The super secret hidden quest in ‘World of Warcraft’ is an exercise in insanity, patience

kosumoth

There’s a classic cognitive psychological study involving a patient, a button, and a reward. The point of the trial is to leave the patient alone in the room with the button, to test how long they’ll go without hitting the switch. The test is a window into the  ability — and in some cases, inability — to handle delayed gratification.

Similar trials with monkeys and dogs exist, showing that even the animal kingdom only has so much patience. Continue reading

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‘World of Warcraft: Legion’ through the eyes of a lapsed hardcore raider

A pain begins to throb within me once new World of Warcraft content is announced.

A dull feeling, like longing for a forgotten love or memory of better times, lost to the wind and never fully grasped again. This ache grows into a crescendo of urge and want until, eventually, I give in to this carnal need to launch myself back into the world of Azeroth.

Then…nothing. I play, and as quickly as that drug is shot into my veins, that want phases into a gaming fugue state. I come out on the other end of that tunnel thinking “Oh, right. I just remembered why I stopped playing.”

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‘Rising Thunder’ technical alpha hands-on impressions: Storm Warning

Thudnerfeature

By their nature, fighting games have a high barrier of entry. This changes depending on the different type of fighting game, but for the most part the coordination and reflexes required to play tend to cause many players to check out. A select few fighters have attempted to alleviate this issue, such as Marvel vs. Capcom 3’s ‘Simple Mode’ that assigned special moves and super attacks to specific buttons. But, modes like this are often considered a special mode and not the main game.

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