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World Of Warcraft Diversity Explored

Thanks to RPGVault for their interview with World Of Warcraft producer Mark Kern, discussing Blizzard's forthcoming massively multiplayer RPG. He particularly stresses depth of content, especially relevant since recent allegations against Star Wars Galaxies: "I think one thing that sets us apart, aside from all the little things that go into our interface, quest-driven gameplay, and instanced dungeons, is the fact that there is so much to do in the game. This is also the key to retention. We have a huge amount and variety of places to explore that are packed with special locations, encounters, story and quests." He also discusses different play styles, saying the game will offer "..outdoor content for soloing, dungeons that offer cool loot and encourage grouping to succeed, and heavy boss encounters that require large guilds to take out."

26 comments

  1. The best MMORPG ever by MBraynard · · Score: 1
    Why? Because Blizzard is making it. Need I say more?

    Finally, a company that has never laid an egg in RTS or RPG-lite has entered a new field with the same old dedication to quality that is unmatched by ANYONE else out there making a MMORPG.

    1. Re:The best MMORPG ever by Crockerboy · · Score: 2, Insightful

      Need I say more

      Yes, you do. Blizzard has made two games, Diablo and Warcraft. Diablo II was a redo of Diablo and Starcraft was a redo of Warcraft. They got lucky twice and have made a fortune reselling those golden eggs as expansions and sequals. I wouldn't get all teary eyed with anticipation for this game as MMOGs are a completely different beast and their online endeavours *cough*bnet*cough* are less than stellar IMHO. Plus, comparing a game that noone has seen outside of scripted E3 demos to current-I-Can-Go-To-EB-And-Buy-It-Today is not only unfair, but stupid.

    2. Re:The best MMORPG ever by Henry+V+.009 · · Score: 1

      Hell, even Diablo is seriously derivative of Warcraft.

  2. Fanboy alert... by Anonymous Coward · · Score: 0

    Uh.. hello? Have you been paying attention recently? The talent has left the building...

    While it's possible WOW might not suck, it's going to be an uphill struggle for them and I'm going to remain skeptical until I read the first reviews.

    1. Re:Fanboy alert... by cbirdsong64 · · Score: 1

      The people that left were from Blizzard North, and worked primarily on Diablo I and II, not any of the Craft titles, or this.

  3. FreeCraft by managementboy · · Score: 3, Insightful

    I just miss FreeCraft :-(

    1. Re:FreeCraft by trompete · · Score: 2, Insightful

      Binaries and source code can still be found via Google. I just happened to grab a snapshot of it the night before the site got shut down. As the owner of almost every Blizzard title, I was saddened to see this project shut down.

  4. Not one cent by Anonymous Coward · · Score: 0
    for DMCA wielding jackbooted thugs who shut down open source projects.

    ~~~

  5. More than luck by AHumbleOpinion · · Score: 1

    They got lucky twice and have made a fortune reselling those golden eggs as expansions and sequels

    How many companies have failed to get lucky that second time? How many companies have failed to have a sequel exceed the success of the original? How many companies failed to have an expansion pack succeed? Lucky with War 1, lucky with War 2, lucky with Diablo 1, lucky with Starcraft, lucky with Starcraft Brood War, lucky with Diablo 2, lucky with Diablo 2 Lord of Destruction, lucky with War 3, lucky with War 3 Frozen Throne ... When someone gets lucky this many times in a row statistics suggests that something other than luck may be involved.

    Plus, comparing a game that no one has seen outside of scripted E3 demos ...

    I thought the E3 demos were playable. Visitors walked up to demo machines, Blizzard people answered questions and offered hints as the visitors played? Same with Ghost?

    1. Re:More than luck by Crockerboy · · Score: 1

      Once again, they made 2 distinct games and a bunch of derivative clones based on those two platforms. As far as their track record goes, lets do a comparison to another company..Chevrolet for example. In 1975 I'm sure there were quite a few investors/designers/fans claiming that the Chevette would be nothing short than the greatest car ever built, considering chevy's long line of great cars (Bel-Air, Impala, Corvette, Camaro, Chevelle etc..). Every company puts out lemons, and I'm saying this is going to be Blizzard's lemon. The MMOG realm is an entirely different beast from making traditional multiplayer games.

      Just look at the SWG Dev team, probably the most expierenced MMOG Dev team ever assembled and they still had numerous problems and a delayed release date of over 7 months. This project has been/will be an uphill battle all the way for Blizzard.

    2. Re:More than luck by AHumbleOpinion · · Score: 2, Interesting

      Once again, they made 2 distinct games and a bunch of derivative clones based on those two platforms.

      Even if true it's irrelevant, you completely missed the point. Derivative games are not sure things, they fail too. "Derivatives", "clones", sequels, follow-up, expansions, whatever you wish to call them, when you have such a long successful string of hits there is probably something beyond luck that is involved.

    3. Re:More than luck by Unknown+Relic · · Score: 3, Interesting

      Actually, Blizzard has already had their lemon, only unlike most gaming companies they did the right thing in dealing with it. For those who don't remember, the game in question was Warcraft Adventures, a cell shaded adventure game similar in concept to the old Sierra classics. Instead of releasing a sub-par game, knowing full well it would sell simply because of the brand name, the game was canceled:

      What happened to Warcraft Adventures?

      Following an intensive and very serious review of the game, Blizzard decided to stop development on Warcraft Adventures. We determined that, given the game's status and the rapidly changing technology of the industry, it would not be possible to complete development of the title within a reasonable time frame.

      While this was an extremely difficult decision, we firmly believe that we cannot release a game that does not meet the exceptionally high standards that both our customers, and we, expect from the Blizzard label.

      Stopping development on this game was not a decision that was taken lightly. It was a hard call to make, but each of us knows that it was the right choice. We hope that Warcraft fans will consider our track record and trust our judgment on ending the project.

      The other thing that many people don't realize is that before they got into computer games, Blizzard successfully developed several popular titles on the SNES, including Lost Vikings, and one of my all time favorites, Rock and Roll Racing. Even if you do only count the craft and Diablo games as two distinct games, their library is much broader than you seem to realize.

    4. Re:More than luck by Pofy · · Score: 1

      >Once again, they made 2 distinct games and a
      >bunch of derivative clones based on those two
      >platforms.

      OK, so lets accept that statement of yours. That implies that they are quite good at making derivative clones since they have succeeded many times at it (and not really failed). Since Warcraft online could thus also be seen as a derivative clone, chances are they might be very successfull in my opinion!!

    5. Re:More than luck by vjmurphy · · Score: 2, Interesting

      "Actually, Blizzard has already had their lemon"

      Does Battle.Net count?

      Sorry, Blizzard, I just don't trust that you can deliver a secure experience online. That's why it is unlikely I'll be picking up Worlds untile such time as I'm convinced they actually care about exploits and security.

      --
      Vincent J. Murphy
      Spandex Justice
    6. Re:More than luck by YomikoReadman · · Score: 1

      Saying that Warcraft Adventures was Blizzards so-called lemon is not exactly a fair or true statement, seeing as the project was stopped in the deveopment phase. The reasoning behind the stoppage, while it was never made official by Blizzard themselves, was that they were trying to put out a CRPG at a point in time when BlackIsle and Bioware were cleaning house with the Baldur's Gate series. However, as most know at this point(here it is for those who don't) they did keep most of the development data, which they expanded upon and turned into the Orc campaign in War3. Does the name Thrall ring a bell?

      --
      I have no regrets, this is the only path.
      My whole life has been "UNLIMITED BLADE WORKS"
    7. Re:More than luck by Paolomania · · Score: 1

      Sorry, Blizzard, I just don't trust that you can deliver a secure experience online. That's why it is unlikely I'll be picking up Worlds untile such time as I'm convinced they actually care about exploits and security.

      Actually, this is exactly why I trust Blizzard to deliver a secure experience online. There is no better opportunity to learn how to do things the right way than by doing them the wrong way first. Certainly Battle.net had its problems, but Blizzard has a track record of learning from its mistakes and making a better system the next time around.

  6. Coming soon to a PC near you! by Praise+Cthulhu! · · Score: 1

    A game which dares to ask the question "is too much of a storyline a bad thing?"

    Be STUNNED with amazement as you play a slightly different game than what other developers have in the market!

    HEAR the same generic sounds, as Blizzard and competitors alike try to justify ignoring the need for sound FX staff!

    SEE the beauty of jaggies and buildings you've seen a million times in Warcraft 3!

    FEEL the power that comes with playing an Orc, which is only slightly different from humans!

    ENJOY this great new game, one which will redefine the genre... until the next big MMOG comes out next month!

    THANK Blizzard, holy be Its name, for the chance to pay $13.95 a month to play a game which will just be another level treadmill!

  7. Diversity died with D&D. by Anonymous Coward · · Score: 0

    Look at fantasy RPGs now... Every one of them is just a slight variation of a world introduced decades ago with the original dungeons and dragons.

    The worlds now, well none of them give that same special feeling as opening the Creature Compendium for the first time.

    1. Re:Diversity died with D&D. by freebfrost · · Score: 1

      Don't you mean "Monster Manual"?

    2. Re:Diversity died with D&D. by Rethcir · · Score: 1

      I tend to agree with you here. One of the main things that addicted me to the Final Fantasy games (and a lot of JRPGS) about a decade ago was how they were fantasies and had certain elements of Tolkienian lore, but each had distinctive worlds, races, monsters, etc. I don't wanna sound too biased or like i'm bashing western RPGs (which I am admittedly not as experienced with though I have played a few) but I definitely feel that it is important for fantasy game developers to put some care into making their worlds unique.

      The Warcraft (1 and 3 especially) RTSs and Heretic/Hexen series are the best western fantasy games (albeit not RPGs) I can think of off the top of my head, borrowing from the D&D/Tolkien mindset but still showing quite a bit of imagination in the setting and characters.

      I'm beginning to come to the point where I am interested in and can afford to dabble in MMORPGs, and within a year or two I might just subscribe to one. The market is obviously flooded and I only really want to get into one of them. I think I'm going to subscribe to Final Fantasy XI depending on the reviews, since it looks truely unique (tarutarus?) and seems to have a lot of the elements that have gelled nicely for about 15 years now in my experience. EQ looks fun and I don't mean to bash it or its members, but I am not quite as interested in that slightly cliched setting. The Warcraft MMORPG sounds slightly interesting, but personally I will always associate Warcraft with strategy gaming.

  8. Diversity (... or lack thereof) by Synic · · Score: 1

    For a second there I thought they were talking about Black dwarves and (East) Indian goblins...

  9. New Level Treadmill, Coming soon to a PC near you! by Mythrax · · Score: 3, Interesting

    I've played muds as a player, coder and area maker for over 10 years, and have played almost every mainstream MMORPG on the North American market. I believe that the missing element from an RPG vs Levelling 'ad nauseum' MMORPG game, is the idea of permanent character death.

    Mentioning the phrase usually incites people to reflexively assume that perm character death could NEVER work. But I don't think it has been
    given serious treatment as a conceptual game element.

    Consider the following.
    -One of the primary appeals of an RPG game is the creation of a fictional character.
    -perm character death was the norm in paper RPG games, and the appeal of the paper RPG game had a substantial impact.
    -Current MMORPG's suffer from a few conceptual difficulties, inflation of levels (both of players and monsters), inflationary hording of loot, repetitive quests and events, and the big question of whether or not to allow PvP, or PK gaming.
    -The inflationary aspects of current MMO's are similar to nations printing their own money.

    There has to be a finite amount to give something value. The whole notion of meaning is that there is a start and end point, and the 'mean' occurs somewhere in-between. People are drawn to meaning, and character, otherwise Fantasy RPG's wouldn't exist.

    It is a measure of the immaturity of the MMORPG gaming genre and/or market, that no-one has taken a serious look at the potential implications of making a game with permanent character death. (Whether fantasy/magic resurrection or appeals process is included or not)

    It is a widely accepted conceit of writing drama that one of the fundamental hooks of a drama is the REAL possibility of losing a character that the reader identifies with. This element of risk makes the story INTERESTING.

    MMORPG's have a somewhat different dynamic than conventional drama however, since the readers are players, and are interacting and affecting the playing experience of other players. The game designers are the storytellers from one level, but the notion of timeline that is critical to drama, is either absent, or absurdly predicably cyclical in games, hence the experience of 'camping'.

    MMORPG's suffer from inconsistent levels of Role Playing given that people have different ideas of what appeals to them about the fantasy environment.

    The common element that draws people to a fantasy game, is the idea of pretending to be someone else, whether thats a svelte elven princess, barbarian warrior, or effete and sinister mage.

    A game designed around the concept of permanent character death, with the interest level of the game focusing on story, and character creation, rather than endless acquisitiveness could potentially turn a huge corner on MMORPG gaming history.

    PvP could be allowed but would be held in check by the reality that lvl 50 PK'ers just wouldn't live to rise to that ridiculous a level, and then mindlessly take out their own personal aggressions on hapless noobs just entering the game.

    PK play would be more balanced by the fact that anyone could play a PK, but would have to face the challenge of getting lynched by NPC's that treat them as outlaws or players working in a posse.

    Character creation, focusing on individual uniqueness, emotes, and skills, could be the draw of the game, levelling can be part of the process. But in a perm death game, having a tavern full of 50th lvl mages, and lvl 100+ monsters hopping across the countryside wouldn't happen. A lvl 5 or 10 character would be significant. Characters could age. A real story timeline could be introduced.

    Perhaps I'm being too 'literal' about the story and RPG aspects of the MMORPG genre. I believe that one of the current limits of the genre is overall motivation and age of most people drawn to fantasy. There is often a fairly prevalent adolescent notion of immortality, or lack of recognition of mortality, and the appeal of a consequence free virtual world, where one can become supremely powerful, is an essen

    --
    In the search for meaning, which includes forays into the virtual world, play itself is the most effective form of learn
  10. Re:New Level Treadmill, Coming soon to a PC near y by Mike+Hawk · · Score: 1

    I agree 100% with everything. I have never been interested in MMORPGs because of many of the problems listed here. There is not a significant amount of Role Playing going on in comparison to the power levellers. The incentive is to go out and get ph4t 1007 rather than role play.

    This would raise one serious social issue however. It has already come to pass that individuals have commited suicide over what transpired in the game world. Would perma-death cause this to be more likely, since the character (and ph4t 1007) the real world person is attached to has died? Or would this make the games somewhat safer for the real world person because the character will definitely die at some point, thereby preventing too strong of a player-to-character bond?

    My prediction: The world will never know. The call for perma-death will always be drowned out by cries of, "OMFG n00b I w1ll n3v3r play j00 sux0r MMORPG. I \/\/an7 ph4t 1007!"

  11. Re:New Level Treadmill, Coming soon to a PC near y by Mythrax · · Score: 1

    I dunno, I think you could have some kind of 'account karma' attached to the game subscriber, so that they in each case with a new character had some random, benefit, detriment depending on the playing style of their other characters. There are various interesting possibilities for handling perm char death.

    --
    In the search for meaning, which includes forays into the virtual world, play itself is the most effective form of learn