With the lead weight that is Trion and F2P covered yesterday, let’s start digging into WHY you should tolerate Trion and play ArcheAge anyway, because yea, you should be if you enjoy virtual worlds and smart MMO design.
I always go back to this point, but for me the perfect MMO is basically a great RPG game that doesn’t end and greatly benefits from the fact that you are playing with others. It’s because of this that I inherently dislike themeparks over virtual worlds; a themepark MMO has an end, and it also has a preset path you travel along to reach that end.
When this is done well you get quality themeparks like 2005 WoW or FFXIV, which can be very entertaining but ultimately not hit the highs of a great virtual world. Nothing a themepark can do will ever top the best moments in games like UO or EVE for me; by design they simply aren’t capable of such highs, and so themeparks in general are a ‘waste’ of MMO development time compared to crafting virtual worlds.
To call ArcheAge a ‘sandpark’ is selling the game short, or getting an EG-level of experience with the title and claiming you ‘get it’. One flaw AA has is that its first 15-20 levels, which in retrospect are basically an overly long and probably unnecessary tutorial, are classic themepark questing gameplay, and if you don’t know better you might think that is actually a major part of what AA is about. But it’s not, not at all really. It would be like saying mission running in EVE is a major focus of the game, with the other bits being side activities, and hence EVE is a ‘sandpark’.
The truth is that AA is very much a virtual world, and it is indeed a modern-day version of UO. Where UO had very rough “bring the NPC here” ‘quests’, AA has all the questing mechanics and systems of today’s MMOs covered. Where UO had basic crafting, AA has crafting depth deeper than most titles in the genre, and crafting that isn’t a tacked-on mini-game but rather a core feature. Where UO had effective yet simplified combat, AA has all the lessons learned about modern tab-target combat included. Where UO had basic but open character building, AA has a very refined skill-tree setup, with a good mix of options and tradeoffs. Where UO had a large but somewhat unrefined world, AA has a ‘zones without actually being zones’ world, one that feels open yet at the same time organized, focused, and interesting.
Some or all of those points might be covered in future posts, but that’s AA in a nutshell; a virtual world MMORPG the feels like it was made in 2014, with 17 or so years of MMO lessons learned under it.
AA also feels like an MMO made by someone who has actually played an MMO before. For instance, players start with the ability to recall, which works just like it does in most MMOs; use the ability, and you get sent back to your bind spot for free. Simple yet useful. But AA also gives you a teleport book, which has all of your discovered teleport spots, along with a tab for your personal locations (such as your house). To teleport, you must have a craftable item in your inventory, and rather than moving you to the spot, a portal opens. If you jump through the portal, you teleport. Simple again, right?
Only if you have been paying attention to the genre, your first thought should be “someone is going to open a portal in the starting area to a death trap and grief new players”, or “someone is going to use portals to make PvP a complete cluster”. And if AA was made by someone who had never played an MMO, like say SOE or Trion, portals wouldn’t require you to JUMP through them rather than WALK through them. But XLGames made AA, and clearly at least one person there has played an MMO, and so they added that little yet critical tweak to something as basic as moving around.
Plus if SOE or Trion were in charge, not only would the game have gone live with the grief portals, but then the fix those clowncars would have added would be to make portals only work for the player who summoned them, killing another awesome feature that AA has going for it; being able to open a portal for your whole guild/group, and regardless of level or if someone has that location or not, everyone being able to travel together without the usual hassle and, wait for it, play together in an MMO. Mindblowing! And this is just one of many examples of AA feeling like a ‘next gen’ MMO, rather than telling us it is in some manifesto and delivering yet another generic and completely forgettable themepark experience. A title that has learned from previous MMOs and feels like it has actually been designed to not neuter, limit, or ‘make everything accessible’, but just solve the previous issues or flaws while still retaining what made the original ideas so great in the first place.
Speaking of feel, AA has that feel of playing to progress forward, without ‘forward’ being some developer-defined thing like a level cap, or a certain item level, or clearing a certain tier of raiding. It feels similar to playing EVE, that feel of always need more ISK, but not needing to always do the most ISK-effective activity just because the game or the devs laid out the path that way for you. I might not have a clear plan for the eggs I gather from the chickens on a farm, but damnit, gathering those eggs IS progress, however big or small it might be. And if a day comes where I can’t stand the thought of gathering another egg, or watering another plant, I can stop doing that completely and, so long as I have another income stream, never be forced to do that activity ever again while still being able to progress forward.
That is sadly the all-too-rare ‘feel’ of a sandbox, the ability to progress forward in a number of different ways, without any one way being the ‘right’ or the ‘required’ way.
Finally, don’t believe the lies and misinformation spread by some, because while AA certainly has a good amount of PvP-focus to it, it is even more limited than EVE in just how open that PvP is. Should you choose so, you can avoid PvP completely and still quest, farm, trade, and progress. Up to level 30 all questing zones are protected (you can attack enemy players and flag yourself, but they can’t attack you), and within those zones you can set up a house or a farm, complete trade runs, harvest, fish, etc. Even further zones change from allowing PvP to not, so a trade route, house, or farm placed in one of those zones could still be tended by someone looking to avoid PvP so long as they enter when the zone is safe (which is visible from the world map).
Your risk vs reward ratio won’t be the same as someone who does head into more dangerous territory, but AA is far from the fully FFA PvP experience of games such as Darkfall or Mortal Online. As stated above, this is yet another example of the game clearly learning from previous games, and rather than taking the easy or limited route, there exists a nicely working balance that caters to many different types of players.
Ultimately I believe AA is worth your time if you are looking for a solid virtual world experience. It’s not without flaws, certainly, but especially in a genre with such slim pickings, it’s easily one of the better-crafted experiences outside of New Eden.