World Of Warcraft Alpha Explored, Blizzard Quizzed
Thanks to GameSpy for its two-part tour of World Of Warcraft, as they "got the chance to get our hands on... [an] early 'alpha' build" of the eagerly-awaited Blizzard PC MMORPG. The author praises the "incredible atmosphere and game speed... solid interface [and] fun quests", while expressing a few reservations about the "[lack of] character customization options" and the "racially restricted zones" in which "NPCs...would automatically attack any members of another race." The preview is closely followed by an interview with designer Jeff Kaplan, in which he addresses questions on design philosophy ("It's very important not to fall into that trap of trying to manipulate your community as if you're trying to run an ant farm") and in-game housing ("We do not anticipate that our player housing system will ship with the initial product.")
Back in the days of the Diablo II stress test, we were told it would be impossible to solo in Hell difficulty games in Act IV. Guess what? That's what everyone ended up doing. It was the standard way to level as fast as possible.
Blizzard has flat out said that WoW is going to be different than other MMORPGs in that it won't require as much of a time investment. So here's what I see happening. The gamers are going to breeze through all of WoWs content upon its release in a very short amount of time, and become bored rather quickly.
I could be totally wrong on this... it is just my prediction. At least one very good thing about MMORPGs is that they are constantly being updated, so hopefully Blizzard can patch in some new monsters/areas or whatever will be needed.
Bottom line, though, is that Blizzard has a track record of underestimating the average gamer.
"To confine our attention to terrestrial matters would be to limit the human spirit." -Stephen Hawking
Trust me in a few weeks SWG is going to have a Imperial Crackdown and us Rebels will be in a bit of a hurt... Do I care? Not really gives me more imps to kill. And there has been no uproar from the Rebel playerbase or neutrals about it as it's really a part of the game.
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GameSpy needs to understand that irresponsible reviews like this really are not helpful to the players or the company. I would not expect a alpha build (I have played alphas and betas of many MMO's) to have much in the way of custom modifications of characters becuase alpha's are focused on gameplay which is far harder to debug than putting a beard on a dwarf.
Futhermore if anyone reads books about Dwarves and Elf's then they might understand that the two races that once were welcome as friends are much more wary of eachother in many of those books. Even Legolas and Gimli were not overly fond of eachother at their first meeting.
And Blizzard please keep up the hard work. If you want a proper review of your game there are a few dozen of us that are waiting over at Wow Warcry.
Lewt
Warcry News Network
http://www.warcry.com
http://wow.warcry
Blizzard has claimed that WoW will have more content than Asheron's Call (original) at launch than AC has today. I've played AC for 2 years and never touched on 10% of the content there was just that much.
Considering that AC vs Warcraft though you have to understand that Warcraft's world has been around since the late 90's and has plenty of lore and history to build on. AC they're still building the story on a monthly basis. This was one strenght of Galaxies also being that the story has been around in this case for ages and thus they can spend more time on content than working on the timelines.
More history always makes it easier to put in more content.
Still have to see what content they do put in vs what should be there already.
any plans of sending this alpha build to ATI for testing? I really want to play the game now :/
The IT section color scheme sucks.
EQ was like this as well early on. You got the ability to "stand out" and look different by earning it. You got different weapons, different armor. Standing out was an accomplishment in itself.
There is nothing wrong with this approach, and I hope they don't submit to the "we want everything handed to us" crowd.
Too many games of late hand you this early on. Easily dyed armor, zillions of look combinations (that get covered up by armors anyways).
I remember in EQ beta seeing the people from earlier beta's and they stood out. They had chain or plate armor. They had robes who's origins I could only guess at. Weapons I dreamed about. It made me want to level, to go to new areas, so I could look "cool" too.
I'm not some mad powerleveler or Ebay-er of items. But I am a big item-collector. It's a huge part of the game for me. And when games minimalize an items ability to make you stand out, they are taking away a large part of the fun for me.
Months from now, when a vast array of items flood the world, they can add more customization options. But from the get go, let us have the fun of exploring a new world and let us have the fun of earning our place in that world.
convoluted classes unable to compare to the uber classes
This is not true. Blizzard has put in a small number of classes compared to most similar games. There are no true hybrids that will always fall short of a warriors tanking for example. Instead, their Paladin, while having some ability to tank, is like a Diablo II palidan. They have auras. So in large group environments, the pali isn't some half assed tank that can't get an invite, it's an aura machine that chips in some melee damage.
There's no monk or compete with the rogue for less tanking + better meele damage king. Instead, there's just the rogue.
Casting classes are similar.
It's a great move by Blizzard because it solves the problem you mention where a subset of classes are better then the rest at the endgame situation.
poor to no PvP
This is not a problem unless you want PvP. It might not suit your tastes, but it seems that based upon past games, most people want nothing to do with full-time PvP. Sure, you can say "well just no games done PvP right". But I'm sick of hearing that. Just admit, no game will ever get it right. It just isn't natural in a MMORPG. How many times did Frodo die in the trilogy? Thats right, none. In PvP player death rates are always 50%, where as in PvM, they more fit the genre since the player dies probably on average less then 95% of the times.
Also just isn't a twitch game, so PvP outcomes are based on luck and pre-determined characteristics (level, items, class, etc) instead of skill.
You're more then entitles to want PvP of course, but I don't see their version of PvP as a problem, infact I see their system as a strength. I'd hate it to be another game that tried to shove the concept of PvP down our throats. PvM, thats where the the focus is and should be.
The best example of this smart looting system was what Kaplan called the "Melvin's head" system. One of the most awkward moments in any MMO is players waiting for a spawn because each of them are on the same quest ("Bring me Melvin's head!") Players in that situation can be reluctant to group because only one of them will be able to get Melvin's head. World of Warcraft, though, supports multi-drops. This basically means that every member of the group on the quest will be able to pick up one copy of Melvin's head once he's dead. This encourages social interaction and grouping since nobody's worried about having to fight over the rewards.
Competition is good for a MMOG. Sure, it got ridiculous in EQ, but there's got to be a balance somewhere.. it's not good to just give everyone in the group the drop.My sig can beat up your sig.
I'm a big blizzard fanboy but this quote is quite unnerving."We do not anticipate that our player housing system will ship with the initial product."
Golly I renember we were talking about what constitutes beta? Maybe not having all the features?
At the very least i'm going to wait for at least this feature to be added before I buy in. Dangit blizzard come on you've taken along time with this and we've all said "OK, your pacing yourself so you get everything done right? not like these other guys?" 'sure sure'.
PvP can make the game significantly more interesting, so long as it's done right. An implementation similar to real life is actually probably the best. ie:
- if you attack another player, you're "flagged" for a period of time (say 30 minutes) so that for that time you have to stay in the game, and if you quit or get disconnected it's as if you'd just got killed (with whatever losses of equipment or xp as usual), and if you get hunted down by your victim or their friends in that time they can kill you.
- if you attack someone who's flagged you don't get flagged, even if they were flagged by someone else.
- if you walk into a regulated area while flagged (eg into town), the local militia will come after your ass.
A lot of areas don't need to be the 'deserted by the law' type - enough to ensure that those who do get to such deserted places actually know that they could get attacked by some random lunatic and take their precautions (keep an eye out, ready to recall if a suspicious character just happens to wander by, or a strong enough party to be able to handle such an event). The pkiller flag, especially if it's visible (eg by a dark halo around your head or something) makes it quite an investment to attack someone - because if anyone else sees you in the next, say, half an hour, they know they can attack you and kill you without getting a flag, if they think they're stronger than you.
The trick is, basically, to make it an expensive action to attack someone. Just like in real life, it should not be something you do casually, it should cost you - in this case, no visit to regulated areas for a while, and shiny "hit me" target aroudn your head - so that basically you don't want to be meeting anyone stronger than you whom you can't trust.
The only times such a system gets out of hand is if there are a significant number of very high-level players who band together and decide to exploit it. Enter horror scenes like the evil clan taking over the fountain in the middle of the city, slaughtering all the guards, and requiring newbies to pay to get water from the fountain! But those should be rare enough to warrant intervention from the game moderators (and with an appropriate punishment the first time - eg demotion of all the involved characters to half their level and loss of all eq), it probably won't happen a second time.
So the result of such a system for the non-pker (like me) is that you know when you're safe, and you know when you're not, and when you're not safe you always have this little edge thinking "what if a bastard walks here and attacks me" and you're on the edge of your seat a little more. It makes the game more interesting.
Daniel
Carpe Diem
There should also be a penalty for attacking somebody vastly weaker than yourself. To modify your example, make the length of time the pkiller flag stays on you proportional to the differences in your rank. Then, make them consecutive, rather than concurrent.
Then, possibly, remove penalties for being killed by somebody vastly stronger than yourself. If a level 30 decides to go newbie hunting, don't punish the poor newbies. Or, just require a certain parity in relative power to even have the option of attacking another player.
Or, make a 'sanctioned' PvP arena, where you can challenge somebody to combat to the death; if they accept, a time and duelling rules are agreed upon, and the two people (or all the combatants; make team capabilities) are transported to the arena, and can safely kill one another.
As long as you keep track of duels, you can easily identify 'professional duellers,' (hell, make some bloodsports, at that point) and flag somebody to refuses to duel for a while, just for fun. Part of the agreed upon rules would be the penalties for losing the duel; anything from forfiture of certain items, level reductions, or even a 'I whupped SoAndSo in a duel' souvenier item.
A duel can be postponed once, for no more than 48 hours, without penalty, or disconnected during, once. When the duel is agreed upon, an alternate time is agreed upon; if you disconnect from the first duel, you'd better show at the second one, or you automatically lose.
Killing somebody in a duel, of course, doesn't get you an automatically negative flag.
Vintage computer games and RPG books available. Email me if you're interested.
But...
The penalties for dying are few. And you get full information on the person who killed you, and their guild.
So if you've been griefed you just round up your guild (and maybe some others) and go after them. Maybe right then, maybe later. Pretty soon, respectable guilds don't put up with loose cannons. And PK guilds end up seeing a lot of combat...which is what they wanted anyway.
For the first several months, there were some things that got out of hand, but now there are some real community "norms" set up. Guilds that go beyond those eventually get slapped down. The self-policing aspect actually works. (However, you *have* to join a guild. Otherwise you have no one to police on your behalf. But there's plenty of choice there.)
There are plenty of things about Shadowbane that are broken. It's sad to me that this part of things, which actually works well, will probably be ignored by future designers, because of all the other things that went wrong with the game.
He decided to just watch the government, and kind of scale it down to size, and run his life that way. --Laurie Anderson