Matrix Online Creators Quizzed On MMO Wire-Fu
Thanks to GameSpy for its interview with the lead designer of The Matrix Online, featuring new details regarding the PC MMO which recently parted ways with original co-developer UbiSoft, meaning the newly rejuvenated Warner Bros. Interactive "...is now the sole publisher of the title." According to the article, the developers Monolith are utilizing a combat system called Interlock, where "...players have the opportunity to optimize their fighting technique by managing their move-by-move combat tactics, and performing combos and other special maneuvers. This is definitely not 'click and watch.'" There's more information at the official Matrix Online FAQ.
This had the potential to really harness the mythos surrounding the movies with MMO's real-life / digital-life gameplay style, but with the current market saturation and soon-to-be-waning interest in this genre I don't think it will see a very warm reception, or at least as warm as it could be.
Too bad because having a truly digital alternate reality in the context of a game about a digital alternate reality is a pretty cool concept.
I watched a "trailer" for the game, and as expected it had the generic electronicaesque guitar rock in the background, cool camera angles with a green filter, shiny clothes and sunglasses that defy gravity, and then (gasp) . . . People. Running. Around. I know it's early, but the whole thing screamed BORING. The combat looked coerced and campy, like Enter the Matrix but turn based, if you can get crappier than ETM combat.
The only thing this has going for it is that it's produced by Monolith, of Shogo/NOLF/Tron fame. It's licensed (strike one), it's the Matrix (should be worth two strikes after ETM but we'll be fair give it one), and Ubisoft dropped it amidst an ever-crowding market of pointless MMOs. Strike three?
The only way I see this title being any fun at all is if Monolith somehow works in their crisp sense of humor. The machines are developing sheep bombs, say, or the game goes into bullet time whenever someone slips on a banana peel. I, for one, would very much like to see a man-cube perform martial arts while dodging bullets in slow motion.
There would for all intents and purposes be two teams. The merovingians minions who would be easier to play for newbies. Being able to run over any surface, like a vampire, or be able to take collosall amounts of damage, like a werewolf sans silver, etc. They wouldn't have a bullet-time ability, but they might be naturally faster etc.
:)
And the humans. Who would start out start out basically as pussies, but should they survive could be superbad ass. But when you die, or after a certain number of times, you gotta make another conscript.
The Agents would for the most part be badass bots. But with a ranking system. The best players could be invited to be agents for limited periods of time. Localize the Agents to have last names generic to the users local.
Nah, why bother? they can always make you kill hundreds of rats, birds and whatever animal they want. Look at Star Wars Galaxies for an example
The real test will be whether simply queuing up a dozen actions is an effective way to fight. If you are rewarded for altering your queue in response to your enemy's tactics, then it wouldn't necessarily be 'click and watch'.
(things like adjusting positioning or switching on/off defensive modes, using a 'counter' style to your opponents style, etc).
Queuing is a nice way to mitigate lag or declare intent (so your character isn't sitting there like an idiot during a lag spike), but shouldn't be the best tactic to use for an entire fight.
If you simply don't use the pause functionality in SW:Kotor, it's a decent example of having an action queue, yet being required to adjust it regularly for best results. (I'd personally want for more counters, reactive styles than KOTOR - but it's a decent example.)
If the effectiveness of a character's chooseable combat options are independent of enemy tactics, then surely the gameplay would still amount to 'click and watch', albeit front-loaded with more clicking.
But it ultimately depends on whether you're rewarded more for spamming your 'best' combos, or reacting with the 'appropriate' moves given the situation.
The designers still have an opportunity to avoid 'click and watch'. Whether they will or not is anyone's guess.
// "Can't clowns and pirates just -try- to get along?"