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Blizzard's World of Warcraft Beta Goes Live

craenor writes "Perhaps the most anticipated entry into the increasingly crowded PC MMORPG market, Blizzard's World of Warcraft, has just reached the live Beta stage, for those select players lucky enough to be picked. In a distinct change from the existing trend in Beta tests, they are not going to require NDAs for participating players, and everyone will have read access to the official Beta forums while testing takes place." The WoW site includes a basic game FAQ for beginners, and BitTorrent is now live as Blizzard's Beta distribution method of choice, as the mentioned earlier on Slashdot Games.

14 of 264 comments (clear)

  1. Maybe... by dupper · · Score: 4, Insightful

    ...among geeks, is WoW the most anticipated MMORPG, but the most anticipated MMO among the general populace was Star Wars: Galaxies, and we all know how that turned out. But, then again, Lucasarts and Sony are pretty hit-or-miss, but Blizzard has a flawless record. Still, beware the overhyped crap.

    1. Re:Maybe... by geekoid · · Score: 4, Insightful

      There is no excuse for star wars galaxy.
      They way they did it sucked, At it showed absolutly NO knowledge of what people want to do in the star wars universe.
      The Jedi was a complete screw up.

      Even though I know Luke talks about 'womp rats', people do not want to go out and kill rats in the star wars universe, they pretty much want 1 of four things:
      1) Get Rebel Scum
      2) Get Emperial Scum
      3) Be a smuggler Scum
      4) Merchant.(really no my thing, but hey its popular)

      Now, the Jedi should have been a class you can start with. Base you power on deeds, and have a Good/Dark meter. when you get REALLY good, or Evil, you start to get the bizarro powers.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    2. Re:Maybe... by NoseSocks · · Score: 3, Insightful

      A hero? A hero would indicate that an individual player means something. Most of the MMORPG'S ( I dare say all) does nothing to make you feel like a hero. You just kill things that will eventually come back. The only reward is an item to help you kill something bigger. Any resemblence to a plot in these games is truly laughable, and half the time it contradicts another plot in the game (while the other half makes no sense it all).

      But the problem at large is not usually the game designers alone: it's the players too. If everyone only cares about getting the bigger hammer to bonk the bigger mole, then to keep subscriptions and sales up, the designers will cater to the masses. If you do not cater to the masses, you do not earn as much of a profit as the other companies that do, and then your management says "You're not meeting our expectations". It's an ugly cycle. Similar to how much of america watches reality tv, despite the fact that most of it is garbage. Would you put on a quality show that could only produce a fraction of the ratings of Survivor?

  2. So whats new in this game? by Lord_Dweomer · · Score: 4, Insightful
    Seriously. The trade skill system looks like they ripped it off of UO (which I actually love and look forward to, but still not unique), and unless combat and magic are somehow revolutionary, I'd really like someone to explain why I should get this game above another MMORPG.

    --
    Buy Steampunk Clothing Online!
    1. Re:So whats new in this game? by Quobobo · · Score: 3, Insightful

      I'll be buying it based on Blizzard's track record with excellent games and their excellent support for the Mac. That's probably not the answer you're looking for, but I have yet to be disappointed by a Blizzard title.

    2. Re:So whats new in this game? by Disevidence · · Score: 4, Insightful

      Because its in a well established universe with a good backdrop, made by a respected games company, and said company normally produces games that are entertaining and polished.

      It doesn't sound revolutionary, but rather it takes most of the good aspects of other MMORPG's, and puts into neatly into one package.

      So far of course. Beta testing will let the community see.

      Blizzard haven't made a misstep yet, in my humble opinion.

      --
      Think nothing is impossible? Try slamming a revolving door.
  3. Overhyped crap by Nakanai_de · · Score: 4, Insightful

    ...Is precisely the reason why the best thing to do whenever a game like this is released is to wait a few months before buying it. In addition to the advantage of seeing how the hype meshes with reality, there's the added advantage of having the later version patches available. Let other people find the bugs for you. The prestige one gets as an early adopter just isn't worth the monetary price or less-refined level of quality that comes with it (IMO).

    --

    Sono koro, bokura wa, sore ga sekai no shinjitsu da to shinjite ita.

  4. Re:Have you seen the videos? by flewp · · Score: 5, Insightful

    Another thing that seems rather inventive is the death system, where upon your death you become a ghost and wander/go resurrect yourself.

    I haven't seen the videos yet, but the way you describe it doesn't seem that inventive. In Ultima Online, when you die, you become a ghost and have to wonder around and look for a healer to bring you back to life. Once brought back to life, you can go back to your corpse and grab your stuff, assuming someone else hasn't looted it.

    Or at least that's the way it was when I played a few years ago.

    --
    WWJD.... for a Klondike bar?
  5. Re:Is this gonna be like Diablo II? by Jugalator · · Score: 3, Insightful

    Yes, this is usually how it's done. It would be unmanagable with a million beta testers.

    Blizzard themselves admitted this problem though and said it was because they had anticipated more players to go single player first. (remember it was released when analog modems were still most common) Instead, an overwhelming amount of players went online.

    They won't have this problem this time around, since they know everyone will play online from the start and should be able to dimension the server capacity easier.

    --
    Beware: In C++, your friends can see your privates!
  6. Whats this "we" stuff? by Tridus · · Score: 4, Insightful

    I for one was never at war with them, they create awesome games.

    People need to stop thinking of Slashdot as one big collective with the same thoughts and goals. Its a website full of unique people, they think differently.

    Some of them are upset over bnetd, others couldn't care less.

    --
    -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
  7. Oh, please... by WIAKywbfatw · · Score: 5, Insightful

    Oh, please. Most games companies would quite happily sell their proverbial grandmother's kideneys or daughters into slavery rather than do the right thing. Blizzard, however, is an exception.

    Time after time, Blizzard has chosen to let a product launch date slide rather than release an incomplete or buggy game. And time after time, when those products have finally been finished they've turned out to be masterpieces.

    Can you name one bad game that Blizzard has made? Can you name another developer that has released three games that have free online multiplayer play that are as popular as Warcraft III, Diablo II and Starcraft? Heck, Starcraft is almost six years old now and Blizzard still supports it! There are even people playing the first Diablo online at Battle.net and how old is that game now?

    Blizzard objected to bnetd because it allowed people to play online without CD key verification (ie, without needing to buy a copy of the games concerned). When you consider that the initial purchase of those games (and the almost unnoticeable banner ads on Battle.net whilst you chat) are the only source of income that Blizzard has, it's hardly surprising that they weren't too keen on an online service that directly threatened their existance.

    If Blizzard has big $ signs permanently on its collective mind as you suggest then perhaps you can explain why it lets people play its games online for free rather than charging a single penny for the privelege?

    --

    "Accept that some days you are the pigeon, and some days you are the statue." - David Brent, Wernham Hogg
  8. Re:Screw Blizzard by (trb001) · · Score: 4, Insightful

    you may remember them as the company that used the DMCA to kill bnetd and tried to kill freecraft?

    Unlike MMORPGs, Blizzard only has the sale of their games to provide revenue. They provide BattleNet free of charge, and it is superb. While bNetd was great and all, it DID make it so people didn't have to buy their game and have a unique cd-key. Having played D2 for a couple of months now (and getting thoroughly addicted to online play on BattleNet), I'm certainly in Blizzard's corner...their games are superb and people should pay what they're worth.

    Could the bnet thing been handled better? I dunno, I didn't hear all the inside info, but I seriously doubt that Blizzard wants to release their cd-key algorithm, and since that's the only way I can see them being happy with bnet, I don't see another way they could have handled it.

    --trb

  9. Complaints about RTS games in general by gaijin99 · · Score: 5, Insightful
    Well, I don't think I'd say WC3 was terrible, but it was fairly lackluster. The 3d aspect was incredibly poorly implemented, whoever decided to make a 3d game and not implement any real 3d controls was definately not thinking (for the "WC3 is the best game ever crowd": I know you can bring the camera closer to the ground. However, *real* 3d games include the amazing ability to rotate the camera to different angles, zoom, etc.)

    The "heros" aspect was newish, but I think it detracted from the game, really. If I want to play an RPG I'll play an RPG.

    What bothers me is that after all these years of RTS games they still don't have the improvements I was looking for after playing my first. Specifically, ways to avoid micromanagement. I want

    • User definable attack priority lists. I want to be able to tell each unit, or unit type, or group what priority to assign to which enemy types.
    • User alterable aggression levels.
    • The ability to set the level at which my damaged units will retreat and get healing.
    • User definable "response zones" so that I can establish a rapid reaction force and order it to aid any attacked unit inside its response zone, or to ignore attacks in certain areas.
    • The ability to order units with special attacks to bloody use the damn attacks so I don't have to fricking micromanage each damn unit's special attack. WC3 at least gave you the ability to set *some* specials to work automatically, but it wasn't very specific. I'd like to be able to order my special units to use X amount of their mana/energy/whatever for defense, Y for offense, and Z for support. Again, on either an individual basis, a unit type basis, or a group basis.
    None of this requires true AI, none of this is impossible for today's programmers. Some of what I want existed in the game Dark Reign (aggression levels, for example). Why has the actual mechanic of playing RTS games been left unimproved since day one? If I want a game where I have to be twitchy I'll play an FPS game. I don't want to micromanage anything. That isn't strategy.

    I figure that its much more important in a *strategy* game to set proper "standing orders" than it is to individually tell each and every grunt specifically what to attack. The commander should be thinking about the big picture, where to expand, what unit mix to use, the broad strokes of the attack, where to put forward staging areas, where to place support units (repair bays, etc), not focusing on individual units.

    --
    "Mission Accomplished" -- George W. Bush May 1, 2003
    1. Re:Complaints about RTS games in general by gaijin99 · · Score: 3, Insightful
      There's pleanty to do that isn't micromanagement. Its called "strategy". We don't really have Real Time Strategy games, we have Real Time Micromanagement games. If my units are behaving according to my standing orders than I can spend my time doing the more significant micromanagement. Setting up tactics, executing flank attacks, etc.

      Frankly, due to the micromanagement of vast hoards approach we see virtually no strategy in RTS games. When was the last time you saw a well executed flanking maneuver? Or lead your opponent into an ambush (in StarCraft there isn't even a "hold your fire" command, anytime there's an enemy unit in range your units attack, no possibilities for subtelty there...) People are so busy with the nonesense that actual tactics and strategy are almost completely gone.

      As I said in my original post, a commander should be working on proper unit mix for the situation, planning tactics and strategy, building expansions, etc. I'll freely admit that it would remove some of the challenge of fighting the computer, but the real challenge has always been found fighting other humans online. I'd much rather match my tactical and strategic skills than match my ability to click a lot. General Colin Powel, General Tommy Franks, etc don't spend time telling individual soldiers what to do, but they're hardly just sitting back and watching either.

      At the very least I'd like to see those things as options, that way if you want to see who is the best at controling vast numbers of units you can set up an online game that doesn't allow those options, and people like me can play the other way. It may be that you are correct and a game with those options would be boring (I don't think so, but I'll admit the possibility), but I'd like to see a game set up that way so we can actually give it a try instead of sitting around debating weather it might be boring to try something different.

      --
      "Mission Accomplished" -- George W. Bush May 1, 2003