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.
I can tell you Star Wars galaxies is a lot better these days (vehicles, ridable mounts, player cities, a lot more content). Their start just wasn't perfect, but neither was any other MMORPG start. Let's hope Blizzard can get it right!
Now I'm addicted to Progress Quest. and play it often - but the neat part is that it takes all the time-consuming grunt-work out of EverQuest while keeping the fun.
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?
Since I was playing in Alpha I can give everyone a bit of insight as to what WoW is like. First off Blizzard has done a simply wonderful job. The game runs smoothly and if the server crashes, which it may occasionally, its back up in no time. The game play stretches from the familiar, where it has been perfected, to the brand new, to the silly (fishing). The graphics are wonderful and go more for style than realism, which is appropriate to Warcraft. The feedback mechanisms are streamlined, the download process is excellent (if long). The game holds you by the hand a bit much, but other than that I can't really complain. There will be a simply massive amount of info coming out in the next few days from Alpha testers freed of NDA's. So check out the shots and descriptions and see for yourself. Its a great game. Period. -Ian
Don't worry... there's always Duke Nukem Forever.
Kierthos
Mr. Hu is not a ninja.
Here is a positive review from an alpha tester.
Once brought back to life, you can go back to your corpse and grab your stuff, assuming someone else hasn't looted it.
I was a "hardcore" mode Diablo II addict (in HC mode, you only get one life to live and when you die, that's it--you lose everytihng and you're level one again). I'd go for days w/ minimal food and rest--it was insane. Anyway, that's beside the point--I never had more fun with a game. It was the first time a modern game went beyond a FPS shooter game (ie, instant action), while combining a persistent character, while causing you to exhibit real survival-like behavior. When I played for those hours--and days straight--I was having *tons* of fun and laughs constantly and consistently...
So many of these games these days have you sit there for hours w/o even raising your heartbeat--I don't understand how people let themselves play them! In Diablo II hardcore, I'd stand up after a few hours of play and feel like I just had a two hour-long workout (and I'm shape, before you jump on that one).
Looking back, there wasn't a *single* hour or loss of a character where I didn't have hoots of fun. What other games (and/or game formats) can boast that? Sure, some of the deaths were painful and sad at the equipment I lost, but that's what real battle and gaming is--it goes beyond fun and enters the realm of glory.
Glory isn't something that you can save to file, accumulate from killing a high xp monster a hundred times using hours of free time, or get from nice equipment. It's when you and a couple others that you've been fighting alongside with rush in a room where the outcome is unknown and is also for keeps--you get one and only one chance. And when you fought off the odds, the glory was yours. And when you didn't, and fought to the end, the glory was still yours. I bowed down--and fell in love--with a game that could let your experience that.
G-Force music visualization
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
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