This is your MMO Jesus?

Someone should re-make WoW/The Sims, with the Mac OS interface, aimed at 5 year olds looking for ‘fun’ mail delivery grinding. Then it should be called ‘next gen’, because the future of MMOs is to make everything ‘optional’, even if ‘fun’ is not an option.

“The first MMO that does not require combat to level up.” EVE clearly does not exist, and neither does UO, and no doubt other examples. Why even throw something so blatently wrong out like that in a official video?

Honestly, THIS is the future of MMO gaming? Originally this was a list of things we have already seen in MMOs out today or 10 years ago, but as that was getting long, so lets try this. What was shown that was NEW to the MMO scene? What is so amazingly ‘next gen’ here, aside from the fact that they managed to release a video that is both inaccurate and incredibly boring? (hint: don’t release a preview video that shows nothing but running around in an area everyone will associate with a starting area for WoW just to reach the ‘optional’ star collecting grind)

Posted in MMO design, Random | 13 Comments

WAR-bits

Now that the major features of WAR have been covered, either here or on other blogs, I figured I would throw out some random bits. This is going to jump around , so let me know if anything needs more explaining in the comments.

First little bit is that all classes have a distinct look, and upgrading gear never really changes that. A robe on a warrior priest looks very different than on a bright wizard. Each class is very recognizable regardless of the current gear they are sporting, which really helps in RvR with enemies, and in PQs with group members. You won’t be confusing a dps character with a healer in WAR. The downside is slightly more limited character customization, but the dye system should help with that.

The combat pace in WAR, which remember is still in beta and very recently received quite a massive upgrade, is a bit slower than WoW, but not without reason. It ‘could’ be as fast, but then WAR would lose some of it’s more tactical layer. Remember the game is built ground-up for RvR, and a slower pace helps in large fights when things get crazy. Many times in RvR I’ve had to scramble to get everything off, but I’m sure part of that is a learning curve with the game.

As for class balance and all that, I’m not too worried. It’s beta, it’s a PvP game, and everyone is still learning and adjusting. If 6 months after release we still have generally overpowered classes, then we have a problem, but until then, balance is a non-issue for me.

Posted in beta, Warhammer Online | 2 Comments

Yea, what he said.

As is usually the case, Tobold writes down what most of us are trying to say but with a lot less rambling. Damn blog Overlord. I agree completely with his post, and if anyone is still on the fence about WAR, click the link and read up.

Nice work Tobold.

Posted in MMO design, Warhammer Online, World of Warcraft | 1 Comment

PQs and Open groups, best friends forever.

Day two in our ‘post NDA’ world. Lots of bloggers have posted either complete reviews or shared thoughts on certain topics. Overall the response is positive, with a few SOE cool-aid drinkers in the mix (they must be waiting for that great SOE patcher to finish, 99% right?) making vague references about how WAR is too much like an MMO game or something…I’ve seen people break down both Public Quests (PQ) and the open group system, but never really mentioning why they work so perfectly together. If you dumped the PQ system in WoW, it would fail. Players would bicker about loot, everyone would be running around solo, avoiding death more than helping out, and it would generally be a mess. If you just dumped the open group system in WoW, it would go unused. Questing is faster in WoW solo, and groups are really only needed for instances, where it hurts to bring someone of lower skill due to the time/gold of a wipe.

With both systems in WAR, and other supporting features, PQs and open groups work perfectly. If you are in a PQ area, there is no reason NOT to join a group if available. Even on the beta servers, when everyone knows a wipe is coming and people will scatter to different servers at release, people are still working together. You join one PQ group, and often enough that same group will float to other PQs together, sometimes completing all the PQs in that chapter.

The PQs themselves (I’ve completed perhaps 20 or so) are a good mix and highly entertaining. As with many things in WAR, they don’t reinvent the wheel, but rather put WAR-colored paint over old design and give it a new shine. While not terribly difficult, certain PQs do have some tougher moments, especially if you have a limited number of people in the area. Hero-class NPCs in particular have a ton of hit points, requiring some good focus fire. So far (up to rank 20) I have not seen NPCs in PQs use any abilities, like heals or AoE stuff. Perhaps at the higher tiers they do?

PQs server a few purposes in WAR. They are a quick, random way to possibly get a nice upgrade to your gear if you happen to win a loot bag. If you get lucky and finish first in the roll, you might win something really great. Last night I got 1st in the Bell Tower PQ, and inside the bag found purple quality armor with some very nice stats. Other choices included a blue quality weapon, a decent amount of money, and some crafting ingredients. PQs are also a nice way to kill some time if you are waiting for a friend, or only have 30 minutes to play. Join a group, get into a PQ, and go at it. At worst, you will gain some influence points for the chapter, which work like reputation in WoW, and once you reach a certain level you can pick a reward. In the early game the influence meter is very easy to fill up (perhaps 2-3 PQs), but later on in tier 2 and beyond it takes more time. That said, the top level influence rewards are generally very nice gear, and worth completing some PQs for.

I’ve had nights were all I did was run PQs while waiting for the scenario queue, and the back and forth mix was great. If you ever get tired of questing, that is an excellent way to get a few levels and move on to the next area, while not sacrificing money or item gain too much.

One last point about open groups. I think it will take the majority of players a bit of time to adjust to using them. With so many players coming from solo-mode WoW, they might not instinctively think to look for a group as soon as they enter a new area, and only look for open groups when they need it. Over time however, I think WAR players will learn to search for open groups first, and if nothing of interest comes up, do the solo thing for a bit. I’ve made the adjustment myself, and whenever I log in, or enter a new area, the first thing I do is open the groups window (genius one click icon below your character portrait) and see what’s going on. Big RvR warband? Sign me up. A few groups doing some PQs, I’m in. If nothing comes up, a few quests and we search again.

While WAR has some really game-changing features that will quickly become MMO standards (PQs, ToK, RvR), I think even more than any of those, it’s the fact that everything else fits perfectly together that make it such a great game. You can tell, even very early on, that Mythic as a team crafted the game together, with each feature or system working together. Nothing in the game feels tacked on, like so many of WoW’s features did. Everything has a purpose, and is linked to everything else. Very quickly, you get the feeling you are playing a complete game, not a collection of mini-games, and that more than anything gives WAR it’s amazing feel and setting.

Posted in beta, MMO design, Warhammer Online | 13 Comments

Tome of Knowledge, the feature that could.

With the NDA down (it is down, right?), lets finally start talking WAR details.

The one feature that I wrote off as a gimmick when I heard about it was the Tome of Knowledge. To me it sounded like a fancy name for a quest log, and while having a decent layout for a quest log is always nice, it’s not exactly a make or break feature. Oh how wrong I was. Many have described the ToK as a ‘game within the game’, no doubt due to it’s depth and level of interaction. To me that’s a bit misleading, as you never really ‘play’ the ToK, but rather it’s always in the background enhancing everything you do. It never gets in the way, but often times will inspire you to head off the beaten path for a bit.

The feature list for the ToK is huge, and a quick Google search will no doubt provide you a nice one. What that list won’t show you is how well the ToK fits into WAR, how it pulls off being amazingly deep and amazingly simple at the same time. Want to change your title? It takes but a few clicks in the ToK. Want to read up on a new monster type you just encountered? ToK. Curious to see how many wolves you’ve killed on your way to rank 40? ToK. And just how long did it take you to get to 40? ToK.

But that’s just the surface, the stuff that other MMOs have done with /played commands or simple character profiles. Almost everything in the ToK is a link to something else. Mouse over a title, and the ToK will tell you exactly how you achieved it. Go to a beastiery entry, and the ToK will list things you have already unlocked, as well as the next set of goals. Go to the story page of a certain tier, and the ToK will tell you your influence level in each area, provide a map, and other links. Each piece fits perfectly with everything associated with it, and you can go seamlessly from lore to side bonuses to major events with only a few clicks.

It’s also clearly built for the long haul, the type of design unique to MMOs that keeps us logging in again and again. Some of the goals in the ToK are very clearly long term stuff. Kill 10,000 (and perhaps more after that) orcs? Yea that’s not going to happen in one sitting. The beauty is that Mythic allows all of the ToK stuff to continue accruing while you are out questing or doing some RvR. The kill 10,000 orcs is a general goal, not zone specific. If you kill an orc player in RvR, that counts. Kill some orc NPCs during a quest, those count too. Level 1 orc, level 40 orc, they both count.

The ToK is far more than a quest log, or a deeds log, or a character profile. It’s all those things things, plus a bunch of other stuff, all formatted and linked for convenience, and presented in perfect style. Once you have had a chance to play an MMO with something like the ToK working it’s magic in the background, I makes other quest logs and lore sections look very lackluster in comparison. Mythic did not reinventing the wheel, they just gave you a car along with that wheel, and tuned it perfectly.

Posted in MMO design, Warhammer Online | 7 Comments

Tomorrow huh?

NDA drops, finally. I won’t do a whole big review, as I’m sure those will be everywhere and lets face it, as amazing as WAR is, it’s a mass-market MMO. You still do quests, get items, level, all that. Like Tobold, I’ll just pick at what I find very cool, and explain why certain little features will actually mean a great deal to WAR. Plus I’m planning on writing a sort of ‘play by play’ of certain classes, mainly to explain why the WAR world feels a whole lot different than any other MMO setting. Having played the beta, I no longer view the statement ‘War is everywhere’ as marketing hype, but rather the most accurate description of how each zone is laid out. Again, more tomorrow!

Posted in Uncategorized | 1 Comment

Melee healer, whoo!

In yet another example of ‘no one thought of this before?’, the mechanic of having to engage in melee combat to effectively heal works amazingly well to keep a support class from falling into a healbot roll. The fact that as a melee healer you are able to take down tougher mobs than any other class is just icing on the cake.

Does that break NDA? And has that come down yet so I can actually put out complete thoughts…?

Posted in Warhammer Online | 8 Comments

Everything I want to write is under NDA.

How have all the people who have been in the WAR beta been able to think about anything else? I was sitting today trying to think of something to write about, that won’t be NDA breaking, and I just can’t. I can’t talk about how I think a certain class is awesome, why this little UI feature is gamechanging, or just how amazingly incorrect all that ‘its WoW’ talk is.

Mythic needs to drop the NDA, and quick…

Posted in beta, MMO design, Warhammer Online | 8 Comments

Server up… must play… sorry…

:logs out quickly:

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PQ = Godlike

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WoW-like about as much as EQ was UO-like

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I now fully understand why Paul is always excited, he gets to play WAR

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:logs back in:

Posted in Warhammer Online | 7 Comments

It’s ok to hate bad PvP, but have you played good PvP?

What if Warhammer PvP is something PvE players do end up liking? I mean, if EQ PvP is your only example of PvP, I don’t blame you for hating PvP. Same goes for WoW PvP. Two PvE games that tried to add PvP as an extra, and in turn made a lot of people really hate PvP.

What if a lot of those ‘PvE only’ players see what decent PvP is like in WAR, and actually enjoy it? Word spreads to their PvE only buddies, and down the snowball rolls.

The major problem with the perception of PvP in MMO’s is that the biggest games had really, really awful PvP, and in turn PvP-focused MMOs were themselves bad games. EQ1 and WoW are the two big PvE games, and both had horrid PvP systems tacked on to PvE games. Shadowbane and Fury were both ‘PvP focused’, yet both were crippled by numerous issues not at all related to PvP. A bad MMO is a bad MMO, regardless if its a PvP or PvE game. Same goes for a good MMO. Even PvP diehards have likely played WoW simply because it’s a good MMO.

What is possibly unique about Warhammer Online is that, from all accounts so far, it’s a good MMO and it’s PvP focused. That’s never happened in MMO land on a mass market scale. The good news is WAR is looking very solid, the bad news is it has the ‘PvP’ stigma to overcome. The difference between 500k subscribers and 5 million might come down to convincing those PvE-only ‘carebears’ that PvP done correctly is a great way to game.

Posted in EQ2, MMO design, PvP, Warhammer Online, World of Warcraft | 20 Comments