-series.
  • “The Book of Cain,” which is as much a physical piece of art as it is a book.
  • The Wrath film.
  • The previous two games.

Artwork and text from "Diablo: The Book of Cain"All this together culminate to create a rich and immersive story experience before I ever log into Diablo III.

Blizzard is not the only video game developer to experiment with multimedia storytelling, either. I just use them for my example because they’re what I’m most familiar with.

My point? Well, I suppose I don’t have one, except for maybe, “This is really frickin’ cool.” As someone who’s been interested in the art of storytelling for most of his life, I find this all quite fascinating.

I’m curious to see how this trend will continue, both for Blizzard games in particular and for video games in general.

What do you think? Is multimedia storytelling for video games confusing, or a great way to expand the fiction? Do you welcome cross-platforms stories for all mediums, or are you a bit more narrow in where you feel it is appropriate, as I am?

By the way…

Another of my articles has made it onto the WhatMMO: Six Ideas for Your Next Player Hosted Event. I’ve participated in several of these ideas myself. What about you?