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The MMOGs of Tomorrow

SirBruce, of MMOGChart, took a good hard look at what the massive games of tomorrow will look like at E3. He has impressions of every game due to be released in the next year or so, with commentary on most. From the article, about Vanguard: "This title is highly anticipated by some of the MMOG hardcore, as it comes from ex-EverQuest developers Brad McQuaid and Jeff Butler, but aside from the graphics and the promise of in-game voice chat it does not seem to be very innovative over the original EQ1 design. The game is designed to be group-focused and highly challenging, which may mean it's too much of a time investment for the more casual MMOG player. If the game were coming out this year, I would have higher hopes for it, but I feel it may get lost behind the mass of other fantasy-themed MMORPG titles."

95 comments

  1. McQuaid Part of the Problem, Not Part of the Cure by NBarnes · · Score: 2, Interesting

    There were aspects of EQ's original design that, however nifty they seemed in theory, just didn't work out in practice (melees not binding themselves, for example). McQuaid was the major block to those aspects of the game being fixed and stood in the way of important gameplay improvements for years, until he left (or was forced to leave) Verant. Given the total failure on his part to acknowledge the failures and limitations of EQ's original design and his vocal committment to making Vanguard in the same spirit, I can only imagine the degree to which Vanguard will blow screaming past the border of user-unfriendly and make a beeline for user-malevolent.

  2. blah by Anonymous Coward · · Score: 0, Insightful

    "The game is designed to be group-focused and highly challenging"

    In other words..n00b infested, unfun, timesinking, endless grinding, unfun piece of shit.

    FFXI tried this, and it was a total pain in the ass, and unfun. No soloable XP, painful death penalties, 80% of your time spent looking for a group.

    As usual noone will want to play the monotonous roles of healers, and everyone else will be left standing around wasting their time and monthly subscription fees.

    Wheeeee

    1. Re:blah by Golias · · Score: 2, Insightful

      As usual noone will want to play the monotonous roles of healers

      I loved playing a straight-up healer in EQ. I hardly played any other class.

      In fact, for a while, I was playing on a computer which didn't quite meet the specs to handle some of the new zones, but got by just fine because of my quirky enjoyment of playing clerics. When we got into big combat and the graphics started to majorly lag, I just stared at the ground, and everything ran smoothly.

      All I had to do was keep people from getting killed, communicate with hybrid healers so we wouldn't overlap, call for tanks to scrape MOBs off me whenever I was attacked, and direct the action based on the flow of how things were going. I was shockingly effective for somebody who wasn't even watching the fight directly.

      Later, when I got a beefier PC with a fast graphics card, the only thing that really changed was that I got to see what was going on while monitoring health bars and relaxing on the perimeter of the combat.

      Best of all, being one of the three rare-yet-in-demand commodities (along with the warrior and enchanter), I never had to put up with any bullshit. "Don't like the way I'm running the party? Okay see ya later. I'll just recruit one of the six other rangers and shamen who have been begging me for the chance to join the group. Good luck finding another cleric forming a party in the zone. The only other one on the map is four levels lower, and is already working as my back-up healer."

      --

      Information wants to be anthropomorphized.

    2. Re:blah by Decker-Mage · · Score: 1

      As with you, I like playing clerics and always have. My other favorite is some type of mage (or when allowed, a combination of the two). Call me weird, but I'm a support person at heart.

      --
      "[I]t is a wise man who admits the limits of his knowledge or skill, and that pretending either causes harm." --Terry Go
    3. Re:blah by Jaeph · · Score: 1

      There is no doubt that small portion of the population enjoys healing. Some enjoy the gameplay, some enjoy being important, some enjoy being needed, etc. But healers in every one of these games are the hardest to find, so by definition it's the least-liked job.

      I think there is a business-case that says catering to the needs of the few is not worth the effect on the many.

      -Jeff

      --
      Please learn the difference between a dissenting opinion and a troll before you moderate.
    4. Re:blah by Leto+EuAcumen · · Score: 1

      Like you I am a healer strait to my bones, but I love what Vanguard is doing for healers. For instance, a group without good healing has to take a defensive combat approach which drastically increases the time to kill anything....so now when adding a good healer, groups DPS actually goes *up* just because a good healer is there to let the group do what they do best. Also something that probably not a lot of folks have paid much attention to yet is locational damage. If a mob slashes at a group members arm, that arm specifically needs attention...during or after the battle, at some point that specific injury needs patched up. Talk about adding a whole new dynamic to healing! Healing won't be just a press-and-forget game like it has been in some cases....there will definitely be skill involved and those players who really care about their healing will stand head and shoulders above the rest once again...Folks will get to know who the really good healers are. Personally, I think that rocks.

    5. Re:blah by xhar · · Score: 1

      "In other words..n00b infested, unfun, timesinking, endless grinding, unfun piece of shit."

      Have you actually researched this title, or are you just basing your thin opinion on what Bruce said (which could hardly be called a glimpse on any game mentioned)? There will be soloable content in Vanguard, but the best results will be from group experiences. Some games tend to focus (intentional or not) on solo experiences (such as WoW where grouping for experience yields little better results than solo) and some focus more on group experiences such as FFXI or EQII (where solo can be done, but it is far more efficient time wise to group).

      They are two different styles of gameplay. You can't say that the game is "a piece of shit" based on this fact, because what you are trully doing is basing it on your personal preference. And I doubt the game will be "noob infested" as this game will tend to draw a more mature and veteran crowd while the younger audiences will continue playing games like WoW or play new fast pickup titles like Auto Assault etc. I don't mind people making arguments against Vanguard (I have a handful myself), but please do it in a constructive, organized, and analytical manner instead of just making hasty generalizations...

    6. Re:blah by Anonymous Coward · · Score: 0

      You're right, but I'm going to explain where the OP is coming from about FFXI.

      Soloing is impossible in FFXI. Eventually (think, "level 15") the game is set up so that mobs that grant XP can no longer be killed solo.

      (Unless you play a class that's only available once you get another class to level 30...)

      FFXI is available for the PS2. Consoles manage to breed n00bs like nothing else. Nothing like making it possible for 10 year olds to play an MMORPG.

    7. Re:blah by Yaladan · · Score: 1

      "this game will tend to draw a more mature and veteran crowd while the younger audiences will continue playing games like WoW or play new fast pickup titles like Auto Assault etc." Very well said.

  3. Why does the article highlight Vanguard? by MBraynard · · Score: 1

    The article lists about 20 MMORPG. The Vanguard isn't even first but in the middle. Some much more interesting stuff about Turbine's new projects could be referenced. Is this going out of the way to hate on MS? Not saying it is, just speculating.

  4. No voicechat. by Seumas · · Score: 2, Insightful

    Text. Typing. It's a very RPG-ish thing. Voicechat is not. I don't want to know that the beefy warrior I'm partying with through the mountains is actually some dinky thirteen year old kid with a retainer. I don't want to know that the really hot night elf with the long legs and the quiver full of hard, stiff arrows is really a 45 year old guy with a speech impedement.

    What's next? In-game video-chat? That's about the only thing I can imagine that would ruin the experience much more. MMORPGs devolve into too much of a "chat room" thing as it is, without adding in video/audio chatting.

    I'd much rather have NPCs that speak, instead. Especially in games like War Craft. Save my poor eyes the extra reading and include some damned voice dialogue!

    1. Re:No voicechat. by Dr.+GeneMachine · · Score: 2, Insightful

      You got a point there. Perhaps it is the time to wish for sufficiently fast computers that can render the voice chat into a timbre or even a style of speech that is more in character. I mean, I lost the confidence in any of my co-players being able to actually role-play. If it takes an AI to at least make them seem to be role-playing - bring it on!

      --
      This comment does not exist.
    2. Re:No voicechat. by QuantumG · · Score: 1

      Yep, and that's why voice chat makes no sense for Fantasy RPGs. On the other hand, it is absolutely stupid not to have voice chat built into a game like The Matrix Online. I'd actually like to play a MMORPG that supplies no alternative to voice chat. You either use voice chat or you don't freakin' talk.

      --
      How we know is more important than what we know.
    3. Re:No voicechat. by Frodo+Crockett · · Score: 1

      I don't want to know that the really hot night elf with the long legs and the quiver full of hard, stiff arrows is really a 45 year old guy with a speech impedement.


      So is this night elf you're talking about male or female? 'Cause I don't know any female night elves that have a hard, stiff arrow.

      --
      "The newly born animals are then whisked off for a quick run through a giant baking oven." --heard on Food Network
    4. Re:No voicechat. by Anonymous Coward · · Score: 2, Insightful
      You've never played a modern MMO, have you? For example, in Planetside:
      Me (typing): look out incoming enemies
      You (typing): i don't see them
      Me (typing): to your left
      You (typing): kay, thawwwwwwwwwddwaaa(dies)
      Me (typing): oh shis222666666(dies)
      Because the next level of immersiveness is being interactive. You can't have interactive "twitch" games with typing as the sole method of communicating when tight combat coordination between players is important. Sure, text chat is useful, but when you need mouse and keyboard for aiming, moving and staying alive, communication is best done hands-free.

      And your gamer stereotypes don't always ring true - sometimes you end up playing with really cool people who simply enjoy playing videogames. And after you've played with them for a couple of nights, the game becomes much more rewarding as you get to know the people playing and how they play.

      In a way I'm actually looking forward to the first MMO that requires you use voice to communicate with other players (besides the puddle-deep throw-away titles on Xbox live, that is).
    5. Re:No voicechat. by Seumas · · Score: 1

      You're talking about something completely different. PlanetSide is not exactly an "RPG". it's certainly massive, multiplayer and online. And it is persistant. But I don't see that it has much RPG in it. There isn't much difference between voice in that and voice in Halo 2 over Xbox Live. It's the same thing - except your stats continue to remain after you logout.

      In a game like World of Warcraft, however, it would completely disrupt the suspension of disbelief and the whole RPG aspect.

    6. Re:No voicechat. by Anonymous Coward · · Score: 0

      You can't have interactive "twitch" games with typing as the sole method of communicating

      That's great...except we're talking about RPGs, not twitch games like FPSs. We're talking about fantasy worlds, not some futuristic sci-fi spaceship dogfighting game. If you like twitch games where every millisecond counts and you need voice-chat to suceed, that's great, but you're a small minority among MMORPG players. A lot of people would take immersion in a fantasy world over being able to max out their kills/sec.

    7. Re:No voicechat. by Lonewolf666 · · Score: 1

      Well, voicechat would reduce your options in choosing a char somewhat. I like playing a girl now and then myself, which would obviously not work well with a male voice.
      On the other hand, faster communication per voice might be a big plus for fast-paced, FPS-ish MMORPGs. And a few of these are in development. Lets try it when a MMORPG with voicechat goes open beta - then we will know more.

      --
      C - the footgun of programming languages
    8. Re:No voicechat. by SirBruce · · Score: 2, Insightful

      It is interesting to note that of the four games I know of with integrated voice chat - PlanetSide, There, Tabula Rasa, and Auto Assault - three are FPS/shooter/sci-fi type of play. But I don't think voice chat is somehow how at odds with fantasy play. You do have fantasy races, sure, but they are no different from alien races (or the lack thereof).

      Personally I don't think there will be a big problem with voice chat breaking immersitivity. Those who want it will use it and those who don't, won't. Will this cut down on the amount of cross-gender roleplaying? Probably somewhat, but not too much, since I've known plenty of guys who RPed female characters in PnP games. Other developers believe we need to implement a "voice masking" type of technology, so players can retain anonymity.

      My biggest concern is that such technology may segregate players too much. People who embrace voice chat might not want to socialize much with those who don't have it. Grouping is more difficult, for one. Secondly, they'll wonder why the person doesn't have it. Are they not really female? Are they secretly black (or white)? Perhaps they stutter. We might see a lot of people offering excuses, e.g. "I'm deaf" or "My microphone broke" and so on. But will this cause people to naturally segregate into voice and non-voice social groups? Only time will tell.

      Bruce
      http://www.mmogchart.com/

    9. Re:No voicechat. by Anonymous Coward · · Score: 0

      But really, it depends on how fast you type, and how much you know of the situation. Take a game like Battlefield 1942 for instance -- there are plenty of chances to talk (type) in the heat of combat (autorunning towards some objective), if you have to.

    10. Re:No voicechat. by YOU+LIKEWISE+FAIL+IT · · Score: 1
      Text. Typing. It's a very RPG-ish thing. Voicechat is not. I don't want to know that the beefy warrior I'm partying with through the mountains is actually some dinky thirteen year old kid with a retainer. I don't want to know that the really hot night elf with the long legs and the quiver full of hard, stiff arrows is really a 45 year old guy with a speech impedement.

      You may enjoy this, on the subject of voice chat in RPGS: "Not Yet, You Fools", by Richard A Bartle. This is an extablished part of the literature, not sure why nobody seems to have linked it yet.

      --
      One god, one market, one truth, one consumer.
    11. Re:No voicechat. by Reaper3k99 · · Score: 1

      Go read the Vanguard forums instead of here to find out about this game. No, voice chat is not integrated!!

    12. Re:No voicechat. by SirBruce · · Score: 1
      Really? It's in the FAQ: http://www.vanguardsoh.com/faq.php?eid=1&faqid=1&p text=General

      1.8 What is this XNA I keep hearing about from Microsoft and how will it affect Vanguard?

      XNA is a growing group of software tools that allow developers to more rapidly develop their games. Additionally, Microsoft wants to share tools and technology between its different platforms (e.g. Win32, Xbox, future platforms).

      Vanguard is one of the chief early adopters of this ever-growing group of software. For example, we will be using technologies from Xbox live, voice communication, and already have the ability to play the game via an Xbox-style controller with a tiny keyboard attached to it (a TID).

      Bruce

    13. Re:No voicechat. by SirBruce · · Score: 1
      Oh, and this too: http://www.vanguardsoh.com/faq.php?eid=4&faqid=4&p text=Features

      4.8 Will Vanguard: Saga of Heroes support voice communication?

      Yes, through XNA and other technologies we hope to support voice communication natively (e.g. without the need for third party software).

      Voice communication will be there to enhance group communication and will be totally optional. Current thinking is to design gameplay around both ways such that neither method of communication becomes an distinct advantage. Thus if you like voice chat you can use it, but if you do not you would not have to use it. We plan to have a "push-to talk" key and the option of muting, coinciding with the ignore option of text chat.

      The vast majority of communication in the game will continue to be traditional and via a keyboard, as will some group/raid communication.

      We assume, just as it is now with third party software, that players who already know each other will get the most use out of voice chat.

      Additionaly, the use of voice fonts, etc. is being looked into.

      Bruce

  5. Re:McQuaid Part of the Problem, Not Part of the Cu by Nasarius · · Score: 2, Insightful
    There were aspects of EQ's original design that, however nifty they seemed in theory, just didn't work out in practice (melees not binding themselves, for example).

    That's sort of a nitpicky example. The real trouble with EQ was that it wasn't any fun to play; it was tedious work. I haven't played a fun MMOG since the good old days of UO.

    --
    LOAD "SIG",8,1
  6. Lotta MMORPGS coming out by CrazyJim1 · · Score: 1, Interesting

    It was funny that the only game developer to interview me and fly me to E3 in the late 90s was also the company that Verant split to make Everquest. I didn't know this at the time, and when they asked me about the future... I said,"MMOGS are the future!" Basically I shot myself in the foot. I was right, but they didn't want to hire me because they just lost half their development team to Verant.

  7. A Few Comments... by SirBruce · · Score: 1

    Just a couple things to add:

    1. There games are order by company in no particular order, but I did put the bigger companies towards the front of the list. Dungeons & Dragons Online gets my "Best in Show" award, as it impressed me the most, but I was also intrigued by SUN and both Tabula Rasa and Imperator.

    2. I focused primarily on upcoming MMOGs, not existing ones or expansions (CoV being arguable). I wasn't trying to provide a comprehensive review of each game; just a quick idea of what the game's about and what struck me the most about it.

    3. The list is far from comprehensive -- there were a few MMOGs that I missed, plus dozens more that weren't there, and a slew of Asian ones as well. Any of these could be a sleeper hit!

    Bruce
    http://www.mmogchart.com/

    1. Re:A Few Comments... by Lodoz · · Score: 1

      Bruce, I can't believe how irresponsibly you reported on VanguardSOH. If you didn't get a chance to build an appropriate opinion then you should have given the best you could without slandering. You did slander the game, just admit it, make a reprisal and publicly apologize for your ignorance. Just go visit the FaQ... but my point here isn't to change an opinion on a game that is PRE BETA.. but mainly to scold you ona horrible job of reporting

  8. Dear Sigil by Gamelore · · Score: 5, Insightful
    Despite the widespread, casual, watering-down of the industry, there are *many* people who I know personally who want a long, lasting, hardcore MMORPG again. Everquest got a lot of things right, many of which have been lost in translation to later games. Please consider this list of design items for Vanguard:

    Hidden stats and formulas -- Not knowing precisely what everything does keeps players hypothesizing and experimenting to try to figure things out. It kept people from truly "mastering" the game because they could not be 100% sure they were correct. It also helped maintain a decent level of suspense and curiosity.

    Original EQ-style models -- I don't know why they felt the need to change them, but it was definitely for the worse. The original EQ models were the best I've seen in a fantasy-based MMORPG because they had personality. City of Heroes and AO character models also had personality, for example.

    Kill stealing -- I want to be able to kill steal and I want others to kill steal from me. I want the rush of "who's going to be the winner" when some total jackass comes along. The contention of spawns was a huge part of EQ drama.

    Death penalty in original EQ/beta EQ (prior to the 2 halvings of the exp loss -- it went down to 25% loss) was SPOT ON! It *should* take me 3 months to reach level 25. You SHOULD lose levels! The set of people who are MAX_LEVEL should *not* only increase. Absolutely superb job on that. Later on with cleric resurrections, it got a little out of hand, but it still maintained a degree of fear and sense of danger! Fear of losing a corpse (even though it almost never happened beyond the newbie levels) is another MUST. Even if it there is just 0.001% chance of losing a corpse, it is on the back of your mind as a motivation to play well and avoid death!

    Runs through desolation -- While everyone likes areas with remarkable, and awesome features and attractions, we also enjoy wilderness such as the Karanas or Burning Wood in EQ. Running for 15-20 min through a forest or a plain that seemingly never ends *IS* part of the adventure and fun on its own. What I don't want to see is one point-of-interest after the other, like a George Lucas movie. You need great untouched outdoor areas to contrast with the occasional castle or dungeon entrance!

    Looting an item in PvP -- This added a tremendous amount of fear and intensity to the PvP servers/Priest of Discord players. When it was reduced to coin, or less than that, it pretty much killed the desire to entertain the idea of PvP at all. I never played on the PvP servers, but I did go PvP via a Priest of Discord during EQ Beta, and I can tell you that the immersion-factor jumped through the roof when I could suddenly risk LOSING an item to another player. Give PvP meaning again, not just some pansy points system or ladder the MMORPG-of-the-week implemented.

    Don't test every single possible scenario with new areas/spells/items. Test enough to know there is nothing totally unbalanced on the surface. This allows you to pump out content without getting hung up. Little unintended sideffects/randomity added a *lot* to my enjoyment of EQ, because it made me feel like *I* was thinking of a particular use. If I could name just one bad trend that started after EQ, it was the insane pre-testing of content that began with DAOC -- a tradition that has passed on to WoW. INCREDIBLY boring.

    Instancing does not belong in a MMORPG trying to maintain consistency within its own context. Don't even go anywhere near it. It's the king of all immersion-killers. If you want to lock VERY rare mobs with encounter-routes, that is at least almost *tolerable*, but in no way shape or form will I play another game with instancing or a weak death penalty. And no, context doesn't start at the login, it starts at the server level. Even so, UO painstakingly referred to servers in-game as magical "shards" just to cover their bases. We have devol

    1. Re:Dear Sigil by 1001011010110101 · · Score: 2, Interesting

      Well, I dont know if this post is actually joking (hell, it was moderated as Funny) but I dont agree with most of what you say (except the buttscratching part :).
      It comes down to the Usual Ganker vs Carebear approach (PvP vs PvE approach if you prefer).
      I'm a hardcore player (as in, I invest a shitload of time leveling my char and aquiring gear). Still, I'm not interested in:

      1. Having to camp a spawn of a rare mob I need. Its retarded to have someone waste hours on end waiting for a spawn. I'm not interested in racing, and much less making a rotation to see who kill the mobs first and who doesn't.
      2. Being killed by a higher level that's running around farming noobies (mandatory PvP, worse if he could loot my very-hard-earned gear).
      3. Timesinks (as in running during 25 minutes seeing the same tree pass by 500 times). I agree that autoteleport everywhere kills immersion, but 15 minutes/20 minutes of load screens is no good either (Going to make myself some coffe also kills immersion).
      I think that WoW made the right approach making 2 rulesets on different servers: Mandatory PvP and Voluntary PvP. What they did do wrong, is adding EQ-style non-instanced raid bosses to please the old EQers, and some flight paths, even if they help the perception of a "big" world, sometimes is a bit excesive.

    2. Re:Dear Sigil by truffle · · Score: 0, Troll

      Thanks for a great formula to make a highly niche mmo that will not enjoy a large market success.

      --

      ---
      I support spreading santorum
    3. Re:Dear Sigil by phantomlord · · Score: 1
      In the same vein, the backflagging changes since December have turned the game into the old sports "free agent" system. These days, too many people will sell out their friends who are working through the lesser gods to go loot an item in PoTime and instantly, they're flagged for time. Similarly, there are backflags in place for elemental planes, Qvic, and even the current end zone (Anguish).

      Nobody needs to earn progression anymore, it's a matter of being the right class with the right level and you can skip right to the loot zones. The guilds who are in those loot zones and need new players shouldn't be offered instant free replacements for burning their people out on mandatory 30 or 40 hour raid schedules. Similarly, those players need to come from somewhere... the mid-tier raiding guilds are losing a lot of experienced players because they'er inundated with incessant begging to leave their friends for the uber loots.

      It's only a matter of time until there aren't any midlevel raiders to recruit... that will leave the game with an ever dwindling amount of hardcore raiders and truly casual people who play to chat, solo, etc.

      --
      Don't leave your mind so open that your brain falls out. Don't close it so much that you cut off the blood.
    4. Re:Dear Sigil by Gamelore · · Score: 1
      What, highly niche like Everquest?








      You're not actually saying that there has been precedent to determine that these points will fail, are you? If so, what was it? This is what pisses me off -- people coming around and assuming it will fail because the game is not a fucking watered down piece of shit.

      The reason many recent MMORPGs have failed is for presuming there is something wrong with these and *not* implementing them. I know, because that's why I usually quit them along with my friends -- it is plainly obvious that many of these games consequently lack any real long-term future.

    5. Re:Dear Sigil by Gojira+Shipi-Taro · · Score: 1

      I'm not quite sure what you're talking about regarding "failure" City of Heroes and WoW are doing just great, and they eliminate much of the unpleasantness that you're calling for.

      I mean for christ's sake. you miss Kill Stealing?

      Don't worry, someone will create GrieferQuest soon enough. Problem is, only you and a couple dozen hard core players will buy it.

      Everquest only included the elements on your list that it did when it was the only game in town, when people basically had no other choice.

      Once serious competition arrived (around the time DaOC was published I believe) They began changing the game to try to stem the tide of people who were leaving because they don't want their supposed entertainment to abuse them

      People don't typically pay to be victims. Not for other players, and not for a game.

      Another example, UO began changes (Felucca, etc) because as intellectually stimulating as some of the concepts you're describing may be on paper, the vast majority of people will not pay a subscription fee to play a game where Johnny l33tsp33k kills them, loots them, and proceeds to emote /assrape over their corpse for 20 minutes.

      So yes, there may be a market for that, but it would be a niche.

      Oh I know the failed game you must have been referring to. Was it Shadowbane?

      --
      "Oh my God. This is terrible. This is the end of my Presidency. I'm fucked."; ~ Donald J. Trump
    6. Re:Dear Sigil by Redbeard_Chimera · · Score: 2, Insightful

      One can look at initial sales as an indicator of success (and it is one), and one can look at longevity(certainly another). The point is, there are two distinct elements that need to be considered in evaluating the success of an MMOG: acquisition of subscribers and retention of subscribers. Players may be drawn in droves into worlds that are easily conquered, but there's an open question of how long this will sustain them and their recurring revenues.

      If you look at the history of what Sigil's principals accomplished with EverQuest, it's pretty clear that what they built endured the test of time and distinguished itself both on an acquisition and retention basis. Some would argue that they did this *despite* a reputation for brutally challenging content, but I'd argue that it was in large part *because* of the challenge presented. EverQuests subs actually peaked during the period generally regarded as the high point of the challenge curve (toughest xp loss, difficult corpse retrievals, hell levels, etc). It wasn't until SOE took the reigns and started the "dumbification" that led to PoP that subs actually started falling. The point is still actively debated everywhere and it's no surprise because there will never be a shortage of people who want easy, but value hard.

      This isn't anything new. The world is full of examples that illustrate the basic point that the things most valued are the things hardest to acquire, otherwise everyone would have them and they'd cease to have value.

      I watch all of these new MMOGs with a skeptical eye, and this one is no exception. But before all of you write this off as "more of the same", and having only a "niche" market, I'd counsel you to keep an open mind and remember that Sigil's pedigree includes a group that actually accomplished success on both the acquisition and retention fronts in the past, and now they come armed with new technology, a wealth of new experience, and the market resources of Microsoft.

      But more to the point, what I'm reading about this game resonates LOUDLY to me of something that's been missing from my experiences with any of the other MMOGs of late, the imbalance of challenge and value. I've tried all the others and, frankly, I'm tired of getting to the end-game easily, instancing that insulates me from the social experience that brought me to the genre in the first place, teleporting that demolishes any sense of wonderment or world size, and the utter lack of skilled play that results when there is no meaningful penalty for death. Grouping with players who realize that they can play as carelessly as they want, knowing full well that no consequences await them, and that they'll still hit the final goal, is a miserable, unsatisfying experience. Give me an epic adventure with the real world tension of knowing that a bad play will cost me something dear, and my victories will mean that much more to me and my peers. Take away my challenge, and you take away the value of the experience.

      Keep an eye on this game. You might be surprised.

    7. Re:Dear Sigil by joemontoya · · Score: 1
      Hidden stats and formulas - It also meant that you didn't know your race/class combo was non-viable until you had been playing it for 2 months. It also means that the developers will change the values every patch just to see what happens, i.e. they are experimenting on you.

      Original EQ-style models - I agree. The later models were generic.

      Kill stealing - Watch out what you wish for, you just might get it.

      Death penalty - True. But it also motivates you to avoid everywhere but the place with the highest reward/risk ratio. This is a large part of the reason that most EQ dungeons were totally under-used. Everybody ends up in the same area, because it's the least deadly and offers the best reward.

      Runs through desolation - I totally agree.

      Looting an item in PvP - If your looking for PvP, well, I would look somewhere other than to this group of designers.

      Don't test every single possible scenario - I totally disagree with this. I saw bugs slip through test on some MMOs that were so bad they had to roll the servers back 8 hours because within 24 hours everyone would have had millions of the top value coins. Test, test and test some more.

      Instancing does not belong - and it doesn't bother you that the whole population of the server is supported by 2 farms. Or that 1 sq mile of area has 300 bears wandering in it? Or the 100 orcs that live in a tiny tunnel system?

      Don't chicken out! - we wouldn't want anyone to have fun.

      I haven't given this game more than a passing look, but it looks like the chance of it making all the same mistakes as EQ (without the good stuff of EQ) is very high.

      The first thing they have to learn is how to balance. Balance classes against each other, balance difficulty vs enjoyment - I never saw any sign that they had figured that out when they ran EQ.

      There is a lot more competition out there than there was in the early days of EQ. Part of what kept everyone coming back was that there just wasn't anywhere else to go - that's not true now. Maybe McQuad and Co will rise to the challenge.

    8. Re:Dear Sigil by rpillala · · Score: 1

      It sounds like you want to play Lineage II except the character models are a lot less than original

      --
      When the axe came to the forest, the trees said, "Look out - the handle was once one of us."
    9. Re:Dear Sigil by Anonymous Coward · · Score: 0

      Your a fucking idiot. Go slam your head in a car door, you seem to like pain.

  9. No mention of tedium? by Anonymous Coward · · Score: 0

    I've always found it odd that no MMOG reviews ever rate the games on their tedium, ie. by how much the game forces you to repeat the same activity again and again thousands of times in order to rise in level or skill.

    Since the XP grind is the main complaint of all players in all MMOGs everywhere, you'd think that reviewers would mention how games play out in that light. Until reviews start criticizing MMOGs heavily for mandated tedium, nothing is going to change.

  10. That's not how EQ works for KS by Anonymous Coward · · Score: 0

    Kill stealing -- I want to be able to kill steal and I want others to kill steal from me. I want the rush of "who's going to be the winner" when some total jackass comes along. The contention of spawns was a huge part of EQ drama.

    Kill Stealing is not allowed in EQ. The instant that one party hits a mob, nobody else is allowed to touch it by the EULA. You can report them for doing so if they get the kill.

    Other games like Anarchy Online do allow and encourage Kill Stealing, since the focus is on Out-Damaging the competition, and it doesn't matter who hit the mob first.

    Both approaches have their merits. The main complaints are always about the extremely tedious camping for spawns, not the method in operation once they pop.

    1. Re:That's not how EQ works for KS by Gamelore · · Score: 2, Insightful

      This was appended to the EULA about 6 months down the road, but you bring up another interesting point: It is unfortunate when a rule must be explained in a rulebook in a video game. Most of us grew up playing our single-player NES games, doing whatever it took to win, even if the game were glitchy. Many times, "Do Nots" are listed in a EULA as a way to save programming, putting the burdern on the players to know their limitations based on an external rule. Fortunately, many companies who are serious about kill-stealing have gone on to code the rule into the game itself. Unfortunately, the rule exists primarily to minimize the tremendous burden kill-stealing complaints generate for the GM's, not to enhance the game experience. It is not the best way to handle competing parties attacking the same mob. When people complain to GM's about other people, they're not complaining about the game itself. If players had mechanisms (more freedom is a good thing) to handle kill-stealers, there would be nobody to blame but themselves. And realistically, everyone has at least some ability to handle kill-stealers, namely by doing more damage, training it away, calling on friends, etc. In addition, people who kill-steal lose reputation. In a longterm game, this is the most important item a player can earn.

    2. Re:That's not how EQ works for KS by Lonewolf666 · · Score: 1

      Fortunately, many companies who are serious about kill-stealing have gone on to code the rule into the game itself

      Should be easy enough.
      -Give the first player that touches the mob a significant preference when it comes to deciding who gets the kill. Weight his damage
      -When said player leaves the mob alone for a minute or so, strike his bonus and give it to the next one who attacks that mob.

      I see really no excuse for relying on EULAS in such things.

      --
      C - the footgun of programming languages
    3. Re:That's not how EQ works for KS by Anonymous Coward · · Score: 0

      That's half the fun, sometimes. Come to Tarasque everyone, get your phatz clan!

  11. Oops,incomplete sentence by Lonewolf666 · · Score: 1

    -Give the first player that touches the mob a significant preference when it comes to deciding who gets the kill. Weight his damage stronger than that of others

    --
    C - the footgun of programming languages
  12. Where did the massively go? by mothlos · · Score: 1
    As far as I can tell, the first M in MMORPG is disappearing from the scene in most of these titles. Instancing and a focus on the casual gamer whittling away at the big group experience which kept people playing games like Everquest well past the time they figured out it wasn't a fun game. Instead companies are going for faster action games like FPS style fighting.

    Maybe that is where the market is today, but I think they are missing out a lot on a lot of the more long-term type players in favor of the fast buck.

    Also, just by reading that article I get the impression that Mr. Woodcock is simply an eye-candy nut. In both of his top two choices he described the graphics as much as the gameplay. C'mon, graphics are nice, but I'll take 8-bit sprites if the game is compelling.

    1. Re:Where did the massively go? by SirBruce · · Score: 1

      I'm not an eye-candy nut, but the market *is*. I'm not reviewing the games based upon my personal preferences, but I am giving first impressions and judging how the game might be received by OTHERS in the gaming community. And the inescapable truth of the North American market is that graphics are important. Great gameplay might be able to trump mediocre graphics, but poor gameplay can't. And great graphics can sometimes sustain even a mediocre game.

      Great graphics are also an indicator of how much money is spent on the title. Sure, it's possible for a title to be all hat and not cattle. But chances are if they spent a lot on graphics, they're going to spend a lot on marketing too, and the two together can turn even a so-so title into a hit. 8-bit sprites may be fine with compelling gameplay, but chances are the 8-bit sprite guys aren't going to get a publisher, so you'll never see it in the store or read about it in a review, so you'll never even know about it.

      But still, gameplay is very important. But it is almost *impossible* to judge a MMOG's gameplay before late beta if not release, because so much usually gets added and changed towards the end of the production cycle. And with MMOGs constantly changing, a game can start with good gameplay and wind up sucking after several patches, or vice-versa.

      Bruce
      http://www.mmogchart.com/

    2. Re:Where did the massively go? by mothlos · · Score: 1
      But doesn't that make game reviews just part of the problem?

      Here is the reasoning.

      -The biggest thing that sells a game is Hype.
      -One very important way Hype is generated by reviews that say this game is better than that game.
      -If the reviews can't judge games very well based on gameplay, they review them based on graphics.
      -Hype then is generated for the shiniest games out there and others fall by the wayside.
      -Game makers realize this situation and start making graphical shows with gameplay tacked on the side.

      I don't think I speak for an insignificant population when I say that too few games have compelling original gameplay, and the ones that do tend to be indie games without the graphics or the E3 booths to grab the attention of the mainstream gamer. This is just more of the same argument about games being more and more like movies where they try to sell the big budget flashy productions with no real substance and the resulting fear of taking risks with actually making an innovative engaging product.

    3. Re:Where did the massively go? by Agraza · · Score: 1

      I have to agree. The greatest sign of his taste is in his review of DDO which is more akin to Diablo than a MASSIVELY multiplayer online game. I think DDO will be cool, but I don't think it'll be deep and captivate me for long if I try it. Vanguard may not have every feature they want to by launch, but what they're trying to do is a step in the right direction. They deserve every ounce of support they can get to implement their ideas properly.

  13. Ugh by Lord_Dweomer · · Score: 1
    I personally hate games that are becoming more EQish. I also am finding that I don't like games that simply come back to the Skinner model of MMORPGs, like CoH. I mean, as much fun as that game is, its basically EQ stripped down to its purest form.

    What I want is an MMORPG that comes along and actually requires some degree of coordination/twitch skill. I know a lot of hardcore gamers don't like that, but theres a lot of us FPS players who like MMORPGs as well, and I think there is a ripe market for a well made hybrid.

    But as soon as it comes down to the level grind, or when you realize that everybody's powers are all pretty much affecting the same thing, it gets boring.

    --
    Buy Steampunk Clothing Online!
    1. Re:Ugh by HavelockSV · · Score: 1

      Newer games are diluting the traditional MMO model with easier progression, instanced content, increasing soloability, and a determination to please the casual player. Almost all of the new MMOs announced at E3 follow this EQ-lite model. Vanguard distinguishes itself from the pack by focusing on socialization (putting the MM back in MMORPG), a massive immersive world, and a long-term challenge. Vanguard won't be for everybody, but it stands alone offering a deep, complex, long-term game, while the competition takes the WoW model and simplifies it down even further, offering quick and easy gameplay and instant gratification. If you don't want what Sigil's going to offer, that's cool, but for those who do, it's Vanguard or bust. Those wanting more info on Vanguard should check out http://www.silkyvenom.com/, one of Vanguard's affiliated fansites.

    2. Re:Ugh by Martuk · · Score: 1

      Very well spoken Havlock I would also recommend this as it was very informative. All of these threads I think 5 in total make for a good form of information. Any interested in the traditional style mmo and the challenges associated with such should read both and visit the forums if they have any questions the community is always happy to answer. http://www.thesafehouse.org/viewtopic.php?t=20087

  14. Another problem with voicechat by Anonymous Coward · · Score: 0

    I've been on teamspeak channels or whatever in some of these games, and they all have quite a problem: only one person can speak at the same time. This is good for conversations, but not the best thing when all kinds of things are going on at once. I don't know about you guys, but I can read about 5 guys' messages much easier than if they were all fighting for mic time.

  15. Try FFXI by MMaestro · · Score: 1
    FFXI doesn't have all the things you're asking for (such as kill stealing) but it is pretty hardcore compared to WoW. There are tons of hidden stats and figures within the combat system (theres +accurate equipment but no +acc stats listed..), the crafting system (there are players who believe you get better results depending on which way your character is facing...) and the chance of certain items to drop (moon phase, time of day, day of week, how long you've been in the zone, etc).

    As anyone whos played the game will tell you, the death penalty is PAINFUL. XP loss can range from 200 to 2400 per death, so two or three deaths and you can lose 1/5 of your level's exp. Throw in the whole "I don't wanna/can't find a XP party" issue and deleveling is a common thing (you can begin delevel starting at level 4 so the training wheels come off early).

    As long as you avoid the popular XPing spots, you spend hours or even days in certain areas without seeing another person. Hell if you hid yourself in a really empty corner you could go unnoticed for weeks.

    Theres no instancing either. The closest thing to an instanced area is a special ultra-high level players only area which requires no less than 18 people, comes with a 1 million gil (FFXI money) fee just to enter, a TIME LIMIT (3 hours maximum assuming you get all the time extenders) and a 3 day waiting period before you can do it again. Oh and only one group can go in at a time. Most players die there between 3~7 times each, with many players joking about the area being Square's solution to all the xp maxed out players. Is that hardcore enough for you?

    Oh and FFXI has a cute little munchkin like race which has a tendency to teased on by everyone (including npcs).

    1. Re:Try FFXI by Anonymous Coward · · Score: 0

      Um, no. FFXI just sucks and in no way addresses any of the points of the OP. (Why does some Square-Anus always bring up FFXI when people talk about MMORPGs? It's a terrible example of an MMORPG and a good example of Square-Penix simply raping the remains of Squaresoft. Funny how two good game companies can merge to become one terrible one.)

      First off, it's clear the OP wanted PvP. Guess what? No PvP in FFXI, minus a pointlessly watered down minigame. As an added bonus, the classes are horrendously balanced because any character can take any class at any time. (Stuck with a turkey of a class? Talk to the friendly moogle and randomly change from a caster to a melee! This makes sense because - wait, it doesn't.)

      FFXI is missing "Original EQ-style models", instead they have these horrendous watercolor anime-inspired crap.

      It has no "Kill stealing" (and figuring ways around the coded "no KS" rule will get you banned).

      The XP penalty on death was just reduced yet again and currently stands at 8%. Players are known to purposely die in that game soley for the teleport home. Hardly a penalty.

      As for "runs through desolation" I suppose I can credit FFXI that, mostly because most of the zones are insanely boring and only a small percentage of zones are worth being in. And in those zones, you'll have quite a bit of competition.

      Not to mention that most of the zones look identical. "Hey, look, it's another desert-like place. Except in this one the rabbits and fish that float on land are level 65 and not level 15."

      FFXI does have "Hidden stats and formulas" to a degree. As there is no PvP, there's no "Looting an item in PvP". And, despite your claims to the contrary, FFXI does having instancing in several areas.

  16. User malevolence.. by Anonymous Coward · · Score: 0

    Everquest was malevolent, or at least a bit indifferent to whether the players succeeded at first. This isn't necessarily a bad thing. Going into Lower Guk as a human on Tallon Zek during the first few months for the slim prospect of getting some gear, which in retrospect, mostly did dick (aside from the weapons) was a very dangerous thing.

    On a regular server, it would be somewhat dangerous just because of the mobs. If you died down there, and didn't know anyone to help, you had to find someone who could, or roll up a level one rogue and hope someone had cleared the bats and skeletons. Now, you might say that going on corpse runs for hours isn't fun, but I disagree strongly. Nothing brought the community together more than going after some people's corpses deep in sol b, guk, or the bear pit in permafrost, or whatever. It might not have been good at the moment it was happening, but dammit, when you suffered, especially for your fellow player, there was no better experience. It made the victories that much better when they did happen.

    Now, though, in EQ, you don't have much of anything that has a semblance of risk. Risk as in losing your corpse -- forever. That's one problem with some of these new games like World of Warcraft -- when you fail, there's no real penalty. You have to repair your gear, and lose 2 minutes to run back to your corpse? At worst, you lose all your progress in some instanced dungeon? These aren't penalties in any more than a token sense.

    Whatever appeals to the lowest common denominator, I guess. But speaking of that saying that's thrown around too often here -- isn't it condescending? I mean shit, you know. I knew someone in EQ who couldn't spell or use apostrophes to save his life -- or more importantly, to him, his friends'. But be that as it may, he'd stay up late on a worknight to help his guildmates retrieve their corpses. Is he who you all are talking about when you use that term? Or could it be some massive group of people who aren't so two-dimensional in reality?

    The current generation of mmorpgs -- just because they're working (in the sense of having large subscription bases) doesn't mean other things won't. I'm not even talking about reverting back to the pre-kunark EQ model, either. Something different. Something that doesn't have to be a niche item. Something... something that brings the community together again.

  17. speech to text by OglinTatas · · Score: 1

    I agree, I would not want voicechat for RPGs because of the reason you mention (player does not match character). Another poster brings up the fine point that typing is too slow to communicate, especially during combat (and I hate when I accidentally open a chat command line during combat, and am effectively a mannequin until I hit 'esc' and can start attacking again). A third poster mentions text to speech, which would be cool, and keep the characters in character... but it is problematic, especially with the typical misspellings, typos, and 1337 5p33K that goes on.

    I add another major problem with voicechat, that I simply cannot abide: that mouth breathing jackass who spams the voice channel with huffing and wheezing, and munching on fucking doritos... I ban you from my ventrilo server!

    I propose instead a speech to text system, which would eliminate awkward typing, misspellings (except for synonym substitution) and leet speak clutter. It could even substitute more acceptable language for common insults... ("learn how to tank u fucking n00b!!1!" --> 'learn how to tank, o valiant warrior!')If one wants to get even cooler, translate the player's speech to a synthesized voice that would be appropriate for the character (although I think that would be harder to implement).

    I wonder if I can write a plug in for the WoW interface s.t. I can implement speech to text locally...(prolly not though, I'm a poor to middling coder)

    1. Re:speech to text by OglinTatas · · Score: 1

      (except for synonym substitution)

      *Homonym* substitution! D'oh! Speech to text can never eliminate stupidity on the part of the speaker

    2. Re:speech to text by YOU+LIKEWISE+FAIL+IT · · Score: 1
      I wonder if I can write a plug in for the WoW interface s.t. I can implement speech to text locally...(prolly not though, I'm a poor to middling coder)

      It's middling hard to send information from WoW to the outside world, and almost impossible to send it the other way, with the exception of pictures, iirc. I tried to put 'current playlist' into wTunes when I started writing it, and it was a trail of tears.

      -- YLFI
      --
      One god, one market, one truth, one consumer.
  18. re: by Anonymous Coward · · Score: 0

    If this guy thinks "Voice chat" is an innovation rather than you know...content and substance, not to mention balanced in-depth mechanics from combat to spellcasting well... ToonTown may be the wave of the future, I hear they gots some voice chat AND mickey mouse there!

  19. Vanguard by Phainein · · Score: 1

    I don't like that SirBruce openly admitted he didn't get a good look at Vanguard yet hazarded an opinion anyway which seems to have gotten some notice. For people who have actually been paying attention to alot of the highly innovative systems being put into this game, his review is almost laughable. Most people's concern with this game is that it won't cater to the casual gamer. That is correct. The casual gamer is not the only kind of gamer out there, yet they've been getting the most attention lately with WoW and EQ 2, two games which many gamers are already BURNED OUT on. Brad McQuaid's decision to hit up the "core gamer" crowd comes to alot of relief to us. Most of us are core gamers; people who like a challenge, but we also have a life. Don't expect this to be a power gamer's game. The reason I'm looking forward to Vanguard are many and widespread. They're going back to handcrafted content, something that developers are losing sight of lately. They're going back to group play, another thing developers seem to be losing sight of. If I want to play a game alone, I will. They're introducing alot of new fun-factored systems like their encounter-like harvesting system and crafting skill-up system. New spheres of play; diplomacy. New methods of encounter control; encounter routes. And by far the most exciting thing I've heard come from a game to date; the perception system, which will affect everything from grouping, to travel, to skills. So frankly, Sir Bruce needs to actually gain an informed look at a game before he starts spouting his opinions on them, or he's going to lose credibility.

    1. Re:Vanguard by Reaper3k99 · · Score: 1

      Amen to that. I almost choked on my lunch after reading that post.

    2. Re:Vanguard by Leto+EuAcumen · · Score: 1

      I could not agree more with what you have said there Phainein. Just as far as adventuring alone goes, Vanguard is adding whole new dynamics to combat and how classes are structured that is clearly so far head and shoulders above the competition it isn't funny. Healers do more than just heal, Tanks do more than just absorb damage and the list goes on....the ability to approach encounters with completely different combat styles alone which completely affects the course and outcome of an encounter is worthy of praise. The "sphere" idea of the game, adding a completely new "diplomacy" sphere as well as making Harvesting a dynamic part of the game that more closely resembles a combat model more than in many previous MMO's stands out to me as adding many interesting dynamics and making the more monotonous parts of an MMORPG fun again. Virtually every aspect of the game is benefited from group cooperation, not just adventuring anymore, and inter-class cooperation is also highly encouraged. I have seen nothing but good things from Vanguard thus far.

    3. Re:Vanguard by xhar · · Score: 1

      How does it show a remarkable lack of knowledge of what the game is going to be? It would be nice to tell us directly instead of posting like someone who can't muster an intelligent post with hard evidence and not mere speculation. And why would the articles be centered on what made EQ a success? They are about Vanguard, not EQ.

    4. Re:Vanguard by Martuk · · Score: 1

      Sir Bruce can't honestly make a call on a game he really didn't even see. He did not even mention any of its features. So allow me. Combat- A more detailed system. You will target body parts as well as make decisions on the fly. Lets say you are a warrior. You have the perception skill which is new in Vanguard. You are in combat and your perception skill allows you to perceive the enemy is going to attack your caster. You muct make a decision to either deal damage or intercept the attack. Thats just one example but the system is much better. Diplomacy- These guys are the diplomats. Being good in this sphere can allow you to negotiate an audience with certain npc's, parlay safe passage through dangerous areas, and even make you a key figure in Player made towns. The diplomat sphere is very impressive and offers an alterate playstyle for many people. Crafting- Very detailed system in which a player can actualy influence the finished stats of their product. Some people will eveen form groups when harvesting for this as it can speed up the process and even give you access to better material. In some cases there might be a dungeon that has a forge and that forge is the only way to make a given item. A group of adventurers will have to go with the crafter and hold back the hoards while he crafts the item. It is a promising system with much potential. The forum community is one of the best if not the best. The Devs are quick to answer questions and offer opinions. In closing I just want to say that thats my report on Vanguard brief but to the point. I think its a lot more detailed and with more information than our dear Sir Bruce took the time to get. So I hope this helps and clears a few things up. While it is not even close to everything It is a nice start. I suggest you all visit the forums and judge for yourselves. Take care. http://www.vanguardsoh.com/community.php

  20. Re:McQuaid Part of the Problem, Not Part of the Cu by Carufin · · Score: 1

    I'm not convinced that attacking personalities provides any useful insight into a game. It is difficult, in my mind, to make a persuasive case that a game with the length and breadth of loyalty EQ1 enjoyed was built on anything less than a solid foundation. Instant travel, conveniences such as 'binding', rapid advancement, etc. that constitute so much of the modern crop of MMORPG illustrate a fundamental misunderstanding of the human spirit. True accomplishment is a feeling one gets only from prevailing over the challenging. Yes, there will always be those who prefer 'God Mode', cheat codes, and very simple and convenient games. But there is a large and neglected demographic seeking the sort of challenge that no longer exists in the trivial MMORPG offerings post EQ1. I have every confidence that Vanguard will find great success therefore, and may very well lure away many from the current crop who seek a meatier dish for their gaming appetite.

  21. Re:McQuaid Part of the Problem, Not Part of the Cu by emotionus · · Score: 1

    Wrong. As many of us have found out, McQuaids "cockblocks" added the challenge needed to keep our interest in these games. While the casual gamer is probably more happy, the crowd originally drawn into EQ and played for years and years eventually left from boredom and lack of challenge.

  22. Another perspective on Vanguard: Saga of Heroes by Redbeard_Chimera · · Score: 1

    One can look at initial sales as an indicator of success (and it is one), and one can look at longevity (certainly another). The point is, there are two distinct elements that need to be considered in evaluating the success of an MMOG: acquisition of subscribers and retention of subscribers. Players may be drawn in droves into worlds that are easily conquered, but there's an open question of how long this will sustain them and their recurring revenues.

    If you look at the history of what Sigil's principals accomplished with EverQuest, it's pretty clear that what they built endured the test of time and distinguished itself both on an acquisition and retention basis. Some would argue that they did this *despite* a reputation for brutally challenging content, but I'd argue that it was in large part *because* of the challenge presented. EverQuests subs actually peaked during the period generally regarded as the high point of the challenge curve (toughest xp loss, difficult corpse retrievals, hell levels, etc). It wasn't until SOE took the reigns and started the "dumbification" that led to PoP that subs actually started falling. The point is still actively debated everywhere and it's no surprise because there will never be a shortage of people who want easy, but value hard.

    This isn't anything new. The world is full of examples that illustrate the basic point that the things most valued are the things hardest to acquire, otherwise everyone would have them and they'd cease to have value.

    I watch all of these new MMOGs with a skeptical eye, and this one is no exception. But before all of you write this off as "more of the same", and having only a "niche" market, I'd counsel you to keep an open mind and remember that Sigil's pedigree includes a group that actually accomplished success on both the acquisition and retention fronts in the past, and now they come armed with new technology, a wealth of new experience, and the market resources of Microsoft.

    But more to the point, what I'm reading about this game resonates LOUDLY to me of something that's been missing from my experiences with any of the other MMOGs of late, the imbalance of challenge and reward. Like an immutable law of physics, you can't change the formula that puts equal value on either side of the equation. Less challenge = less value. I've tried most all of the other MMOGs and, frankly, I'm tired of getting to the end-game easily; instancing that insulates me from the social experience that brought me to the genre in the first place; teleporting that demolishes any sense of wonderment or world size; handholding that robs me of my freedom and my sense of accomplishment; and the utter lack of skilled play that results when there is no meaningful penalty for death. Grouping with players who realize that they can play as carelessly as they want, knowing full well that no consequences await them, and that they'll still hit the final goal, is a miserable, unsatisfying experience. Give me an epic adventure with the real world tension of knowing that a bad play will cost me something dear, and my victories will mean that much more to me and my peers. Take away my challenge, and you take away the value of the experience.

    Keep an eye on this game. You might be surprised.

    1. Re:Another perspective on Vanguard: Saga of Heroes by Martuk · · Score: 1

      Precisly. Challenge is the key element to keep people coming back. You may find people complaining about this over and over again, but chances are if they are playing the game and complaining soon as they are done they will be logging on again. EQ1 was a prime example. Many people screamed the penalties were to harsh and the game to hard yet they kept coming back for more, and when they did conquer that challenge it hooked them that much more. That was the lure love it or hate it that was it. I got my butt kicked with friends many a times trying to kill Woushi, but the day we finaly downed him it was all the more sweet. There is nothing in an mmo than taking down what is at the time considered a difficult task be it a raid mob or that long drawn out quest that costed you an entire lvl. Sigil will take a step up above the second gen MMO's. It will bring back the challenge that was lost while maintaining a strong community and the world size. Their combat system is something to definatly watch as it shows great promise.

    2. Re:Another perspective on Vanguard: Saga of Heroes by william_w_bush · · Score: 1

      honestly, is getting to L60 in WoW anything more than proof you have too much time?

      getting 50+ in eq (pre-pop) meant you either a) knew what you were doing, or b) had a good paypal account, and you could tell the difference by sight.

      it was nice when the people that had the best gear deserved it, and you needed skills and brains instead of just time.

      All my old eq friends are on wow right now, but i just think they don't get it. eq was hard, but unless you weren't skilled enough for your level you rarely got beaten down severely.

      actually eq went downhill when the melees restarted as casters and started whining that everything was too hard. the skilled casters started leaving around then, with the flood of bots and twinks, and the game just went to hell.

      --
      The first rule of USENET is you do not talk about USENET.
  23. Vanguard by Ylvelill · · Score: 1

    If you are actually interested in knowing about the game and what they showed at E3 I would suggest you look at any or all of the websites listed here:

    http://www.vanguardsoh.com/news.php

    The things posted here show a remarkable lack of actual knowledge of what the game is going to be as well as a lack of understand of why EQ was as successful as it was/is :)

  24. Re:McQuaid Part of the Problem, Not Part of the Cu by Ieranii · · Score: 1

    I think that the orginal snippet of an article here is sadly lacking in information. Maybe with the pressure to hit all the attractions that person didn't have the time to really get a feel for the potential that I see in this game. What I see in Vanguard is a game that is keeping the depth I want while fixing a lot of the issues that EQ had and adding some funky twists: seabattles, diplomacy, perception system, a different crafting system to name just a few. There is so much more to Vanguard than that article conveys! For anyone who wants to read for themselves here is a link to a list of links for information about Vanguard. I recommend the E3 write ups on the fansite forums for lots of really specific descriptive goodness. There is also a good crafting link there if crafting floats your boat. http://twitchme.blogspot.com/ On the subject of casuals not liking Vanguard: The really weird thing about all this is that for 3 of the years I played EQ everyone I knew in raiding guilds called me a "casual" player. I didn't play every day and when I did play sometimes I never got any experience at all. I dabbled in crafting, learned all the languages, explored all the zones. It took me a year total to reach the level caps. When I did it was the beginning of the end of the game for me. As a casual player found I enjoyed the journey more than the end and I loved Everquest because of the difficulty. The difficulty is what gave me a longer journey to enjoy. The other mmorpg's out there right now are just too easy. The leveling is too fast and there is too much "guidance". I want to be able to make mistakes. I want to be able to deal with people in all their glory, good and bad. I want more interaction, down with instances! I want depth. I want diffculty. I want something that when I finally hit that cap I can look back and say "wow, I can't believe I finally made it!!" I want Vanguard to be that game and I think that's the direction they're going.

  25. Vanguard: Saga of Heroes by Raya-SV · · Score: 1

    "Originally written by Sir Bruce - Also demoed at the ATI booth, V:SoH looks intriguing, but unfortunately their servers were down when I went to take a look at the title, so all they could show was a tour through some of the game world and dungeons to show off the artwork and level design. This title is highly anticipated by some of the MMOG hardcore, as it comes from ex-EverQuest developers Brad McQuaid and Jeff Butler, but aside from the graphics and the promise of in-game voice chat it does not seem to be very innovative over the original EQ1 design. The game is designed to be group-focused and highly challenging, which may mean it's too much of a time investment for the more casual MMOG player. If the game were coming out this year, I would have higher hopes for it, but I feel it may get lost behind the mass of other fantasy-themed MMORPG titles."

    I wonder that Sir Bruce got any kind of an accurate representation of this game when the servers were down and he was unable to see many of the amazing qualities of Vanguard: Saga of Heroes. There are other videos that show a spectacular panorama of the game, as well as a visual look at the races starting on the three opening continents. Go here to see them and form your own opinions. (I can't post the direct URL, so be sure to click on SV's E3 coverage at the top to take you to the video links.)

    Although I am a fan, I am first and foremost a reporter and feel my first loyalty in my news coverage is to the subscribing public. Having said that, I also have to say that this hardcore MMO group referred to in Sir Bruce's report has been following the game religiously since it was first a twinkle in Brad McQuaid's eyes. They have extracted as much as they could from the zealously guarded "sekret sauce" (an in-term for game developments).

    In addition to videos, there is a seamless world, with little to no zoning, and it is HUGE. The crafting in this game is amazing, much more detailed and relevant than any other game I have heard of (with the possible exception of ATITD), and players can advance through crafting skills. The art of diplomacy, in addition to adventuring and crafting, rounds out the triumvirate of themes whereby a player can move ahead in levels.

    All the characters are customizable with such lifelike appearance and movements that it is genuinely heart-stopping. Player-built homes will be a part of the game. PvP will be part of it as well, from the start, on special PvP servers, and although Sir Bruce is right about grouping being a major focus of Vanguard, there will be ample opportunity as well for the more casual player to solo. Instancing will be all but done away with in Vanguard and replaced by a mechanism that provides maps that drop from mobs and allow groups to move through exclusive pathways to treasured items and quests. Environment, NPC attitudes, skills acquired--these all impact on how the game plays for the individual. Grinding to level has been replaced by skill and knowledge.

    Without writing an entire article myself, it is hard to tell you all the things I have observed and written about in the last year. I urge readers to check it out for themselves. And I respectfully invite Sir Bruce to take another look at what is available.

    --
    Raya News Manager and Sigil Liaison Vanguard Ten Ton Hammer
  26. Concerning Innovation by Carufin · · Score: 1

    Those who are following the development of Vanguard:Saga Of Heroes know that in fact there is a great deal of refinement, particularly in the combat mechanics and archetype interelationships, compared to EQ1. One can only suspect that SirBruce's commentary regards things such as instancing which have become popular in the post EQ1 world of MMORPG. Not all things innovative pan out in the long run (see New Coke). Many things in life represent a classic design, and with those things you don't innovate, you refine. Innovation remains for those who did not invent the classic, but against which they are inevitably and eternally judged. While I will not fault SirBruce for his estimate, or his prediction, I will submit that he's missing the point. And the boat.

  27. A McKenzie Brother at a Wine Tasting? by Kruunch · · Score: 1

    No offense to slashdot, but the reviewer seems more like a console player reviewing MMOGs rather than an actual player of MMOGs. Having said that, anyone who grades MMOGs on their graphics first, is obviously in the wrong line .... X-Box fans to the left please.

  28. Re:McQuaid Part of the Problem, Not Part of the Cu by NBarnes · · Score: 1

    I never said that there weren't people for whom McQuaid's style of game design worked. There clearly are, as evidenced by the multiple people on this thread who are quite clear that exactly the elements of EQ that I and many others despise (or despised, for onces that have since been changed in EQ) are what you're looking for in Vanguard.

    However, I am not 'wrong'. You won't find a lot of gamers more hardcore than I am, and I'll tell you right now that my idea of what constitutes a 'challenge' involves more than harsh death penalties (that really just reinforce players taking the safest and least risky play options rather than exploring), boring run times through empty game areas, and group-dependance not just for optimal play, but any play at all. Those aren't 'challenges' to me, they're just obstacles to me playing the game at all. Any time a trained chimp could overcome the obstacles merely by not caring that their time was being wasted, you need to think about what kind of 'challenge' it is that you're relishing.

    I know there are people that really, truly want what Vanguard will be. Not everybody that distrusts McQuaid's idea of 'challenge' is a casual gamer.

    Secondarily, the statement 'the crowd originally drawn into EQ and played for years and years eventually left from boredom and lack of challenge' causes me endless amusement. You played for years and years and then got bored and left? You're not looking for a challenge, you're looking for a purer Skinner box reinforcement mechanism.

  29. SirBruce, MMORPG.com called for you... by xhar · · Score: 1

    Seriously, what does SirBruce's article have to offer that a quick trip to a site like MMORPG.com couldn't? All his summaries are over simplified generalizations. It would have been nice if for each summary, he maintained a form with sections such as graphics, style of gameplay, etc. It's lame that some summaries are overglorified hype, and others simply bash the game with comments like "not being very innovative." The article looks like something that belongs in a teen magazine "hot-not" list rather than providing fair impressions of some games. I fail to see how this article was newsworthy...

    "SirBruce, of MMOGChart, took a good hard look at what the massive games of tomorrow will look like at E3."
    Someone spare me.

  30. Re:McQuaid Part of the Problem, Not Part of the Cu by emotionus · · Score: 1

    Well, maybe a more appropriate statement we got fed up from being bored and then left. I think you are wrong about death penalties causing players to take the more easier route. I know in WoW, I do content with as little of a raid force as possible to maximize danger and thus my enjoyment. Yes, running through [i]empty[/i] game areas is boring. Who's to say those areas will be empty though? Also, like it or not, player dependance creates the community that is really the point in having an RPG (or any game for that matter) Massivley-[i]Multiplayer[/i]. Unable to find someon to do content with out of the 1k+ players online? Maybe you need to play another game. As a side note, I appreciate your thought out replies.

  31. Re:McQuaid Part of the Problem, Not Part of the Cu by emotionus · · Score: 1

    PS - I'm a /. noob. PHP boards spoil me =(

  32. Wow.... by SirBruce · · Score: 1

    Someone let out all the Vanguard fanbois, and their ire is all directed at me now. :P Must have been a post on the vsoh boards?

    Anyway, it's important to stress that these are all just quick impressions, not in-depth reviews. I don't think my thoughts about Vanguard were particularly harsh. I admitted that I didn't get a chance to see the whole thing; just that what I saw pretty graphics and not much else. From what they've said otherwise, the game doesn't sound very innovative. Sorry, but that's just the way it is; everyone who has read Brad's manifesto knows that he is planning on an old-style, hardcore, group-centric game like EQ1. I'm sure the games other features are important to some people, but do you really think the primary marketing for the game is going to be "Innovative Crafting!" or "Seamless World With No Zones!"? No, those will take a back seat to the real theme of the game. And while you may not like the more casual friendly, heavy instancing, etc. style of gameplay many newer MMOGs are moving to, I believe you are not the majority of the market.

    Vanguard will be very appealing to SOME people. Hell, some people still play WWII Online and Horizons. What my job is to discern is what sort of impact the game will have on the market. Brad says he wants 500K subscribers -- it ain't gonna happen, unless Koreans embrace the game. He says he'd be happy with 250K, and he might get that, but it's hardly guaranteed. He'll get at least 100K though.

    Might there be a really great game hiding in Vanguard? It's possible, but I didn't see it, and if the guys at Sigil were interested in my opinion, they should have made a better effort to convince me and other E3 goers. Not having their own booth means a lot of people at E3 never even saw the game. This may seem superficial to you, but the issue is not the game is objectively a good one but how the game is going to be perceived by the gaming public. Sometimes the best games in the world can languish in unpopularity due to poor marketing.

    Bruce
    MMOG Analyst
    http://www.mmogchart.com/

    1. Re:Wow.... by Maian · · Score: 1

      I have an interest in Vanguard and I post occasionally on their forums (as the typical geek is bound to do), but I agree. This is kind of ridiculous, funny at the very least. Just look at all the fanbois that happened to register with /. just to post a response. Here's the thread where all the fanbois spawned from.

      Heck, I wonder how this article even got posted, or why it was picked out of the list of 20. I don't think most slashdotters care about some game that's not even in beta. That's just plain stupid and can just lead to (bad) publicity for the game. Maybe because Vanguard is gonna be published by Microsoft? Meh...

      FYI, although I'm a recent member to /., I didn't join to post here, but to post on a recent article concerning web standards. I may be a goddamn hypocrite, but that doesn't apply here.

    2. Re:Wow.... by Redbeard_Chimera · · Score: 1

      Tossing out an insult like "fanbois" in your opening sentence because some folks voiced their opinion (gasp), doesn't present a very flattering image of MMOGchart.com, but that's your choice.

      I believe you're correct that those of us currently following Vanguard with interest don't represent the majority of the market. Most of us have been through all the other MMOGs and found them lacking in ways that really aren't being addressed elsewhere. We are encouraged by what we've seen and heard, by Sigil's demonstrable track record, and by the exciting dialog taking place in the early community forming up around the project. But real marketing hasn't really occurred yet, has it. The game's not even in beta and I suspect that Sigil's E3 presence was less a part of a marketing campaign and more of an early opportunity to refresh contacts and secure assurances with a select few that the project is on track, alive and well.

      Whether we are "the majority" of the market or not won't be the determining factor in how big an impact Vanguard has on the market. At the end of the day, that's going to come down to some business fundamentals like whether or not the game services a significant market and whether Microsoft is able to effectively promote the game's value proposition. As you say, "the perception of the game by the gaming public". I submit it's too early to tell how that will play out, just as it was too early to tell in 1989 how successful Windows 3.0 would be when it rolled out a year later. I suspect Microsoft will have a thing or two to add to the message. :)

    3. Re:Wow.... by Anonymous Coward · · Score: 0

      You are a prime example of whats wrong with the world. No talent hacks who luck their way into a position such as you now have and then proceed to do an utterly shit job. You won the lotto when you got your job seeing what kind of tripe you are actually able to produce with such minimal research or information that if you were in a real field like science you would not last two seconds before you were tossed out on your ass for being a useless waste of carbon. You must be well versed in the art of martini lunches because your talents in journalism and research are lacking to say the very least and it is a wonder you have your position at all. Who knows, maybe you created the site yourself and do your own reporting for it? Take my advice, hire someone with some skills and sense.

      The "Anonymous Coward" known as Tropics.

    4. Re:Wow.... by Anonymous Coward · · Score: 0

      Well well. I thought it was bad, I was not quite aware that you actually do this "service" free of charge and simply beg for "donations" on your site. Instead of being the lucksack who stumbles into a job he is not qualified for you are instead the bum who drapes himself over my car with a squeegy, mucks my once clean windshield with feces and other nasty shit that is all over your clothes and hands, and then begs me for a quarter for the privledge of it all.

      Do us a favor, save us the trouble of having to deal with your unwanted services SirBruce the Squeegy Knight of MMOG's.

      Tropics the Carwash Seeker.

    5. Re:Wow.... by Luminarius · · Score: 1
      Everyone is entitled to their own opinion, Bruce, but I think what bothered some people is that your opinion was based off completely incorrect assumptions. If anything, Vanguard is striving for innovation, but unafraid to take a step back from the current directions of MMO's and try a different path. Now that takes some balls and some vision, especially when current MMO's are doing so remarkably well.

      I really suggest that you take a closer look again in a month or so after the FAQ has been recompiled based off newly released information(a LOT of innovative gameplay features), and I'm willing to bet that you'll get a clearer picture of what this game will be and not only will you reassess your own opinion, hopefully you'll want to join us yourself with your avatar as we scour the dungeons, traverse the mountains, and sail the seas of Telon. I promise you there's a lot more going on than you saw, and if you ever felt so inclined maybe you could one day play a big part in getting word out to the public on what Vanguard really is all about. :)

    6. Re:Wow.... by teleri_mm · · Score: 1

      MMOG Analyst? LOL Sorry just to damn funny. Teleri_mm

    7. Re:Wow.... by Yaladan · · Score: 1

      "Sometimes the best games in the world can languish in unpopularity due to poor marketing." The original EQ was brought to you by mostly word of mouth from hard core gamers, brad has established his reputation as a solid visionary in the graphical mud games, that being establish I am not just a "fanboi" but a very experienced gamer wich in turn happen to make a lot of research before I commit to an MMOG simply because of the time consumption. SirBruce I hope you at least read the forums and posts at the very least just from the developers as well as the frequently asked questions section this will help you make an educated opinion.

  33. Re:McQuaid Part of the Problem, Not Part of the Cu by Anonymous Coward · · Score: 0

    Your theory is unfounded. How can you say that without listing subscription rates and 50 other things to back up that statement? Seems to me you just didnt like EQ and you are trying to intimidate your viewpoint onto others. You didnt like EQ cause it was to hard for you or thought it was boring? Well I personaly find "instant gratification" games fun for all of a couple days. There is a huge population of the gaming community who think that EQ has takin a nose dive with all the "gameplay improvements".

    sorry to post anon but was taking to long to create an account.

    Binxs LVL 65 retired cleric of EQ1 with over 250 days played on a game you think everyone should think failed and limited.

  34. It won't get lost in the crowd by Somatic · · Score: 1
    Since everyone else has covered the details of the game well enough, I'd like to contest the article's last assumption about Vanguard: "If the game were coming out this year, I would have higher hopes for it, but I feel it may get lost behind the mass of other fantasy-themed MMORPG titles."

    That won't happen unless the game is never released. Here are some good reasons:

    1. Word of mouth. Much of the hardcore MMOG community is watching this game, including many community leaders. In the past two years, V:SoH has seen lengthy writeups from sites like /gu comics, other game developers, many prominent guild leaders, and other outspoken members of the MMOG world. The people who help make MMOG news are talking about it. Whether the consensus ends up being positive or negative, people will hear about it.
    2. It has sparked healthy debate (including right here at slashdot). People don't debate about what they don't care about. Scour your favorite MMOG forums-- the ones that people are flaming each other over are the ones whose releases will not be ignored.
    3. It has the Microsoft juggernaut at its back. Like it or hate it, MS has an investment in this game, and some speculate (including myself) that promotion of Vanguard may tie in with promotion of the next Xbox; there is good evidence that it will be released for Xbox:360 as well as the PC. There have also been hints that it may tie in with other MS products like Messenger, allowing players to communicate with people outside of the game through text messenging and email.

      By promoting this game, MS will be promoting other MS products, and that makes their investment more than just monetary. But even if none of those things are true, MS is still a powerful ally to have when promoting your software.

    4. It just got slashdotted.
    So, say what you will about the game itself, but it will not go quietly into the night.
    --
    My script don't crash! She crashes, you crashed her!
    1. Re:It won't get lost in the crowd by Stewy_1 · · Score: 1

      Very well said friend. More than any other Genre MMO's work by word of mouth. WoW has the advantage of bringing in the battle.net babies, which is good because it brought in massive amounts of new players to the MMO market, but it was bad for Blizzard in the sense that the mentality of the babbtle.net babies isn't typically the same as your dedicated MMO player, in terms of expectation and attention span. EQ1 built and maintained its fanbase through word of mouth and a lack of hype, and it doesn't surprise me in the least that Sigil didn't have a dedicated booth at E3. This reduces hype, yet still gets information out into the press. Those interested in the game (fans and press) got multiple things revealed to them when they sought the information out (called doing research), and those who didn't seek out Sigil didn't see much because one had to actually care to look for it. Up until E3 there wasn't much information to be had on VSoH, and now that there is I've linked the E3 reiviews to about 10 friends who are all now chomping at the bit to try VSoH for themselves. Word of mouth > all in MMO genre.

  35. You are the demographic? by Anonymous Coward · · Score: 0

    Listen, typically I don't post anything against an opinion thats formed by someone else, but in this case I guess I'll give it a go.

    Love it or hate it, when Brad and others left the EQ/SOE end of things, is when EQ went to hell. Kunark was an amazing expansion for EQ, and at the time of its release EQ had hordes of subscribers, kunark boxes were nowhere to be found on shelves.

    What happened next? New expansions, trivializing of travel and older epic items, botting in the auction house, quicky epic encounters, no thought processes in an epic zone break, instancing, and lower subscription retention.

    With a richer crafting system then anything released in the fantasy setting, new diplomacy influences, combat that is not in the arena of "attack" and wait, and many other systems that appeal to a broad audience of old school immersion junkies that want a hell of a challenge, vsoh is going to be a godsend. I've got news, there are a lot more of us then you think.

    Generalization is not a real smart thing to do, and especially here at slashdot Bruce, as many people come here for a GOOD look at commentary within the industry, and you've let us down this time.

    Get a little research under your belt as we know you are very capable of before you do something like this again, as I enjoy your opinions, but in this case you've screwed up.

    I'm sure the folks at Sigil would be more then happy to accomodate you if you need more information about Vanguard, as long as your not on IGE payroll.

    Juhree for Dan

  36. Agreed by william_w_bush · · Score: 1

    cept instancing, which does help with certain server-wide bottlenecks (see all of eq epics, and it really is unfair when other guilds hold them for months [ragefire])

    eq was beaten by its own success. from the hardcore, start from nothing and fight hard for another ding, we're moving to the mario bros "100 lives from jumping on a turtle shell". original eq (and even kunark) was the best game i've ever played because it was hard, you were on-guard all the time, and you really didn't know what was going on. for hardcore gamers, it's the safety that is boring.

    getting to L60 in wow was less fun than getting to L5 in fgaydark, mostly because of the atmosphere, and challenge.

    hope vanguard does it again, wow is for 12-yr olds.

    --
    The first rule of USENET is you do not talk about USENET.
  37. Re:McQuaid Part of the Problem, Not Part of the Cu by Anonymous Coward · · Score: 0

    Don't worry about, phpBB pwns Slashdot's sucky forum software any day of the week.

    "Plain Old Text" == HTML allowed.
    "HTML Formatted" == Newlines not translated to <br>.
    "Extrans" == what everyone else calls "Plain Old Text".
    "Code" == totally unnecessary on working boards.

    Ever seen that a new comment was posted on a story and wanted to find it? Apparently that's too complicated for Slashcode.

  38. Voice-to-text and back to voice by PhoenixOne · · Score: 1

    The best solution I've seen to this so far is to convert the voice to text, send the text to the target computer, and then convert the text back into the voice you want. As far as I know, there are plenty of voice-to-text solutions that could work but no really good text-to-voice...

    --
    Spell cheek you've failed me four the last thyme!
    1. Re:Voice-to-text and back to voice by Lonewolf666 · · Score: 1

      It would also be the ultimate bandwidth saving method. But I'm afraid voice-to-text is not all that mature either...

      --
      C - the footgun of programming languages
  39. Hidden/changing stats and formulas by SeanDuggan · · Score: 1
    Hidden stats and formulas - It also meant that you didn't know your race/class combo was non-viable until you had been playing it for 2 months. It also means that the developers will change the values every patch just to see what happens, i.e. they are experimenting on you.
    Personally, I think a dynamic environment is where a lot of these games miss the boat. In the real world, if a particular tactic is extremely effective, features evolve to counter it. Heck, I suspect an automated system would even work a good bit of the time. If electricity is particularly effective against most monsters (which, oddly enough, is almost always the case in RPGs), it makes sense that the shockproof monsters would have a higher survival rate and start crowding out the others. If your character has the Lejendary Sword of Duality (+5 vs Idealists), word is bound to spread, and the player will find that he actually has adventuring parties sortying against him, seeking his mythic phat l00t. Fallout was interesting in this respect, as high level characters attracted more attention and stronger opponents, bounty hunters and the like.

    For that matter, I think it would be interesting if the balance of power shifted over the course of a game. Maybe the magic is fading or the effects are changing. This would encourage players to generalize some and would reduce the this-race-and-class-is-best paradigm that often plagues these games. Now I doubt they'd go that far, as it would piss off the hardcore players who've done their best to min-max their character and would feel the hundreds of gaming hours they put into single-mindedly studying Flaming Fingers until it did uber-damage were wasted if fire-spells are becoming less powerful. *shrug* I do think it would be a cool idea, though. Heck, a single-player game would also be nice for that. It would reduce the boredom level of the higher levels where the games start lacking a challenge and it would inject a bit of realism into it.

    --
    This sig has absolutely no significance and serves only to take up screen space and waste the time of the reader.