EverQuest Sequel Shows Complexity, Ditches PvP
Thanks to GameSpy for its hands-on preview of Sony Online's forthcoming PC MMO EverQuest II, as the author discusses the graphics ("EverQuest II is one of the most beautiful games in development... Every square inch begs to be explored"), the play style ("EQ2 has a smaller, more intimate feel, more like tabletop roleplaying games centered on small parties"), and the complexity ("Everyone starts on the same island, then has to choose allegiance to one of two main cities (and belief systems!) From there, more and more options open up, sort of like an inverted gameplay pyramid.") Elsewhere, over at EQ2 Stratics there's further confirmation from devs that: "There are no plans for a PvP [Player vs. Player] server at release. There is no ETA on when or if we will ever have one."
It's still going to be a levelling treadmill. People will still farm loot.
But it will look prettier and so it will garner more subscriptions for Sony.
I am government man, come from the government. The government has sent me. -- G.I.R.
Everquest was by far the most popular mmorpg the US has ever seen... so why are they changing some of the formulas? The major thing that first drew me into the game was the different starting locations for races... it made it feel more like a world than an AIM Client with pictures...
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now I can pay rent, go to work, and work for the city all for the low low cost of $10 a month.
"this is the gloaming"
radiohead
The interface and graphics are a very similar style as EQ1. I really don't see horridly innovative graphics increases, just more pixles, not anything more descriptive or mechanically working better.
I touch computers in naughty places
One of the most beautiful ... games.
Bah. Got me all excited over a game?
I've finally had it: until slashdot gets article moderation, I am not coming back.
I see a lot of naysaying in the comments so far.
Naysay all you like - I regularly play the EQ2 internal beta build and it is not just EQ with new graphics, nor is it a levelling treadmill. There is tons of content, plenty of balanced questing, and dynamic encounters. Naysay all you like; you'll all be proven to be nothing more than mere armchair critics, while EQ2 goes on to win customers and awards. The game is shaping into something truly incredible, and the rest of you will see that when it is released.
I would say, that with a downgrade in graphics, and a few slight tweaks, this is basically Final Fantasy XI. Not that this is a BAD thing....
Actually, that guild system seems like too much of a pain. I like the Linkshell I'm in FFXI, tons of people, always helping each other out, like a strong large community, always growing, and there's no real motive for us not to grow, meet new people and join together.
No PvP is a big improvement 'tho...PvP attracts the immature set..
Its sort of sad to see games moving in this direction. There is nothing more challenging than playing vs another human being, and nothing more boring than fighting the same NPC mobs over and over to get the ph4t l00tz. I belong to a PvP guild, and our average member age (of around 140 members) is about 25 years old. I can assure Sony that none of my guild will be playing this game. To be honest, none of us were really considering playing it in the first place, because the EQLive team has never given any serious consideration to the PvP crowd as their crappy PvP servers can attest to. There are much more interesting PvP games on the way (Darkfall, Dragon Empires, or Guild Wars to name a few) to want to lose a few pounds on this level treadmill.
To the people who feel that 'pvp attracts the immature crowd', mabye you're just a bit too old (or too mature) to be playing video games. We'll be all practiced up and waiting for you when you get bored of kiting a_hill_giant01 for the 100th time to get that last bubble of lvl 35.
Jade will be pissed.
"There are no plans for a PvP [Player vs. Player] server at release. There is no ETA on when or if we will ever have one."
Well, at least that's better then Sony telling everyone there is going to be PvP at release, then backing out on it, implementing it 3-4 months later, and debugging it a couple more months after that. Then again, with no ETA, who knows if it will ever be implemented or just another broken promise...
A complete rework of Ultima Online adding Complexity and using the Ultima interface which is so much more sensible than that gawdawful EQ interface might topple EQ.
I'm sorry, but this game really has very little going for it graphically. You could say it has some of the most *advanced* graphics, but not beautiful. If your idea of "beautiful" is having gaudy bump/normal maps applied to every conceivable surface, then it's a graphical wonder!
With the expection of the unique cases (Planetside and Lineage 2 FOCUSING on PvP) PvP has largely be unsuccessful in MMO games. GM support is woefully outstretched with most players takings matters into their own hands (spam in a high populated area and guess how many people will mute you... and leave you muted as long they play the game.) One of the most unbelieved results was when players in Ultima Online formed anti-PK clans and went around PKing PKers.
Personally, I think having no PvP is a very wise move. Since December, I've been a pretty heavy FFXI player and my experiences of PvP there have been quite amusing.
When I took up FFXI, there was no PvP, but everybody wanted it. For the first few months, every linkshell I joined was full of people demanding PvP, whining about needing PvP, moaning that they were going to give up the game if they didn't get PvP and saying "just wait until they bring in PvP" to everybody they didn't get along with. Even at the time, I could spot the obvious flaws in this, although I seemed to be in a pretty small minority.
Square-Enix seemed to take quite a lot of time develop PvP. Whether this was because it was a complex task, or because they had other priorities, I can't say. I suspect it was a bit of both.
Eventualy, PvP was introduced. It was fairly limited in scope... you had to go to specific areas and participate in special events to take part in it. "Never mind", thought the PvP crowd, "we can still kill all those people who've been annoying us". Then they found out that they couldn't. The outcome of PvP combat in a MMORPG is heavily dependant on the class and level of the participants. If you wanted to kill somebody and were able to, there was no way they'd let you get close enough to try. Of course, you couldn't spend all your time chasing them, as you had to watch out for all the people who wanted to kill *you*.
The result is that, on the server I play on at least, PvP is essentially dead in the water a couple of months after its launch. I'm glad they introduced it; it stopped a lot of moaning from the kiddies. Howver, I can see that Square-Enix wasted a lot of time and effort implementing a major feature which just doesn't get used now. It's not rocket-science for Sony to want to avoid making the same mistake.
Right, maybe when you first start playing, but eventually you figure out where you need to run, and you don't even bother exploring every inch, because there's nothing worth looking for there. Your goal is to get from Town A to Zone B and camp so you can continue the level grind.
I'm sorry, but I'm extremely jaded from EQ. At least with Ultima Online you could wander around and forage for herbs, and find random wildlife, and harvest natural resources from *gasp* nature.
This is all without mentioning the fact that now people are able to host their own UO servers.
When EQ 2 comes out, they could make a LOT of money selling a dev kit for letting people make their own worlds/servers. They could even sell server space. But no...of course not, that would never happen.
Buy Steampunk Clothing Online!
PvP attracts the immature set..
That's not entirely true.
Here's a paper written a long time ago about different player types in MUDs. It holds for other games as well. If you dig around, you can also probably find a test to tell you what type you are.
Granted, I think the author's own biases show. He describes the "killer" type, which would be the type drawn to PvP, as about griefing. I don't think that's true, though it might certainly seem so from an achiever standpoint. More, I think it's about competition, about an ideal that you're the best because you can and do go out and beat other people, not because you log more hours.
Players of the current crop of MMORPGs are almost universally achievers by Bartle's model. If you wonder why these games turn into super levelling treadmills, the answer is fairly simple: It's because that's what their core audience genuinely wants. They might bitch about the timesink that it is, but their choice to continue playing demonstrates more clearly than words that they anything but despise it.
Guys dont fret, EQ will be the same old same old.....but this wont be www.shadowpool.com
:) or caster archers :).
People can oogle all they want but frankly EQ will be nothing new. And COMPLEX?! WHAT, this crap isnt complex. 4 classes? 4 ways to advance? HOw is this complex? I want skills systems, i want to make the character I want, not what sonywants my character to do. I hate screaming that "We need a healer!" or "We need a tank!" screw it, i want people who make tank healers
Yeah, but PvP = no subscription for me.
And if you look at the top selling video games, PvP combat games are (a) the minority in terms of sales, and (b) a market that's glutted with competition.
It makes perfect sense for Sony to go for the non-PvP MMOG market. It's wide open.
The question for me is whether they'll do a Mac and/or Linux version, and offer a demo...
GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
From what I can read about the game, they are improving the engine, trying to get a way from the massive campaign groups to designing a system like other games such as random generated quests and smaller group battles.
Finically speaking, it will be a success for the reason that they had a huge following. Nevertheless, the reason I am saying it will be a failure in my view is that they are not doing anything original from what I have read that hasn't been done before either by first EQ, Anarchy, UO or Dark Ages of Camelot. They were the first large scale 3d adventure (wasn't a top-down view) game nonetheless that is no longer the case. Making assumptions based on the earlier game but when EQ first came out they didn't design it with or without PVP. Their main thoughts where trying to develop a game that went to a new level beyond UO which they did. PVP just went to the wayside so as the game developed it designed itself around non-pvp system and that's what they know now. When the EQ was released I switched to the team PvP server from beta because I enjoy competing against another player ever so often instead of AI all the time(The early days when you could charm another player!). For me, AI is becoming better but it still is not up to par when it comes too a human rival. Personally, I can only compete against the same AI for so long before I am looking for something new. However don't get me wrong, I have a feeling EQ2 will be good for players that like to socialize but isn't that why they mad Sims Online?
I have to say though I think there is something that has not been dealt with. Obviously you have to have content in a game but it does not have to be consumable in the sense you two have gone back and forth on.
Take sports games for example... in particular Madden. Football games have been essentially the same since the initial madden release. Same rules. Lots of the same plays etc.... They add new bells and whistles and better graphics but you know what I mean.
However the game is a reusable resource. You don't have to lead people on by getting better players etc... There is not problem with people starting right out with skilled teams because it is a game that can be played out again and again and maintain its enjoyable nature.
This is the elusive nature of gaming that has thus far eluded MMORPG designers for the most part. It exists only in the social interaction of groups.
To me it is not the aquisition of higher/better goods that need draw people on but an environment which is continually enjoyable to engage with even if it is repetitive in nature. By creating the treadmill and things like levels you create the elusion of an 'end' I got to max level wooot... now what ? So you create something that is consumable to some extent and it creates a problem. You attract obbsessive compulsive achievers and do what you can to slow them down and yet once they get through the treadmill they are always going to lack for something else to do if you have made the game a slow grind of gaining something that runs out instead of a perpetual motion machine. That makes sense in a stand alone game... not in a multi player interactive world.
The most noteable example of this insanity that comes to my mind is Dark Age of Camelot. They had a possible player V player sport type world interaction with realm V realm play and then they made it almost impossible to get to and enjoy if you were not a power gamer. They placed blocks to peoples enjoyment of what had great potential in order that they didn't 'consume' the game to fast and it cost them.
The MMO game gold mine will be creating a game environment which engages people without the pull of 'improovement' but instead simply pulls them to interact for the sake of interacting ala sports. Sports addict people and they never get old, they continue to do the same thing over and over and over even though they may be as good as they will get... and in a video game you have a forum where getting old and no longer being able to particiapate is not an issue unless you do silly things like make it an issue with insane time requirments to get anywhere and artificially seperate everyone with levels that mean nothing more than one person has spent more time in this pariticular world than someone else. Make the seperation skill based.. IE you can be new and fit in with people of equal skill level be that advanced or utter noob.
After all once you boild it down killing a rat in EQ is the exact same as killing the dreaded Grue of shinning evil. Point click and wait. Why try to pull people with imaginary gains in levels and not focus on the interaction that does hold them ? Place game play dynamics that rely on stratigies and cooperation rather than the uber sword of elvishness and X number of experience points before you can point click and wait on the uber evil god of slaying. You have real people in the game world, let them run the world. People are sordid, scheming and endlessly changing. If you harness your players properly you don't have to create content because they will create it for you.
I don't ask you to be me. I only ask you not expect me to be you.
It is my opinion that the best route to take is to have an 'optional' pvp system. Make the players turn on a feature, or join a faction like SW:G. That way, you know what the hell you are in for and if you complain - well you can stuff yourself into a pringles can before I take you off ignore.
--- Why doesn't life have an effective /ignore flag.
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