Talk:Defiance (video game)

I think this might merit its own page now. 122.150.167.84 (talk) 07:58, 17 January 2013 (UTC)

Gameplay section doesn't say anything about gameplay. Free aim? Tab targeting and hotkeys? Turn based? Ohwhatnowwho (talk) 06:00, 6 March 2013 (UTC)
 * Defiance is a Third-person shooter, Persistent world, Massively multiplayer online role-playing game, with Player versus environment.--Ne0 (talk) 01:08, 25 March 2013 (UTC)

Release date.
It should probably be added that Austalia doesn't get Defiance until the 11th of April. Might want to fix the release date.

https://www.jbhifionline.com.au/game/xbox-360/defiance/680846 https://www.ebgames.com.au/xbox360-161299-Defiance-Xbox-360 — Preceding unsigned comment added by 58.6.133.68 (talk) 00:28, 2 April 2013 (UTC)

"Dubious" template
I placed this in the "Origins" section because the text contradicts itself. The body says, "Origins do not limit what...weapons...the players can choose," but the section goes on to specify which one weapon is dictated by the character's "origin". This either requires further explanation or a rewrite to remove the contradiction. 12.233.146.130 (talk) 19:50, 15 May 2013 (UTC)
 * Solved! JW_Trooper_AA (talk) 20:01, 15 May 2013 (UTC)
 * Thanks. I think I was editing at the same time; it looks like I didn't undo anything you did (and got no edit conflict warning), but you might want to check. 12.233.146.130 (talk) 20:11, 15 May 2013 (UTC)
 * Everything looks fine. Thanks. JW_Trooper_AA (talk) 20:14, 15 May 2013 (UTC)
 * Okay,‎ 81.166.170.31 changed this again to say that the weapons are the classes, and then goes on to say that any class can use any weapon. I am reverting this section to the previous wording.  12.233.146.130 (talk) 23:11, 31 May 2013 (UTC)

Anybody know what engine it uses?
Does anybody know which graphics engine the game uses (Unreal, CryEngine, etc)? Thanks. Doesn't the "video game infobox" have a slot for the engine? Jimw338 (talk) 05:46, 13 October 2015 (UTC)

About "No Sequel"
I found it funny that back in Dec 2017, they said no plan on a sequel. Cut to a few months later (End February/Early March), they announce a Sequel in works, Defiance 2050... — Preceding unsigned comment added by 173.79.228.142 (talk) 07:13, 10 March 2018 (UTC)

Creation of New Article for Defiance 2050 As It Is a Separate Game, Reall
TLDR: I'll finish this section tomorrow. :) Basically I think Defiance: 2050 is a different game from Defiance and thus should have its own article, and wanted to know what anyone else thinks after sharing my humble ideas on the matter. I'm not saying it SHOULD have a different article, just that it seems to me it would make sense for it to, but am open to the opinions of others as well. Details below for those interested. =)

My Reasoning, or "The Long Version":

The title says it all. I played Defiance (the original, aka Defiance 2013) for about a year before Defiance: 2050 launched, and have played nearly every day since launch, literally, having missed only 2 when I was out of state. I also (rarely) hop onto 2013, although for me at least, the lag always seems worse on 2013 after playing 2050. Naturally 2050 seems laggy after playing it again for a while. But that's partly the point of this section of the talk page.

I know that the story, most of the missions, characters, enemies and certain other, smaller properties of the original Defiance are exactly the same as 2050. This is a simple fact. Although the graphics and sound effects, as well as character speech and models, have been updated to today's multimedia capabilities, for me this is irrelevant, as I'm so used to being unable to upgrade or buy new systems lately that I easily choose performance over fancy looks or sounds any time.

But the true crux of the matter is this: apart for the above, which includes a few admittedly large parts of the game, the vast majority of the game is different. At least the real heart of the (imho) two games is. The mechanics are completely different, as are the weapons, in name and function, and the modding system. In fact, the entire progression system is absolutely different from the 2013 game. Not only these fundamental factors that determine what precisely constitutes the concept of a modern action shooter or shooter/MMORPG, which in my experience and understanding Defiance and Defiance: 2050 are, respectively.

That's right. I and at least a few of the clanmates and friends and fellow arkhunters I've talked to in the game(s), believe that the two are even fundamentally of different game genres. One major reason is that the original game had only a loosely structured and undifferentiating "class" or build structure for your character. You start out wearing a different "outfit"—clothing or player skin—in Defiance 2013, and the intro/tutorial "instance" is longer and more detailed. Also, there is the ability to *slightly* customize or differentiate your character from others in terms of build/spec. But all in all, every character would have every skill by the time the reached endgame status and level caps. This can hardly be called a class system, which is considered a basic ingredient for an MMO/RPG.

The original Defiance combined two elements of the two different genres (shooter and MMORPG): (1) The basic elements of a tactical shooter, where combat is dynamic and based on the phsyics of projectiles (e.g., recoil, rate of fire, reload time, range, etc.), as well as quick reflexes and movement, dodging, rolling, crouching, using objects as shields and other tactical and strategic gameplay, team-based or solo. This is different from nearly all MMORPGs, which usually have some form of the traditional turn-based or "simulated" realtime combat system. This generally involves the memorization of "rotations" and "grinding", as well as character specs based on melee/ranged/spell-casting chance-based) combat-system.

(2) The second thing that made Defiance so different from other games, especially shooters, is a persistent or "perpetual" world. This is a basic element of MMORPGs and almost never found in shooters. A persistent world involves one or more finite copies of the game "world" duplicated, each on a different server. It's persistent because the world is "running" or able to be played in nearly 24-hours a day. It also usually includes NPCs, a player economy, trade system (removed from 2050, unfortunately according to many, myself included), etc. There are also instances or dungeons, and an in-world PvP game played in 15 minute matches between two sides. This is different from most shooters, which usually allow players to interact in only certain ways, usually called "matches" or "maps" that you have to queue for and are limited in time. They are essentially what are called instances in MMORPGs.

To be continued. . . I apologize. I am too tired to finish tonight and have to get up early. I'll finish in the morning after I get home. :)

Kholdfyre (talk) 07:33, 4 July 2019 (UTC)

"Terraforming", not xenoforming?
In the article, and as I recall in the show as well, the word "terra-forming" is used, but I've always thought that's a little odd because it isn't making the planet Earth-like, it's making it Voltanis System-like.

Shouldn't that be something like xeno-forming? 2400:4152:7064:6B00:6E6A:77FF:FE9E:6461 (talk) 04:53, 26 March 2023 (UTC)

"Defiance (Video Game" listed at Redirects for discussion
The redirect [//en.wikipedia.org/w/index.php?title=Defiance_(Video_Game&redirect=no Defiance (Video Game] has been listed at redirects for discussion to determine whether its use and function meets the redirect guidelines. Readers of this page are welcome to comment on this redirect at  until a consensus is reached. Utopes (talk / cont) 01:07, 20 January 2024 (UTC)