Everquest 2 vs. World of Warcraft
Gamespy has a piece up today comparing and contrasting the feature sets of Everquest 2 and World of Warcraft. It's a pretty thorough story, covering the newb experience, combat, character customization and more. From the article: "In one corner, you have EverQuest II, the sequel to the undisputed heavyweight MMO champ EverQuest, the game that has probably caused more divorces than any other video game in the world. In the other, you have the challenger, World of Warcraft, the first MMO created by Blizzard Entertainment, the development house best known for StarCraft, Diablo, and the original Warcraft RTS games."
I love playing EQ until I got to the levels where I had to group. I always found that to be a PITA. Must you group to proceed past the newbie levels in WoW?
And this is a good thing? I mean, I know what they meant...but I always thought a game was supposed to be something fun that gave you a break from life, not something that consumed your bank account, hurt your health, and destroyed your marriage.
Buy Steampunk Clothing Online!
>Blizzard = Evil
Yes, but today is Saturday, and on Saturdays using XML for the UI trumps shuting down server emulators by means of the DMCA.
Try again in a few hours...
It's like gamespy was trying to appease both Sony and Blizzard by not knocking their faults too harshly.
All your base are belong to Google.
Is that in the server pages where they looked at the launch behaviour. They mentioned that the WoW servers were really maxxed out. Granted its true, they had the fastest selling PC game ever. It probably exceeded their expectations by a massive amount. However, after playing Diablo II on launch week/month online, they seem to have done a really good job getting everything stable again. Playing DII online was almost not worth it it was so biggy. Lag, warping, random server disconnects (loosing all character progess), etc. abounded. To simply have it put, WoW did much better then Blizzard did in the past. Granted it was far from perfect, but when did a MOORPG NOT have launch problems?
EverQuest II was different, they particularly had some hard-core adopters, a few first timers, journalists, and a few other people upgrading who played EQ before. Its hard to overload the servers when no-one is playing on them in the first place. This may be an exageration (and indeed it is) but as the article suggested, the RP servers were more crowded. This may be because all the RP'ers on EQ just wanted to migrate to EQII and get a head start. Either Sony overcompensated for the server thing expecting a massive launch that never happened, or no-one cared. Its like Tribes II, more people play Tribes one now then play Tribes II.
The launch is important, but not critical, I dont remember LucasArts giving free game extensions to SWG players who got shut out on launch day. Though Blizzard giving free extensions was already covered by slashdot, its commendable and unexpected. Did not Anarchy Online give a free month to subscribers who signed up originally and then dropped out because the fixed the game?
Blah.. there's many more millions of us who don't play these games and producing More-Of-The-Same is not going to win our business.
How we know is more important than what we know.
"undisputed heavyweight MMO champ EverQuest" I guess they're ignoring the rest of the world where the number of people playing Lineage far surpasses that of those playing EQ and EQ 2 combined.
I'm so envious of the online gaming crowd sometimes. I mean with every MMORPG that you can choose from, the possibilities of playing a warlord barbarian or a rogue space pirate says good times and a lot of angry girlfriends. Since I'm the only person on slashdot with a dial-up, am I missing anything from the new crop of online games coming out?
--- hows it taste mother f$#@er!!!
If you knew anything about MUDs you'd know that everything in Everquest and it's knock offs is ancient history reborn. Level based systems do nothing but make people antisocial treadmillers. Class based systems lock people into a pattern of behaviour they are bored with and make them ignorant of other gameplay styles. The ability to teleport from anywhere to anywhere removes any sense of scale and destroys the economy. A stong emphesis on quests makes players dependant on artist created content, removing valuable funds for customer service and maintenance of the software.. and it downgrades entire sections of the game to quest forefillment, removing any sense of immersion for anyone who happens to stumble into that area when they're not on a quest.
How we know is more important than what we know.
I've got a few disputes with this review.
.. uh.. wide open spaces. Whereas Inns, while slightly small in WoW, have LOTS of functional seating, and cozy atmospheres! There is also a very large meeting hall that currently no NPCs reside in, off from the dwarven district of Stormwind. As a side note, I love how the reviewer compares the population of roleplay servers between the two games to determine the quality of roleplaying.
... there is definite strategy for each class concerning PvP play, though, and outright duelling does NOT determine how well a class will do in PvP.
... if there's just two cities, what transportation do you NEED? the main transportation you need is from the city to outlying areas where you'll be fighting monsters; not from different areas in the city to different areas in the city, which is what it sounds like they're describing here. And, uh, what's with comparing the art direction (color-themed areas, transitions, etc) in the travel section? Dur, who's the retarded reviewer?
Crafting system, not deep in WoW?
The things they mention (Having to find new recipes), about EQ2, are present in WoW. I'm thinking they only played WoW until mid-level. While yes, you do have to go collect your materials (or buy them from a player who does), I think THIS adds more depth than could be added by buying all of your raw materials from NPCs, as I can only assume EQ2 (and just about every other MMPORPG but UO) does. There are also rare items required for recipes that require players to communicate and *GASP* trade for! There is a LOT more social trade going on simply for -crafting- in this game than any other MMPORPG I've played - excepting early UO, where people actually set up real storefronts, took orders for items, etc etc.
Back End Support
While indisputibly EQ2's servers have stayed up through hell and high water - this article fails to mention the COST of this. That is, every single ZONE is instanced! There are 12 or 15 different copies of the main city floating around, and you'd be lucky to get in the same one as someone you're trying to meet (I'm speeking from speculation, unless SoE has implemented a way to find someone like this)... It also prevents you from randomly running into someone and having a spur of the moment roleplaying moment. WoW has also recompensed those who started their accounts within 3 days of launch with extra free time.
Role-Playing
As mentioned above, the fact that every zone is instanced in EQ2 can be a huge detriment to roleplaying. The only other thing it has going for it is housing and
PvP
While it gave WoW winning marks for this, I really think they underplayed the PvP aspects of WoW. The only gripe I have about PvP is that if it's anywhere near a town or graveyard, it's pretty much "who can kill the other side until their equipment runs out"
Graphics
Firstly, my main gripe is about the screenshots they chose to compare. One is of a head in some water and some landscape far away, with an admittedly nice reflection in the water of the landscape. But uh, not of the head: it actually kinda looks like it was -photoshopped- on. The World of Warcraft screenshot however, makes me upset too! They used pretty low detail settings for that screenshot, looks like they turned all the shaders off. World of Warcraft succeeds in making you feel like you're in a comic book. Everquest succeeds in making you feel like you're in a CG movie with bad animation and character interaction. If you're going to make your CG "Realistic," you need to make the way they interact with everything (especially combat) realistic. Otherwise it just ends up looking... silly. And un-executable on a vast majority of systems.
Transportation
While they effectively describe WoW's transportation, I am having a hard time following what they're trying to explain in terms of EQ2s. Granted, I haven't played the game, but
Character (not physical) Customization
They really
How about a MMORPG where you the monsters are also actual people, instead of having AI enemies (which will always encourage spawn camping)?
-you. I apologize for the typo, which has sullied the otherwise pristine nature of /.
you mean like Dark Ages of Camelot which blends both ?
get an MMORPG education
There are places where the networks are not touching,and there are places where they are-Boeing's Lori Gunter
Level based systems do nothing but make people antisocial treadmillers.
:
You know, that's so wrong. *some* people do that, others actually have fun!!
Class based systems lock people into a pattern of behaviour they are bored with
So why do they keep paying to play ?
and make them ignorant of other gameplay styles
If you don't know the workings of the other classes you will not work in harmony. Verant has tried hard to provide a framework where you can build a character that suits your gamestyle best.
The ability to teleport from anywhere to anywhere removes any sense of scale and destroys the economy.
I don't know which game you have played but the sense of scale in EQ is great. When you first start the home zones seem massive when you don't know you're way around, everything is bewildering and seems really huge, once you get used to a place it shrinks, even then walking across great swaithes of plains that you can't hunt in is tedious. The only teleportation I can do is once every half an hour I can gate to Temple Street. How you will explain that this "destroys the economy" is an explanation I look forward to.
A stong emphesis on quests makes players dependant on artist created content
er, that's what I'm paying them for
removing valuable funds for [1] customer service and [2] maintenance of the software
[1] The only contact I've ever had is the odd petition to an in-game guide for something trivial and it has *always* been sorted out.
[2] The daily updates (3pm in my time zone, bah!) seem to be maintenance to me.
Verant certainly seem to have quite a handle on this cycle
1. create content
2. launch game
3. maintain software
4. profit !!!
There are places where the networks are not touching,and there are places where they are-Boeing's Lori Gunter
The ability to teleport from anywhere to anywhere removes any sense of scale and destroys the economy.
If you've ever played Eve Online you understand this too well. Trading was a big part of the game and being a lone manufacturer in a isolated part of space used to have its benefits. Often it would be a good 15-20 system travel to get the parts you needed. Or if you were a trader / seller you would buy things at low cost and travel 20 - 25 hops to sell them for profit. Until the developers introduced the "Super Highway" which connected all of the main systems together in one series of jumpgates. Well 25 system travel routes turned in 4-6 hops at worst. All of a sudden people selling goods at manufactured cost were available to everyone in civilized space. No one could sell for profit. And everything was always sold out for trade because the trade routes were so easy to profit on. Funny enough though as long as I played the game the player based courier option never took off due to this.
Well in that case, because different car models are all comparable, then they are all just knock offs of each other. It's not really worth looking into which car you buy, they are all the same.
Talk about redundant, "level based, wuest driven, class based?" Sounds like you just defined fanasy role playing games to me. The two games are comparable because they fit the description of a MMORPG, not because they are so similar.
What makes this comarison interesting is that Everquest II was made by the reigning champions of MMORPG's (not counting some of the ones big in asia like lineage) and the other is made by a company known for improving upon problems within a genre.
I was in the WoW beta and had a blast, I also played SWG for over a year, so assuming SWG is somewhat similar in nature to EQ being by EQ and all, I find that WoW was more lighthearted and fun, whereas SWG was a little deeper (for the first 3-5 months) and serious. Anyone here who plays both able to say if EQ 2 is for the serious players and WoW for the casual?
Some of the EQ2 features sound really great, and I may have been tempted by them. (Even though WoW won the review) However I still am burning about the money I spent on SWG and the complete lack of quality that product had. (I would elaborate, but it has all been said before)
So instead I say: You can kiss my well toned butt SOE
I can't imagine I am the only one who thought:
"WoW sounds great, but everquest IS the champion of MMOG..."
But then thought:
"Hang on, EQ2=SOE..."
You mean like every PVP rpg that allows looting the other players after they die? It's been done, and the players hated it.
Level based systems do nothing but make people antisocial treadmillers
As opposed to those very social 1337 skill FPS & RTSers. Player skill based systems don't make socialization any easier, if you're focusing on the game you are either practicing or levelling.
In game socialization is more a matter of the actual gameplay mechanics, and the "clockwork" system of RPGs makes socialization far easier. You can actually hold multiple conversations in game in EQ during even a difficult fight, you can't even talk to somebody in person during a tough Quake fragfest.
Class based systems lock people into a pattern of behaviour they are bored with and make them ignorant of other gameplay styles.
And skill based systems leads to game imbalances and munchkinism, where people discover the best combination of skills. Skill systems are very difficult to balance because of all the combinations possible; and unless you give people the option to give up skills, you end up with disgruntled self nerfed players.
The ability to teleport from anywhere to anywhere removes any sense of scale and destroys the economy
Sense of scale is a difficult thing to pull off in any game because you want to maintain some degree of content density. You want people to feel they are in a huge universe, but OTOH you don't want them bored. Spending an hour travelling somewhere to do something isn't my idea of fun (though it would give me a sense of scale). Developers use features like teleportation or vehicles as a compromise.
A stong emphesis on quests makes players dependant on artist created content, removing valuable funds for customer service and maintenance of the software
You have to balance both, artist created content is important because it keeps the world fresh. These are subscription services, and the important thing is customer retention. People will tolerate bugs to a degree if they keep getting new content. If an MMO is stagnant, it is dead, because the players will have seen everything there is and won't need to keep coming back.
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Without reading the review I'm going to speculate that it points out many good features of each game and doesn't pronounce a strong winner. That is, there's plenty to recommend either one. Maybe one edges the other out but only by a little.
Am I right? I don't think gamespy would be the one to come down hard on any MMO game from either of these giants.
When the axe came to the forest, the trees said, "Look out - the handle was once one of us."
No, it's because they are well designed to feel that way
each city zone comes with a map now
they have really thought about the game, really, I mean it not *just* a fan-boy
There are places where the networks are not touching,and there are places where they are-Boeing's Lori Gunter
as though the reviewer would be biased on his opinion because he was so into WoW in the first place. Which is unfourtanet because there then would be no easy review, nor even trial...but...maybe they weren't biased. *yeah right* =P
Flat Screen TV for F
Comparing the two with a cake.
EQ2 would be the great tasting cake, but the frosting and looks would be so-so with some unevenly applied. however once you get past the looks it taste really good.
WoW is the cake that looks fantastic, everything is polished and perfect you just want to look at it forever. However once you get past the frosting and take a bite, the cake is rather bland.
A slim minority of the people who get so far as to actually buy and try these games stick around and pay to play them.
It seems pretty obvious that something about the core design is alienating [i]most[/i] of the potential market.
The corporates are risk averse, and they keep churning out design knockoffs, rather than trying to take the next legitimate step in advancing the genre.
// "Can't clowns and pirates just -try- to get along?"
Luckily for everybody anyone that makes an MMORPG will now have to copy/beat EQ2 which means 4 years work so it will be a mega game.
Have no doubt, whatever you feel about these games they are here to stay, the user base is truly M all at $15 a month or whatever
You need what is a uber machine to run EQ2 at full tilt, indeed at says "there are no PCs that can use these settings" if you switch it to the highest graphics so they expect the long haul with this engine, and quite rightly so.
I've been in game 7d 9h since November 18 and it's where I want to be when I'm not, luckily I am wise after EQ1 being the final nail in my relationship last time round and made sure I was single for winter 2004
There are places where the networks are not touching,and there are places where they are-Boeing's Lori Gunter
Actually, WoW took ~5 years.
Assuming they were about a year along when they announced the title at ECTS 2001.
It certainly does 'pwnz' though, as a feller says.
// "Can't clowns and pirates just -try- to get along?"
good, I'm glad there is a challenger, DAOC is the only other one I tried. My EQ playing friends tried a couple of others but none of them got overwhelming reports of greatness.
EQ2 does p\/\/n0x0r too! Yay, we're all happy
There are places where the networks are not touching,and there are places where they are-Boeing's Lori Gunter
Since this is not one of Cowboy Neal's questions, I DO get to complain about missing options!
;-) Thanks for taking the time to read it.
I would have compared 'in game' events. Although I do not miss Ultima Online, I do miss the in game events. I miss these from the MUD RPG days too. But in Ultima, there were many in game events that just added a little something to the game. Once, many huge daemons invaded a smaller town and people raced to get to the event, mostly to simply die a bunch and tell the tale later! Others were one and two high level creatures that just needed slaying to save a city/town. In some of the early pay-to-play MUD RP Games, they actually had planned DM run events with special prizes and in-game and meta-game rewards.
Everquest also had some major events, but they did not have that same feeling of interaction that these others had. And as I played more, these became fewer. (I think the over concern for the Play Balance and fairness to casual players, lost EQ my vote down the road.) I can just imagine the boards 5 minutes after a higher, tougher daemon showed up in place of a raid camped dragon. Few would get a 'kick' out of the DMs 'adjustment' to further challenge them.
I like playing MMORP games just fine, but I live for the planned, DM run events. CoH has had events (not sure if they were DM run) and even triggers that you may not be ready for built into the code. As for rewards for events, they have put in the concept of Badges (they show as titles) to allow for special events adding something to your character. Even if it is so simple, it made the players I know feel special. (Increased morale, more months paying and playing?)
There has been a lot of discussion on Role Playing from the 'server' perspective, but what of a reward perspective. Your co-players may reward you, but with role playing, I associate DMs and planned events. The generic, scripted pulp is great, but Role Playing Games are about the interaction with the story teller. When you lose that, I am not sure what you get, but it does not have the flavor I have grown accustomed to years before Computers' played D&D. And yes, I understand that computers have limitations. 'grin'
With Morrowind (et all), it is all static and triggered. With an online RPG, you CAN have interaction. With the First Vampire the Masquerade and all of the Neverwinter Nights games, you had great potential for this! This potential exists in MMORPGs, it just doesn't seemed to be realized on the scale that is possible. I bought VtM and NWN solely to encourage them because they attempted the cutting edge even if the games were not enjoyable to my family and friends.
The challenge to make the game be a shared adventure multitudes can play and still personal to you, the player, is for me, the key to great gaming. To do it in this light, Computers alone are still not there and staff time is cost prohibitive (at least according to my spouse.)
When you can have a fighter, put on a ring of normal fire resistance, self-immolate, command the party to run, and then grapple the regenerating troll to save said party, you have a role playing game. Short of this, you have a nice man with a long white beard, but still no Santa.
Sorry for the long winded post, I guess I had something to say on this topic!
PaGeN
When a Ball Dreams, It Dreams it's a Frisbee.
I can't affort to attend that school, but I do have a BFG in rocket jumping, f00.
Seems like more people "work" Lineage, farming areas to sell aden on Ebay. Spoiled the game for me. World of Warcraft is Very fun so far. I will be interested in seeing how it is in the higher levels.
(If at first you don't succeed, do it different next time!)