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!
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
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..."
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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