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The Cast at Camp Matrix Online

Kate Thompson writes "The Boston Phoenix followed up the news that Matrix Online would be hiring live performers to play characters from the movies (Morpheus, the Oracle). The article looks at what qualifications you need to be an events implementer (or "imp"), how they get their scripts, and how Lawrence Fishburne felt about watching an imp play his part. Warner Bros. apparently has big plans for this - they consider the Matrix Online to be the 'fourth Matrix movie,' and they want players to feel like they're actually shaping the Matrix story. It's not clear, though, how far they'll really take that."

8 of 38 comments (clear)

  1. Hard for them to do. by Seumas · · Score: 2, Informative

    It'll be hard for them to do once they've lost all of their players. I bought the game, played it for three days, deleted it and then spent a half hour on the telephone trying to talk to a human so I could disable my account (you can't cancel your subscription any other way than by calling their technical support lines).

    The game is boring. You can play for hours and hours and hours and be lucky if you come across another player. And there's not really much reason to party up with other players. And the crafting system is kind of lame. And the missions are incredibly repetative. Essentially, the game is just DULL. I usually get bored with an MMORPG before long, but I've never become bored with one in only three days before.

    I really regret wasting my money buying the game. It's a good idea, poorly implemented. Besides, every single jackass things they have to wear a neo trench-coat. How original.

    1. Re:Hard for them to do. by Seumas · · Score: 2, Informative

      If you crank all of the settings up, it looks nice. It's absolutely not a GuidlWars or a World of Warcraft, but it keeps up with modern graphics, more or less.

      I don't understand why there are some people that are so fascinated with the game, because for three days, every mission was "go escort this new-jack to an evaluation center" and "go kill this guy" and "go kill this other guy and get a data disk" and "escort this guy over here". Then there's lots of looting bodies to get "chunks of code" that you then combine to build "programs" which let you do things, like jump higher, move faster, increase various skills. That's where the crafting comes in.

      The weapons are alright. The combat is alright, but a little stiff. That gets boring after awhile. Seriously though, the crafting (which you have to do if you want to increase your skills in anything) gets old, fast.

      The map is fairly large and I didn't level up high enough to see all of it. The NPCs are your typical stand around and repeat NPCs. The AI is average. Most frustrating of all, every building looks like every other building. You spend your whole time wandering around town to find a specific building (like all the others), go to a specific floor (like all the others) and find a specific room (like all the others) and kill or find specific people (more or less like all the others).

      It's a shame, because the potential is definitely there. It just seems like they figured they could count on Matrix fanboys to love it no matter what it was like and they considered that "enough".

      But I've read comments online where people claim it's the greatest game they've ever played. Go figure.

  2. Don't believe the naysayers ... by jmays · · Score: 2, Interesting

    The first post states that is game is boring, etc. after they played the game for a WHOLE three days.

    The world is so vast that you could not expereience all the content in three days. No way in hell.

    MXO is a fun game. If you enjoy the world of The Matrix movies, you will enjoy this game.

    There are a lot of comments about repetetive game missions. The thing is ... these people CHOOSE to repeat similar missions over and over ... they are not forced to.

    Join this game, invest some REAL time (more then three days) and immerse yourself. MXO is a very solid and fun game.

    --
    KARMA TAG! You're it.
    1. Re:Don't believe the naysayers ... by Golias · · Score: 2, Insightful

      The first post states that is game is boring, etc. after they played the game for a WHOLE three days.

      I've never played it, but if you are telling me it takes three days of playing to get to the good part, that sounds to me like a very boring game.

      I mean, even The Ring of the Nibelung let you hear Brunhilde belting out the famous Die Walkure theme by the beginning of the second opera.

      I think I'll stick with WoW, thanks.

      --

      Information wants to be anthropomorphized.

    2. Re:Don't believe the naysayers ... by ameoba · · Score: 2, Insightful

      If a game doesn't provide any worthwhile gaming in the first 3 days of play, why is it reasonable to assume that there will be worthwhile content further down the line? If you can't get to any worthwhile content in the first 3 days, that's a pretty major flaw in the game's design, if you ask me.

      --
      my sig's at the bottom of the page.
  3. 13? by Golias · · Score: 3, Insightful

    From the article:

    There's no industry standard job description for an "imp," and most of the 13 men and women on the team come from what Hewitt calls "unorthodox backgrounds." But he explains some of...

    Wait, wait. Back the fuck up.

    Thirteen? Thirteen people? That's it?

    Considering any MMORPG is considered a huge flop unless they get at least 100,000 players, how much can 13 people possibly impact game play for the overwhelming majority of players?

    13 People ammounts to a rounding error. There are zero live performers to interact with in this game. All hype, no story. Moving on.

    --

    Information wants to be anthropomorphized.

    1. Re:13? by EvilMagnus · · Score: 2, Insightful

      Exactly. Their contributions will consist of reciting pre-defined scripts at pre-defined locations such that any player nearby might possibly see it and go "oooooh!", and screencaps can be placed online afterwards for the %99.99 of the player base who weren't there.

      Actual *player* contribution to the progression of the story will be non-existent. WWII Online has more player impact on their world than MXO can ever have.

      --
      -EvilMagnus
  4. Disaster by Dachannien · · Score: 4, Interesting

    I played my share of (and assisted other people playing) "dynamic quest" characters during a stint as a guide in EverQuest. The response from the players was formulaic: Big Continuity Character shows up in a zone, with rumblings and zone/server broadcasts to get the attention of the players. When the players do show up, the Big Continuity Character has some lines to deliver, but since typing is a lot slower than speaking - and is far slower than the ADHD most of the players evidently have - the game spam quickly overtakes the plot, making it impossible to get anything out of the game unless one is logging their chat to a file for later processing.

    People start crowding around, severely increasing lag for everyone (including the quest actor, whose typing rate decreases sharply due to the video lag), and if the Big Continuity Character happens to be evil, two other factors increase lag even more: One, everybody thinks there's gonna be a fight, so they keep every buff in the spell book on themselves, meaning spellcasting spam is pretty much nonstop; and two, some people think that the only way to get lewts is to start the fight themselves, meaning that the quest actor can't get the lines out what with being attacked constantly.

    There are all sorts of people that show up at these events - some are intent upon getting whatever lewts and rewards they can, some see the hundreds of people standing around as a good motivator for committing the MMOG equivalent of whipping it out in public (i.e., chat spam, frequently strewn with vulgarity), and some try to roleplay with the character regardless of the obviousness of some other plot unfolding which doesn't involve that particular player. Only a few are actually there to find out what's going on.

    The result is that dynamic quests in a production environment are unfulfilling for all involved. Even when a guide or GM showed up in public and chatted with the players, the response was usually positive - but everything went downhill quick when a quest was involved.