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Dungeons and Dragons Online Impressions

Tabletop roleplaying has been a fixture in my life since I was ten. You can probably imagine my enthusiasm when I heard of the joint venture between Asheron's Call developer Turbine and D&D publisher Wizards of the Coast. The goal: A Massively Multiplayer game set in a D&D campaign. Keith Baker's Eberron was tapped for the gameworld's flavour, with the d20 ruleset providing the skeleton on which to create the title's mechanics. The result is Dungeons and Dragons Online (DDO), which has been in the works for about two years now. DDO is faithful in ways I wouldn't have thought possible, but still manages to raise conflicting opinions for me. DDO has real-time traps and combat, beautiful graphics, and still fails to interest me on any level of my gamer soul. Read on for my impressions of a most perplexing MMOG.
  • Title: Dungeons and Dragons Online
  • Developer: Turbine Entertainment
  • Publisher: Atari
  • System:PC
When I say impressions, I feel that I should emphasize my level of interaction with the game. I've only been playing the game for about a month total time now, which is hardly enough to take in the length and breadth of a game the size of DDO. When I reviewed World of Warcraft in 2004, I'd been playing the game for over six months. Here I just have my ten days of beta try-out and the time since the retail headstart began. As an MMOG, DDO will be changing and adapting as players play and devs develop. We'll do our best to keep you up to date on the game as it changes, and keep you informed if the state of the game becomes drastically different. That said, I do feel I have a good enough grasp of the game to offer a considered opinion on the game as it exists at launch.

One aspect of the title I know I have a firm grasp on is the setting. Eberron was developed by Keith Baker for a contest held by Wizards of the Coast a few years ago. Since then the pulp action setting for the D&D system has become the company's premier IP. Novels, sourcebooks, comics, and miniatures are all being created with the Eberron world in mind, and Dungeons and Dragons Online is the second work of electronic entertainment to use the setting. You may recall Dragonshard, the D&D RTS title. That too is based in Eberron, but with an (understandably) less immersive look at the setting. DDO delves deep into the backstory of the gameworld. Set in the settlement of Stormreach on the continent of Xen'drik, the game allows you to explore some of the elements that make Eberron unique. The powerful merchant and political factions known as Dragonmarked Houses make an appearance in the game, as benefactors and opponents. Dragons are rare, powerful, and mysterious. While I would have liked to get more of the backstory from the setting's main continent of Khorvaire, there is a definite sense of place in DDO. It's thin, but it's there.

Creating a character is the first of many DDO aspects that reinforce a D&D feel. Attributes are created using the 'point buy' system, allowing a player to build a character to fit a class without relying on random die rolls. If you're uninterested in tweaking a character's skills and attributes, you can simply select a class/race combo and accept the pre-built character the game will provide you. Prebuilt characters all have fairly sane choices made as regards attributes and skills, and if you're not interested in learning the particulars of D&D character creation it's a safe choice to make. All of the D&D iconic classes are available (even poncy bards), along with the typical player races. The Warforged are the stand-out race for the game, living constructs that resemble animated statues. In the game's lore, Warforged were construct troops created for a titanic century-long war. With the war at an end Warforged are emancipated creatures and can fill any role the fleshy races do. While I find them intriguing plot elements, I've heard a lot of player commentary about their inhumanity. It's a fact that the race most often played in a MMOG is 'human', and the unliving nature of the Warforged may make them an unpopular race. Just the same, their inclusion is a powerful reminder of the setting's background. The classes available are typical to what you'd find in most MMOGs; With good reason, as most MMOGs stole their class concepts from D&D in the first place. One class element that might surprise some folks who haven't done table-top gaming before is the role of the cleric. D&D clerics are almost as powerful front-line fighters as your fighter or paladin. They wear heavy armor, kick ass, and take names in the pursuit of their god's goals. Rogues are also fundamentally more useful than in many typical MMOGs. There are plenty of traps in D&D dungeons, and rogues are the only ones who can disable them. Making your character 'feels' very D&D, and sets the stage for your integration into the Eberron setting.

Once you're in the game, you'll find that the D&D setting is the least of the elements setting DDO apart from other MMOGs. Combat is a very different animal than almost any other title in the genre. In a word, DDO combat is realtime. Instead of hitting fight and using abilities as they become available, or simply watching as your avatar filets a bunny, DDO is a click-fest worthy of either Diablo game. Each click is a swing of the sword, and whether you 'hit' or not is determined by your stats. In the corner of the screen you're shown your to-hit roll, which is a random number between 1 and 20 modified by your Strength score. To score a hit, you have to get higher than your opponent's AC, and on a natural 20 you do more damage (a critical hit). In other words, you're going to do a lot of missing. This gets frustrating very very quickly. In fact, it's gets just boring after a while. Tabletop D&D combat is fun because it's abstract, with the blows landing on the screen in your mind. Actually having to sit there and watch the swords swing over and over is more than a little tedious. D&D monsters aren't like the villains of Diablo; They jump around, move out of range, and generally do their best not to get killed. That means that in addition to repeatedly clicking on your opponent you're going to be trying to follow their movements. It's all too dang chaotic to be truly fun.

Besides just poking the baddies, there is actually a good deal of depth to DDO combat. All characters have the option of using some tactics in their fighting. Skills actually play a large part in combat if used correctly. Diplomacy attempts to throw off aggro, making a monster attack someone else. Intimidate is the opposite, encouraging foes to attack your character. Rogues can use the Hide and Move Silently skills to avoid notice, and bypass monsters if need be. If they don't, they can strike from hiding and possible score a sneak attack for massive damage. Rogues can even do sneak attacks in combat by using the Bluff skill to throw an opponent off balance. Magic is more your typical MMOG fare. Wizards, Clerics, etc, have mana points which are used up by spellcasting. Even with that as the base mechanic, the system is very D&D. Spellcasting classes have only a few spell slots, and can only swap out what they have online when resting. Further, arcane spellcasters only know a subset of their available spells and must find or purchase additional spells before they can use them. These elements are all laudable additions to the game, but in reality many combats feel more like a group of individuals doing their own thing than a party effort. Because of the frenetic nature of real-time clicky combat fights are fast and hard to manage. A group comfortable with each other, with voice chat in use, will have a good deal of success. Pick-up groups, though, are at even more of a disadvantage than in most games simply because things happen so fast.

That's what you do in combat. What you're actually *doing* when you play DDO is almost entirely dungeon-crawling. You receive quests from the people of Stormreach, all of whom need help with this or that. Like City of Heroes/Villains, your missions are instanced, meaning that you and your party get to play around with your own copy of the dank basement/decaying sewer/giant ruin that you have to explore. With the missions instanced, DDO dungeons are allowed to do some really interesting stuff. Traps, for example, are deadly challenges that affect the world in real-time. More than just kicking open a chest and being set on fire, razor-sharp blades swing from the ceiling. Splashes of acid fly from spigots in the walls. If you don't have a rogue with you, some traps can be avoided by using your platforming skills to time the gap in a trap's movement. If you do have a rogue handy, the trap mechanisms can be searched out and disabled. The traps are a very cool addition to the genre, but the quests are unfortunately laughable. The thin layer of Eberron that I mentioned above is mostly related through quest text, and what is offered through NPC interaction is cookie cutter and boring. Quests usually have a voice-over, from an intangible Dungeon Master, to spice up your understanding of the situation and evoke the table-top setting. In my opinion, the voice-over doesn't add much. In truth, the storytelling that Everquest 2 and World of Warcraft manage through questing makes the story attempts of DDO look like a student project MOO in comparison.

Besides traps, dungeons are populated with all manner of gross and icky critters. While you start off fighting skeletons, slimes, and kobolds, you eventually graduate to some of the archetypal monsters of the Dungeons and Dragons product line. They're smart, too, with even the dim-witted kobolds doing their best to dance outside the range of your swordarm. You get real satisfaction from slaying enemies in DDO, both because they're a real challenge and because you can stop clicking for a little while. What you don't get is XP. Experience points are only handed out at the end of the mission, when quest objectives are completed. While some missions may have a subquest asking you to slay x number of monsters in the dungeon, each individual kill nets you nothing more than a clear hallway. I'm pretty ambivalent about this design decision. On the one hand, I like that they're emphasizing the quest instead of bashing in a kobold's brains. On the other, I don't feel quite the surge of success for whacking the baddie I might get in another game. Additionally, since the quests are so blah the XP I receive for completing them seems ill-gotten somehow. It's a toss-up, but it mostly feels like they made this decision just to be different.

That XP is put towards your next level, as with all MMOGs. There is a difference here, though, in that each level is a very long time coming. You do gain in power on a semi-regular basis, but instead of gaining a level you gain a rank. Each level is broken down into four ranks, waypoints along the road to your next level. Each rank nets you an action point, which can be spent on a character enhancement. Every race/class combo has different enhancements available to it, and all of them increase specific aspects of your character abilities. (+3 to Search, for example.) With every level being a major milestone, it won't come as a surprise that there aren't that many to gain. At the moment DDO only allows you to achieve level 10, rank 4. You can go no higher than that, but there are plans in the works to add level 11-20 content at a future date. For most normal players this will take a while; the much loved experience penalty is enacted if and when you wipe. If you die and other folks are still alive, they can take you to a resurrection shrine in the dungeon to revive you. Rest shrines are usually nearby these areas, allowing characters to regain hit points and mana mid-dungeon. Besides these rest shrines, the only way to heal HP in-dungeon is with a potion or clerical spell. I hate hate hate almost everything about these design decisions. In reverse order: Long downtimes suck. HP and MP not regenning sucks. It is not fun to sit in an inn after a mission is over watching my hp bar creep upwards. You can buy food and drink to improve this rate of regen, but it's nothing like the regeneration you'd see in other modern MMOGs. Experience penalties are evil. Taking away accomplishment from a player is the worst thing you can possibly do. It's not as harsh an experience as you'll get in FFXI, but it's still frustrating to have XP taken away because of something you may not have even had control over. Finally, their decision to ship with only ten levels is a very bad one. I'll expand on why that is below.

You'll note I've usually said 'you' when talking about gameplay, but that's misleading. I should be saying 'you and your party', because in order to play DDO you'll have to be grouped. I'll say that again so you can be clear on this: It is not possible to play Dungeons and Dragons Online solo. The intention, of course, is to evoke the flavour of a table-top session. The publisher has even included voice chat as a built-in feature to the game client to facilitate team communication. The result is a title that you cannot play alone. Some classes, like spellcasters and rogues, will have trouble soloing even the introductory quest when you first get off the boat. Clerics are probably the best soloing class, as they can heal themselves most effectively, but after the first few 'figure out the game' dungeons they're outmatched by the strength of most monsters. I can't really fault them for deciding to go this route, but it's a very harsh line. Even Vanguard, the upcoming hardcore MMO being designed very specifically with grouping in mind, is said to have something like 15% of its content geared for solo players. There isn't even that much for the individual in DDO.

The one thing I can say without prevarication is that Dungeons and Dragons Online looks good. The streets of Stormreach are beautifully laid out, with a style of architecture that really gets across the character of Eberron. A floating inn out over the water is just the tip of the iceberg; DDO has a truly unique look. Character and monster animations are well done, and the soft lighting that pervades the game gives an otherworldly charm to the title. The visual look does more than anything else to establish the character of the dungeons and city streets you'll be exploring. The sound situation has likewise gotten a good deal of attention, but the results there seem merely adequate. Sound effects are competently accomplished, and the musical track highlights game moments without being offensive. There is 'combat music', though, which I'm already tired of. Combat music is fine in a single-player RPG, but FFXI is the only MMOG in which I find that acceptable.

Another website is quoted in a DDO television commercial as offering "A Genuine Online D&D Experience". Whoever it was that came up with that piece of pabulum has never actually played Dungeons and Dragons. Table-top D&D is about storytelling, camaraderie, and having fun with your friends. Somehow in the brave new electronic frontier, these qualities are translated into meaningless grind quests, chaotic click-fest combat, and swearing over voicechat. I'm enormously frustrated by DDO because there is just so much new and interesting going on here. The skill use and traps are real firsts for the genre, providing meaningful player choice in how to navigate a dungeon and how to do combat. These awesome mechanics are sandwiched side by side with other elements that seem more appropriate for launch-day Ultima Online. There are so many contradictions within this game that it's hard to know which is most confusing, but I have a top pick. For those who will like this game, they're going to just eat this thing up. And when I mean eat it up I mean "grind through the game in about a month or two". There were already characters at max level before the game's headstart event had finished out. Whoever did that payed about fifty bucks for ten days or so worth of play. They undoubtedly started a new character, but because of the simple questing structure there's almost no replay value currently in the game. Thankfully not all is doom and gloom. Turbine just announced that they're already planning to add 15 new dungeons and a raid on a dragon's lair in April. That commitment to new content is the going to be the only thing keeping the hardcore around because there is nothing at all available for you once you hit level 10. There is nothing to the endgame yet; It's all still in production.

So, let's review: The game isn't for the hardcore because they'll eat the content too quickly. It's not for the casual gamer because it's impossible to play on your own. Dungeons and Dragons Online is very specifically crafted for folks playing with other people at a non-hardcore pace. And in a way I think that's a good thing. It's good they have a target audience in mind, and if I were planning on adopting DDO as my game of choice that would probably be a good description of me. Just the same, it's a very bold decision to make. Only time will tell for sure, but I have a feeling it's a decision that will come back to haunt them. In the meantime: If you've got a group of regular online gamers you play with, you and your crew should consider giving DDO a try. It's got some interesting new elements that make it stand quite apart from most other Massive games. Don't be surprised if you get bored of it sooner rather than later, but if you and your group are tired of raiding Molten Core for the hundredth time this should keep you out out of Azeroth for a month or two. Hardcore gamers should stick to whatever they're playing now. They'll eat this title for lunch and find themselves frustrated with the lack of endgame content. Casual players should just keep on moving. If you're not willing to commit the time and energy to the constant search for a group, you won't find anything to do here. At the end of the day, DDO is a game with a great deal of promise squandered by some very confusing design decisions. Now go find your DM and give him a hug.

292 comments

  1. From the FAQ by Golias · · Score: 4, Informative

    "Currently Dungeons and Dragons Online only supports certain Windows operating systems. There are no plans at this time to make a Macintosh compatible version."

    Guess that means I'll stick with WoW. kthxbye.

    --

    Information wants to be anthropomorphized.

    1. Re:From the FAQ by Anonymous Coward · · Score: 0
      kthxbye

      I hate snot-nosed punk talk from Gen-Y people.

    2. Re:From the FAQ by Onan · · Score: 1
      "Currently Dungeons and Dragons Online only supports certain Windows operating systems. There are no plans at this time to make a Macintosh compatible version."

      Guess that means I'll stick with WoW.

      Right there with you (and confused about why you were modded redundant).

      By this review, the game sounds pretty awful. But I find all of the shortcomings described here to be secondary to the fact that it'll run only on so atrocious an operating system.

    3. Re:From the FAQ by Anonymous Coward · · Score: 0

      lol n00b

    4. Re:From the FAQ by Jaysyn · · Score: 1

      No PvP either... I'll stick to my NWN persistent world...

      Jaysyn

      --
      There is a war going on for your mind.
    5. Re:From the FAQ by Impy+the+Impiuos+Imp · · Score: 1

      > In reverse order: Long downtimes suck. HP and MP not regenning
      > sucks. It is not fun to sit in an inn after a mission is over
      > watching my hp bar creep upwards.

      Evidently standing for 10 minutes out in the wild is preferrable to doing it in an inn, which can be vastly shortened by buying cheap food from the inkeep.

      As far as downtimes go, these are relatively short. I played WoW. I played SWG. I'm not seeing much difference here.

      > On the other, I don't feel quite the surge of success
      > for whacking the baddie I might get in another game.

      I don't know, try fighting dual rock elementals. Or the CR 6 and 7 spectres in that one mission when you're only level 3.

      The interesting thing here is that you can fight things that are many levels above you, unlike other games, where a level difference of 6, or 5-10%, is way out of your league, and your group has a very tough time with it.

      There were no monsters whatsoever I felt a surge of success at beating in WoW.

      > Additionally, since the quests are so blah the XP I
      > receive for completing them seems ill-gotten somehow.

      Blah...[b]compared to what?[/b] The laughable, tedius, run-forever-and-kill-something-and-return inannities of WoW? Or EverQuest? Blah, compared to what?

      Here you can explore the dungeon, solve traps, solve puzzles (OMG, actual puzzles in a dungeon? Say it ain't so!) Try doing it with a group who doesn't know the dungeon backwards and forwards -- it's quite the rush by not being a rush.

      > You'll note I've usually said 'you' when talking about gameplay,
      > but that's misleading. I should be saying 'you and your party',
      > because in order to play DDO you'll have to be grouped. I'll
      > say that again so you can be clear on this: It is not possible
      > to play Dungeons and Dragons Online solo.

      God, you have to play with others [i]in a multiplayer game![/i] Missions are boring to you, anyway, so what's the problem? [b]Imagine, bozo, how boring they would be if you ran them solo.[/b]

      Play a mission with a group of six that's 2-4 CR higher than your average, and get back to me if you're still bored. Or 1 CR higher on hard, or even on elite.

      > There isn't even that much for the individual in DDO.

      Take a deep breath. Ok? Good riddance! This game features not just the standard group-forming mechanism, which is to say /lfg, which turns on a flag you're interested, but you can look at groups that are forming, click a button, [i]and ask to join[/i]. It's easier to find a group than ever before. And there's guilds as usual, too. Soloing is gone, good, guh-buy. No need since the idea of not being able to find a group basically doesn't exist anymore.

      > Table-top D&D is about storytelling, camaraderie, and having fun with your friends.

      True, but how would soloing be anything about what you mention? And the "DM" voice does add some to the experience. Much better than just dialogues you click through as fast as possible because they're not much to read.

      > Somehow in the brave new electronic frontier, these qualities
      > are translated into meaningless grind quests,

      Say what now? Now you're talking about WoW or EQ.

      > chaotic click-fest combat

      Yes, wonderful combat for fighters, at least, ala Quake or being a scrapper in City of Heroes. In otherwords, they got it [b]dead nuts on[/b]. Maybe you're longing for targetting a creature, pushing a button, then walking away until the fight is resolved.

      Here, getting behind the monster actually helps. Here, moving increases your AC by 4 points, so it's in your interest to keep moving. Here, if the monster isn't facing you, it's not going to suddenly insta-spin, whack you, insta-spin, whack someone else, repeat, due to [b]poor game coding and design concepts other games, such as WoW, suffer from[/b]. Even City of Heroes suffers from that, even though it does offer rather a Qua

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    6. Re:From the FAQ by petsounds · · Score: 3, Insightful

      While some may think that Mac OS X is still a fringe OS compared to Windows, I have noticed more and more WoW players that I know choosing iBooks and PowerBooks for their "portable" WoW experience. The main reason for this is the price-performance ratio of having a good video card coming standard in the Mac portables. As we have seen as a general trend on slashdot, a lot of techies have migrated to Macs. A lot of these techies also play MMOs and other games.

      I think that MMO developers (and other genres) are being very short-sighted by discounting Mac development. While the overall market share of Macs probably hasn't increased much in the past couple years, I wouldn't be surprised if the market share of hardcore gamers using Macs has gone up quite a bit.

      The one "excuse" I am seeing from PC game developers over and over when dismissing the possibility of a Mac version is that they coded their game using DirectX. So it would seem that there is a wide-open opportunity for a middleware developer to create a DirectX wrapper for use under OS X. Unless game developers start embracing OpenGL more, this is probably the only way we'll see an increase in Mac development from smaller game studios.

    7. Re:From the FAQ by norman619 · · Score: 1, Interesting

      My problem with ALL of these games is that they expect you to pay FULL FREAKING PRICE for a game you can't play solo unless you pay the monthly fee. WTF is that? Why not give the thing away since again it's no good to you w/o the monthly fee. I downloaded a pirate copy of WoW and used a test account to play for about 2 weeks. I would have been pretty pissed if I actually bought the game for $40 only to find it's just another online RPG that's really only worth a few days of playing. I suspect DDO is no different. I for one will pass on this game. Why not make a nice single player game with online play for a monthly fee? At least the customer wouldn't feel as cheated if they didn't like the game. Oh wait because there are fools out there willing to shell out over $40 for a game you can't play w/o the monthly maintenance fee. There's a sucker born every minute seems to be what these game companies are banking on.

    8. Re:From the FAQ by Onan · · Score: 1

      Hm. You seem to be a little fuzzy on how to reply to an article as a whole rather than to a specific and unrelated post. You also seem to use some wacky, non-html markup that's employed by some other game-specific boards. And you appear to be amazingly defensive about any criticism of this game, and far too eager to interpret complaints about it as praise of a few competitors.

      I'm usually hesitant to jump to conclusions like this, but in light of your behaviour I'm having a really hard time not seeing you as a paid shill, or at least in some way connected to this game or its creators.

      I hope I'm wrong. But even if I am, you might find it advantageous to try and tone down that air of astroturf you give off.

    9. Re:From the FAQ by Cromac · · Score: 1
      Guess that means I'll stick with WoW. kthxbye.

      You're not missing anything, DDO blows. It has to be the dullest game I've played in years. All there is to do is go to instanced quests and grind through them. You're better off buying NWN and not paying $15 a month. You'll be able to play with more people at a time, NWN servers 64 character max, DDO instance 50 characters max, and have access to 1,000 times as much content.

      DDO continues Turbines sad legacy started with AC2.

    10. Re:From the FAQ by cavtroop · · Score: 1

      WOW is a good game, but how are those queues working out for you?

    11. Re:From the FAQ by Anonymous Coward · · Score: 0

      Guess that means I'll stick with WoW. kthxbye.

      Yanno, you might have a point, but that's so obnoxious that I'm glad you're staying with WoW.

    12. Re:From the FAQ by achacha · · Score: 1

      I am not sure why you think the time spent waiting on health/mana is acceptable and to make things worse you can only use the rest stone once per instance. This game is a snoozefest. I played during beta and honestly after 10 minutes of boredom, I quickly switched to CoH and WoW which more so fast compared to AD&DO that it looks like it is standing still.

    13. Re:From the FAQ by raodin · · Score: 1

      As of 4pm pacific, there is *one* US server with a queue, out of 140-ish servers.

      I guess the queues are working out ok.

    14. Re:From the FAQ by Anonymous Coward · · Score: 0

      stfu fag

    15. Re:From the FAQ by nissu · · Score: 1
      I have noticed more and more WoW players that I know choosing iBooks and PowerBooks for their "portable" WoW experience. The main reason for this is the price-performance ratio of having a good video card coming standard in the Mac portables.
      iBook's price/performance ratio is horrible nowadays. PowerBook doesn't fare much better in that department.

      Most 1000$ PC laptops beat iBooks in both video and CPU performance making them much better for playing WoW...if you don't mind lugging them around and also don't mind the 1.5 hour batterly life.

  2. Fine line between MUD and MMOG? by dada21 · · Score: 4, Insightful

    I played D&D when I was young -- it was part of the reason I entered the BBS world. Later, my BBS grew beyond single node and many of my regulars played Tele-Arena, a MUD that could handle dozens of users. When the Internet destroyed most BBSes, I played a few MUDs but it wasn't the same. With the BBS gaming, people all lived fairly close to one another, and many users got together on a regular basis. With the Internet, this "get together" is nearly impossible.

    MMOGs don't interest me -- the graphics pretty much ruin in. I've thought about getting together with some other "over the hill" D&D geeks on occasion to try table top gaming again, but there isn't enough time for most people to make it a regular scheduled item.

    What are the options? I was thinking of an MMOG with reduced graphics (leading to increased imagination) that maybe segregated players into communities where they'd play against others close to one another. Communities might be tied to one another allowing crossover, but requiring the player to want to take the time to travel to these truly distant lands but requiring them to return home before retiring for the day.

    I don't know if this is really an answer, but I'm sure there are others out there that don't get into the graphics, don't have time to find others nearby, but still want the chance to have some virtual face-to-face time.

    From what I can tell, there aren't any "locally restricted" options for any MMOG, but I wonder if this is the next step in gaming: offering people the chance to play within their true community, whatever that may be. Beyond that, I'd like to see how more imagination can be part of gaming, like it used to be.

    Side note: are there any MMOGs that have a graphic interface that is built around a user's imagination? Maybe in between games (or even during games) the user can go elect to redesign a given monster or land or whatever to more of what they see in their heads? I'd think this would add a uniqueness factor that would make the game more playable -- rather than being stuck with the typical same interface, the player has a lot more control. For example: you're fighting Monster X but the monster isn't really what you see in your head. Hit the + key or something and you can scroll through the various monster designs out there (even third party designed maybe) until you see what you like. Same thing could be true for the various land designs and overall world feel.

    1. Re:Fine line between MUD and MMOG? by sheath · · Score: 5, Interesting
      MMOGs don't interest me -- the graphics pretty much ruin in. I've thought about getting together with some other "over the hill" D&D geeks on occasion to try table top gaming again, but there isn't enough time for most people to make it a regular scheduled item.

      So, writing as an "over the hill geek" - my first roleplaying experience was in late 1983, I have a suggestion: put in the effort to find people who want to play!

      I started playing D&D 3rd edition again a few years ago with a few friends. At that point, we were all in grad school. Now, I'm a consultant, and most of the rest are lawyers. The game improves as you age. We haven't been in a dungeon in a year, but we've had fantastic debates over deposing the current ruler of an autocratic city-state ("Who will rule when we leave?" "Do we really have the right?"), the morality of killing the few to save the many (or killing the many to save the even more), and the banter between characters and between characters and NPCs is better than that in most fantasy novels. ('Cause, you know, we're older and more mature than we were when we were in high school.)

      So: go check out your local gaming store. Or the local grad school. Or ask around among friends and say you're running a D&D game. Get people to come for just one day of gaming. Some of them will turn out to be hardcore and play every week. Our current group of 4-6 people meets every Sunday for about 5 hours. (I haven't missed a week since January, in spite of working 60+ hour weeks).

      Some people will drop out, other will try to join, but it's worth the effort to making it work.

      Disclaimer: Children will probably kill the whole thing. But until then... swords high!

      --

      ---sheath
    2. Re:Fine line between MUD and MMOG? by Anonymous Coward · · Score: 1, Informative

      I've thought about getting together with some other "over the hill" D&D geeks on occasion to try table top gaming again, but there isn't enough time for most people to make it a regular scheduled item.

      There are several very active nationwide/worldwide "living" campaigns in progress right now. You might be surprised how many members are old enough to be bringing their kids to play, too. You very likely can find a table in your area. One of the nice features of the "living" campaigns is that you can participate sporadically. You can do one weekend convention every month or two whether you have a group or not. If you find a local group, you could do one evening every week or two.

      Start here:
      http://wizards.com/default.asp?x=rpga/hq/newcomers

      Perhaps the most populous campaign is here:
      http://games.groups.yahoo.com/group/Living_Greyhaw k/

    3. Re:Fine line between MUD and MMOG? by arclyte · · Score: 3, Interesting

      I don't know if this is exactly in line with your ideas, but I think it's close... http://www.paranoia-live.net/news.php Some gamers who play paranoia developed a java-based application that allows people to meet virtually for table top games. The app allows for chatting and has all kinds of built in features geared towards the game. It's not table top, and it's not a MUD/MMOG. I think it fills a nice place in the middle... It still requires all the imagination of table top, just not the space (and you don't have to share your junk food and soda with anyone!).

    4. Re:Fine line between MUD and MMOG? by paeanblack · · Score: 1

      From what I can tell, there aren't any "locally restricted" options for any MMOG

      The first word in MMOG is "massive", which isn't what you are looking for. If you want to get a small group together for a dungeon hack, why not fire up Neverwinter Nights and grab the latest top-quality mod?

    5. Re:Fine line between MUD and MMOG? by ProppaT · · Score: 1

      Everquest has supported home brewed / modded UI's for at least 2-3 years now. There's some stunning interfaces available, too.

      --
      Wise men say, "Forgiveness is divine, but never pay full price for late pizza."
    6. Re:Fine line between MUD and MMOG? by Nilych · · Score: 1

      I was a pretty avid MUDder in my youth, and did a pretty good deal of tabletop RPing when I hit college (and enough of a gamer community could be found), though most of it was more WhiteWolf than D&D (the females of the group could get behind being a vampire/werewolf/fae/etc more than anything from high fantasy for some reason). Of course, the next step was into MMOGs, where I currently maintain a FFXI and DDO subscription, having given up on most other MMOGs I've played (Lineage2, WoW, EQ2, Planetside, etc). From what I've seen, the goal of most MMOGs is the opposite of what you want - to build their own global communities. I see no sign of this trend changing. FFXI even requires you pay to have someone you know join your server, otherwise they're randomly assigned a server, while providing some translation tools so you can speak to Japanese players who don't know any English. Ironic, as no amount of breaking down the language barrier removes the racism that's often rampant. I even recognize the katakana for "gaijin", I've seen it so much. So in the big MMOs, I'm afraid you're outta luck without going in with a group of friends you already know. As for the end-user creative input to the game, you might have some luck with the smaller budget (and often free) MMOs. There's a large number of independently developed games that love for people to help test and add some input. Google for Free MMORPG, or go through lists of betas, you'll find plenty. Unfortunately, the game community is getting lazy. MMORPGs are to RPGs what TV was to radio. So I'm going to find my bag of d10s, and buy a new laptop to play FFXI on.

    7. Re:Fine line between MUD and MMOG? by tabby · · Score: 1

      "OpenRPG is an Internet application that allows people to play Role Playing Games in real-time over the Internet. OpenRPG is free, open source, software, distributed under GNU/GPL license."

      http://www.openrpg.com/

      --
      I've experiments to run, there is research to be done on the people who are still alive.
    8. Re:Fine line between MUD and MMOG? by Anonymous Coward · · Score: 0

      "What are the options? I was thinking of an MMOG with reduced graphics (leading to increased imagination) that maybe segregated players into communities where they'd play against others close to one another. Communities might be tied to one another allowing crossover, but requiring the player to want to take the time to travel to these truly distant lands but requiring them to return home before retiring for the day."

      Your describing EverQuest 1 before it fell to crap, which has a huge following, who are currently homeless (or squatting in other MMO's until something better comes along). Most of us are looking towards Vanguard, which has amazing graphics actually, but seems to be very much suggested for this sort of audience.

    9. Re:Fine line between MUD and MMOG? by bergwitz · · Score: 1

      Sounds like you want to Play-by-Forum. Stop by rpg.net some day and there's thousands of people like you who want to play RPGs but can't get a group organized. There's some software out there who do what you want (text-based MMORPG), but I don't have link right now.

      --
      Evolution is just a scientific theory. Creationism is not.
    10. Re:Fine line between MUD and MMOG? by sukotto · · Score: 1
      MMOGs don't interest me -- the graphics pretty much ruin in.


      I play a fun little RPG strategy game called carnageblender that doesn't have any graphics. It's built around the idea that most people playing these sorts of games want to chat, and to see their character's stats go up (with work). So it's a text-based combat game where you equip weapons, and spend earned xp on spells/physical attributes/skills. You fight your fellow players, trying to find a character setup that can defeat other people that are about the same power as you. Then changing that setup to respond to changes in your opponent's strategies and to ongoing balancing tweaks to the game itself.

      It's a great community and a game I really enjoy. You might like it too.

      (The link above is a referral link that allows you start with a little extra cash and gives me a cash reward. If you don't like that idea, you can just go to carnageblender.com)

      In my book it gets bonus points because:

      • they enforce a "PG" level of discussion in chat and the forums
      • all in-game transactions are public and searchable
      • the forum enforces spelling rules
      • lots of statistics about your fellow players and their characters are avaliable
      --
      Come play free flash games on Kongregate!
    11. Re:Fine line between MUD and MMOG? by Sir+Pallas · · Score: 2, Interesting
      I didn't start playing till college and you're right: it's not that hard to find other interested people. A number of the people with whom I play now had never played before when my group first met them. It's really a lot of fun, except the couple of time I've played with kids who are obsessed with being chaotic evil.

      We had one kid, the younger brother of the DM's fiance, who was forced to be chaotic neutral. He kept saying that even though it wasn't his alignment, he was going to "pretend" he was chaotic evil. When our party got to the fort the local king was staying at, we were invited into the throne room. We had just been chased for three days by a fear inducing monster of great power, saved by a bagpipe playing hobbit who teleported us many miles, and there was a great military clash on the horizon, rushing towards us. The kid, Theo, got free of the leash we had put on him and rushed, weapon drawn, towards the king. The sword bearer brought out a sword, and handed it to the king as we rushed to destroy or misguided teammate. Someone coup-de-gras'ed him and the king, jabbing him with the sword, declared him dead. Theo was always upset about this incident; when asked why he did it, he said, "If you kill the king, you become the king." Of course, the king wanted to know why we attacked him! I had the high charisma, so I declared that the madness that was pursuing us had warped and destroyed the half-orcs fragile mind. The king didn't believe that was the truth, but he believed that I believed that was the truth. The DM made him create a new character, one of the king's (read: lawful good) men.

      The key to role playing is story immersion. We all get together to create funny, heroic, deadly, glorious situations in which we were key players by proxy.

    12. Re:Fine line between MUD and MMOG? by bitslinger_42 · · Score: 1

      Hehe. I played RPGs in the 80's, but haven't really done so since graduating HS. Feeling a bit nostalgic, I dragged my wife to the local RPG group that meets on Saturdays in the library. It was embarrassing. I was the oldest person there by far. There was one kid who wasn't even born the last time I'd played D&D. Granted, they were kids who were serious into gaming. The one guy had written his own game, based on the d20 system, and the group played that quite a bit, but I was unable to figure out how to "belong" in the group. For me, the group was often more important than the game, so we haven't been back.

      So, while gaming groups may still exist, and may be quite active, due to shifting priorities in life, don't be surprised if you truly look like an over-the-hill geek.

    13. Re:Fine line between MUD and MMOG? by donweel · · Score: 1

      I have been toying with the idea of getting back into the table top game as well. It is hard to get people together to do things, as todays hectic schedule makes matching up free time harder. I was wondering if anybody had experience with the online table top D&D interfaces or even tried using video chat to patch a game together. I could see perhaps sitting around using Ichat or somthing like that.

      --
      Many a long talk since then I have had with the man in the moon; he had my confidence on the voyage. Joshua Slocum
    14. Re:Fine line between MUD and MMOG? by moondance1970 · · Score: 1

      Actually I have 2 babies and the other DM has one baby and we meet twice a week for the last 6 months. It is the most awesome DND group I played with as everyone is mature and if you sort it with your wife. She get the day I DM to go out and meet with friends while I babysit the kids. Role playing is loads of fun.

    15. Re:Fine line between MUD and MMOG? by crabpeople · · Score: 1

      "and the banter between characters and between characters and NPCs is better than that in most fantasy novels."

      pure curiosity as i have never played dnd but wouldnt an "NPC" be text off a piece of paper? Do they use audio cassets with pre recorded medievil voices? Im kind of picturing the board game nightmare right now.

      --
      I'll just use my special getting high powers one more time...
    16. Re:Fine line between MUD and MMOG? by Why's_This_Fish_So_B · · Score: 1

      My kid's starting to play a 3.5e D&D session through IRC. That should pretty much weed out the graphical nonsense you don't care for and preserve as much of the PnP experience as possible (without actually having to get everyone in the same room).

    17. Re:Fine line between MUD and MMOG? by HawkingMattress · · Score: 1

      It's a Non Player Character, played by the master

    18. Re:Fine line between MUD and MMOG? by tolkienfan · · Score: 1

      I think it would be a neat feature to be able to locate other characters in such games that are played by people local to yourself - in-game as it were.

      That would encourage get togethers and add a new element to the play.

    19. Re:Fine line between MUD and MMOG? by ChronosWS · · Score: 1

      I've gotta second the parent. The biggest reason I hear from people isn't that they don't have the time, it's that they can't find the players. And I know there are a lot of players out there looking for others to play with. My gaming group has been together since about 1997 (and some of them were gaming together even before that.) We cycle through a bunch of different gaming systems to keep things interesting and to give everyone a chance to run something they like.

      But the gamers are out there, you just need to look around for them. Go to gaming stores and ask - it's probably your single best bet to finding these people. Ask if you can leave a contact sheet so others can find you too.

    20. Re:Fine line between MUD and MMOG? by achacha · · Score: 3, Informative

      I too have played and loved AD&D during the 80s and early 90s. It was a great way to hang out with freinds, run some encounters, drink beer, watch some porn, kill a few more things, eat, drink some more beer, watch some more porn, drink some more beer, argue over rolls, threaten DM for fixing combat and encounters, getting pissed off for rolling on treasures and getting yet another useless potion, and so on.

      Those were great times that will be with me throughout my life, something my kids may never experience (but I am sure they will have their version of it).

      Now I was really excited when I got into D&DO beta, I was hoping I would get into some groups, encounter monsters and puzzles and such. Got some free weekend time, installed it, got a 2 6-packs of beer (Dinkelaker just like in the old days), some chips and started playing.

      Beer 1:
      Update started... 40 minutes to go...

      Beer 2, 3, 4: Watched episode of ST:TNG, "A fistful of datas", 45 minutes...

      Beer 5:
      Finally I am in, create an elf fighter and enter the world.

      Beer 6:
      Done with tutorials and took the boat, seems like a reasonable game. So far, trying to get a group but no luck. Lots of people in the inn standing around many AFK. Video card feeling a bit of strain, but nothing serious. Talked to the few NPCs in the inn and got my initial quest and finish it quickly.

      Beer 7:
      Get a followup quest. Opening doors all is well, found some mushrooms. Ooh enemy I see, I shoot some arrows only get 1 shot before the enemy gets too close so I switch to short sword and the fight begins, it requires active fighting and blocking and dodging. Well I am at half health and enemy is dead... health bar not moving, maybe I should stand for a bit and gain health back.

      Beer 8:
      Health is not back after 10 minutes.. maybe there is no HP regen. Another fight later I am at 20% health, use up a potion to heal some back. Continue exploring and enter a room with ladder down and ladder up with few more enemies. One on top is stuck and unable to come down so after killing one near me I navigate the ladder slowly and eventually get up there and kill it. Health at maybe 5%.

      Beer 9:
      I run back to the rest shrine (almost didn't find it), rest to 100%. Climb down the stairs and get attacked by another enemy. Using blocks and swinging in-between attacks I kill it and lose 30% health. Next room has yet another enemy and after killing it barely I am at 20% health. I find some room, finish objective and have to kill some crazy guy as the whole place is falling apart. I run into him on the way back, get one-hit and killed...

      Beer 10:
      Roll a bard and get frustrated during tutorial. I hate not having any HP/MP regen. I can't tell the DM, "lets have a shot and make beleive we just rested"...
      Roll a cleric (so I can heal myself). Well healing self is great but now I run out of mana.

      Beer 11:
      Exit AD&DO. Start City Of Heroes, use my tanker, run into a group of 8 enemies and defeat them all. Energy and Health returns in 10 seconds and I am ready for more... wow what a difference, no real downtime.

      Beer 12:
      Uninstall AD&DO... watch some ST:V on DVR... get a sad feeling that the good old AD&D days are really gone forever.

      Who's bright idea was it to put all these downtimes and annoyances into D&DO? AD&D was a social dice game and it does not translate well into the MMORPG world.

      My advice, save your money, D&DO sucks, buy more beer with that money :)

    21. Re:Fine line between MUD and MMOG? by jp10558 · · Score: 1

      I think that currently OpenRPG would provide a great interface, maybe coupled with ventrillo. The only problem remains getting people together, which is always a difficulty. There are several communities dedicated to this though.

      --
      Opera, Proxomitron-Grypen,GPG 0x0A1C6EE3
    22. Re:Fine line between MUD and MMOG? by Anonymous Coward · · Score: 0

      mmogs DO offer that sense of local camaraderie you experienced with BBS,
      but to get it you have to

      1. find an Active guild that actually plays together as a group, not one that just talks about playing together;

      2. the guild MUST be made up of, and most importantly Led by, mature reasonable adults. Such a guild is damn hard to find but when you do, the 'metagame' really opens up.

    23. Re:Fine line between MUD and MMOG? by nuzak · · Score: 1

      Side note: are there any MMOGs that have a graphic interface that is built around a user's imagination? Maybe in between games (or even during games) the user can go elect to redesign a given monster or land or whatever to more of what they see in their heads? I'd think this would add a uniqueness factor that would make the game more playable -- rather than being stuck with the typical same interface, the player has a lot more control. For example: you're fighting Monster X but the monster isn't really what you see in your head. Hit the + key or something and you can scroll through the various monster designs out there (even third party designed maybe) until you see what you like. Same thing could be true for the various land designs and overall world feel.

      A skinnable game, sure. You can get something to that effect with single player RPG's though. Morrowind is one of the most heavily-modded games ever made, and there are mods that alter the landscape somewhat, as well as change the models ... but mostly in the direction of improvement of texture or adding some visual flair, not fundamental alterations. Of course, people have created entire new adventures with their own creatures in this game. These are quite non-trivial to create however, requiring creative thinking, artistic talent, technical skill, and loads of patience. Not something you can usually put together within a reasonable timeframe without throwing lots of money at people who do have these attributes.

      So yeah, basically any CRPG with decent moddability (like Morrowind or Neverwinter Nights) could fit the bill. You'll just find that it's not something you can just handwave into existence.

      For MMOG's? Never ever gonna happen for too many reasons to list. Second Life might be flexible enough to do it, but I doubt that even there two people looking at the same object are going to get two different views other than their perspective.

      For me, it's not graphics that ruin the experience, it's the culture. Unless you're Dutch, the letter "u" is not an acceptable pronoun.

      --
      Done with slashdot, done with nerds, getting a life.
    24. Re:Fine line between MUD and MMOG? by baldrin · · Score: 1

      I to played Dungeons & Dragons for serveral years. I have also felt that the new graphical games take away from what the human imagination ccan offer. So I have been playing a text mud. I get to use my imagination because there is only reading involved when it comes to descriptions. I hope that some of you who feel that same way that dada21 feels will come by and play with us. http://nanvaent.org/

    25. Re:Fine line between MUD and MMOG? by Augmento · · Score: 1

      I really think its the Massive part of MMOs that doesn't capture those of thus who enjoyed dungeons and dragons. my gaming concept SCORPG, Small community online role playing game is going focus on around 500 (give or take still testing, def less than 1k) players per server with an emphasis on roleplaying.

    26. Re:Fine line between MUD and MMOG? by geekoid · · Score: 1

      there are people out there in there 40+ that game together. The thing is you really have to look because most of them game in there own house, not in a library. Many of them don't like hanging out in hobby stores for a complete day, either.

      Try small local cons, and meet some people in the age category you are looking for. Cons are a great place to weed out the guy who has been playing the same way since he was 15, and doesn't have quite the personality you want to game with.

      Another thing, most of them have develop social skills, so introducing yourself isn't an issue.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    27. Re:Fine line between MUD and MMOG? by Anonymous Coward · · Score: 0

      Side note: are there any MMOGs that have a graphic interface that is built around a user's imagination?

      Secondlife at http://secondlife.com/

    28. Re:Fine line between MUD and MMOG? by LordAbraxsis · · Score: 1

      I have read most of the comments regarding MMO's lack of immersion. Being a 27 year old I have to say that people are forgeting about the day and age that younger people were raised. I was on the Nintendo at 13 getting instant gratification by smashing Goomas flat. The younger people were raised with a shallow immersion factor, it is what we are used to. Now as a lvl 50 Druid I don't find WoW to be shallow at all. I find myself trying to stretch the limits of the game. I have swam to the bottom of the ocean in Aquatic form just to see if there was a bottom. I try to climb the highest mountain just KNOWING that there has to be a way up there. Everything new that I see and do truly astounds me at the shear size and complexity of Azeroth. At lower lvl I tried my best to get into places where I really wasn't supposed to be, just to see if I could do it. I have screen shots of me in front of the Dark Port at lvl 38, and the time I slipped into Scholo behind a group of lvl 60 Horde players at lvl 37. There is so much to do and see, and so many ways to have fun in this game instead just killing and lvl'ing.

      IMHO D&D always took itself too seriously, striving to make the scenarios as life-like as a bunch of mages, warriors, and necromancers could be. Books upon Books have been published detailing every imaginable facet. Now, personally, I don't find having to memorize and read book after book to properly play a game alot of fun. WoW isn't like this, it is balanced between seriousness and aloofness. The flirting, dancing, kissing, etc. are all added into bring a lightness to the gameplay. This provides a much needed break after slaughtering Oynixa, the infidels at the Temple in Zul'Farrack, or some lvl 61 Boss. Not to mention I don't have to buy/read all the books.

      Like I said this is all my own opinion just like veryone else on here, but I think people need to remember that different generations have different ideas of fun. I do agree that it is a shame that our entertainment is becoming shallower and shallower, but so is the way of the world these days.

  3. Combat by Anonymous Coward · · Score: 2, Insightful

    Although I didnt play this that long myself in the beta... I did enjoy the combat as it added almost like an FPS feel to it, which can separate the men from the boys of just click once and watch WoW, EQ etc. So that was refreshing, and keeping on your toes especially as a melee character where you needed to be close for effective combat. I can see how over time this can get boring but so does clicking your attack bind once and waiting around like a ditz.

    The graphics were very good and detailed, and not too cartoonish.

    However overall it failed to draw me in, and nothing has since UO/EQ (1), and DAoC.... I dont know if its because im older and dont have the time to commit, the story lines, the environment, quests lack of or too many, etc.....

    Hopefully the game will do well, and may be able to draw off some WoW mindless zombies.

    1. Re:Combat by confu2000 · · Score: 2, Informative

      Another aspect of combat in DDO is that players and monsters are solid. That is to say monsters can't walk through players and players can't walk through monsters. Players can walk through other players.

      This raises the possibility of using choke points and positional tactics which the majority of other MMOs I've seen are lacking. Instead of relying on threat mechanics to keep a mob glued to your tank, you can instead wall off your casters (or try at least) to keep them safe. This strikes me as a much more intuitive approach than used by most other games.

      All that said, at lower levels, people just run in and kill stuff too quickly to need to worry about these sort of tactics. But they do come into play occasionally as one advances in levels and it's nice to have the option.

    2. Re:Combat by Phrogman · · Score: 2, Interesting

      Collision Detection is what you are describing, and its precisely this that is one of the major elements keeping me playing City of Heroes/City of Villains. The combat in COx is enhanced tremendously by collision detection, and I am now spoiled. Any future MMO I play will need to include this feature or I will not want to play it. Lack of CD is one of the many things that turned me off of World of Warcraft - one of the most disappointing game titles I have ever tried to be honest (after all the hype I expected a good game and instead got an MMORPG in Easy Mode).

      If you liked this aspect of DDO but decided the game isn't for you, I urge you to give COx a try, there is a free trial I think. At any rate, its the best MMO on the market at the moment IMHO.

      --
      "The first time I got drunk, I got married. The second time I bought a chimpanzee, after that I stayed sober" Arian Seid
  4. To Mod Troll or Not To Mod Troll by Ranger · · Score: 5, Funny

    I guess being modded Troll for a comment in this story would be a good thing.

    --
    "You'll get nothing, and you'll like it!"
    1. Re:To Mod Troll or Not To Mod Troll by umeboshi · · Score: 1

      I guess being modded Troll for a comment in this story would be a good thing.

      Unless you get a flaming reply :)

    2. Re:To Mod Troll or Not To Mod Troll by Guano_Jim · · Score: 2, Funny

      I guess being modded Troll for a comment in this story would be a good thing.

      Only if any mod points you lost for being modded "Troll" regenerated unless the mods used fire and/or acid.

    3. Re:To Mod Troll or Not To Mod Troll by loftwyr · · Score: 3, Funny

      Yep, no matter how many times the mod you down, your comment keeps coming back unless they burn it or eat it.

  5. Table Based by Nerdfest · · Score: 4, Interesting

    I still play every second week, with the same bunch of people (including a female) that I've been gaming with for about 20 years. Not that it might not be a good game on its own, but I think I'd miss seeing the mischievous look on the DM's face just before he pulls something nasty.

    It's also nice having your own mental picture of what's going on, be it accurate or not.

    1. Re:Table Based by CrackedButter · · Score: 3, Funny

      I'm having a hard time with my own mental picture of what's going on. Did you say a female and for 20 years?

    2. Re:Table Based by conJunk · · Score: 2, Funny
      dude, it's his mom, she's trying to take an interest

      sorry, sorry....

    3. Re:Table Based by TekGoNos · · Score: 4, Interesting

      Heck yeah, I've seen nothing on the computer (yet) that comes even close to a table top setting.

      The main difference is that everything is possible in a table-top setting. While in a computer game everything is limited by what the designer though of in advance.

      Just from my last game session :
      1) We had a brawl between players (i.e. we were not trying to do lethal damage, but only show off to see who's stronger)
      2) During which someone catched my shirt and shot through it (without harming me) just to get my attention
      3) we broke through the bottom of an elevator, because we hadn't the key for the floor
      4) we (magically) convinced a Guard that he was really thirsty and wanted to walk south till he got to a Bar.

      As for computer games :
      1) I dont know of any comp game that allows such brawls, but I might be mistaken. In general, fights in comp games have the only goal to do lethal damage, to kill. While in a table top, I might also fight in order to disable someone, to show off that I'm stronger, to catch someone, hit someone to let out frustrations, etc ...
      Related to that : I've yet to see a game where opponents surrender (side note : depending on the GM, they dont do that in a table top setting neither)
      2) I also dont know if any game allows to use guns for attention getting. It works well in real life (shoot into air, everyone turn your way and pays attention to you), but in the comp games I played, interaction seams to be limited to either fight or (exclusiv) speak. I've never seen implemented something like : fight a bit to show that you could kill the other, than speak and use the result of the fight as an intimidation ("I could have killed you").
      3) This might be possible once PPU's are standard. Currently, we have such stupid things as chests that cannot be opened without a key, even if I swing a maze that can break skulls (and surely chests).
      4) In a computer game a NPC can only do what the designer though off. The only way to break this is by either : developing strong AI, or making a game without NPC, i.e. humans play everything with some intelligence, even weak goblins. (Perhaps pay humans with XP for their main character, or free extentions to their account for such deeds.)

      Bottom line : while I like computer "R"PGs as a genre of their own, comparing them (in their current form) to table top RPGs is ridiculous. Maybe with PPU's and much better AI, but I doubt that this will be soon.

      And some things will never be translated to a computer game :
      Players : "we open the door"
      GM : "Ahh, I've waited for hours to finally get you to this point ... " (evil smirk)
      "and behind the door is ... nothing."

      --
      I have discovered a truly remarkable proof for my post which this sig is too small to contain.
    4. Re:Table Based by Anonymous Coward · · Score: 0

      I know I took an interest in his mom...

    5. Re:Table Based by JAYOYAYOYAYO · · Score: 1

      Why did you say "including a female"?

    6. Re:Table Based by filterban · · Score: 2, Insightful
      1) I dont know of any comp game that allows such brawls, but I might be mistaken.

      World of Warcraft allows dueling between friendly players. The loser "kneels" and the fight results are broadcast to nearby players.

      Though, all of your points are excellent. Tabletop gaming is fun for reasons that just can't be duplicated on computers (yet).

      An example: one of my friends was a mage that pretended to be a warrior. He carried around a sword at all times. (He never hit anything with it, and sometimes would hurt himself, but it was fun for intimidating monsters and players. It also was funny.) You can't do that kind of original thing, generally, in a computer game because gosh darn it - Mages just *don't* use swords!

      Tabletop gaming will exist for a long, long time.

      --
      rm -rf /
    7. Re:Table Based by Dolly_Llama · · Score: 1

      I also dont know if any game allows to use guns for attention getting

      Nothing gets their attention quite like two to the chest.

      --

      Somewhere, something incredible is waiting to be known. -- Carl Sagan

    8. Re:Table Based by Nerdfest · · Score: 1

      This is Slashdot ... I'm showing off.

    9. Re:Table Based by bar-agent · · Score: 1

      I've never seen implemented something like: fight a bit to show that you could kill the other, than speak and use the result of the fight as an intimidation ("I could have killed you").

      I have got a Mac, so I can't try this myself. But it seems to me that the reviewer mentioned an Intimidate skill in DDO. If DDO adds bonuses to that skill for doing damage to a creature, then maybe you can do this.

      --
      i'd hit it so hard, if you pulled me out you'd be the king of britain [bash.org]
    10. Re:Table Based by kria · · Score: 1

      And if you HAVE to group up with people in this game... I know that I would rather get that group together in the real world and play some real D&D.

      I am confused by your need to emphasize that a woman plays D&D with you. It's really not that odd anymore - I'm a woman, and one third to half of my gaming buddies are women (depending on how wide we draw the circle). Unfortunately, a lot of companies don't seem to get that, so they keep putting out books with women in chainmail bikinis on them.

  6. RFIDice by Doc+Ruby · · Score: 3, Insightful

    I don't want to give up my funny (polyhedral) dice. I started playing D&D with the "Basic Set", which included cutout "chits" bound into the rulebooks. We had to pick numbers from cups until the game was popular enough that a hobby store within 50 miles could mailorder some dice. I never went back. Throwing dice is the perfect physical connection between verbal roleplaying and throwing spells/punches/ropes. "Saving throw" is so much more real with a real throw. Lots of chance should be automated to smooth flow of the game and keep DM decisions secret. But I want the option of throwing some dice in the game, even if just to burn some entropy to show it who's playing.

    Maybe a "Real Funny Interface Dice" controller, where a couple of RFID sensors detect the 3D position of a couple of RFID chips in each die? Or maybe a "dicepad" that images the bottoms of the dice after they roll. Just as long as I can throw some nuggets to pick a number, I'll be able to keep the moves I learned as a kid.

    --

    --
    make install -not war

  7. LOADING... by Wind_Walker · · Score: 3, Insightful
    I played DDO during the Stress Test event and my biggest

    LOADING...

    problem was that everything was instanced. After games like

    LOADING...

    World of Warcraft where (on a single continent at least) the game is

    LOADING...

    virtually seamless, the long load times and lack of immersion it created really

    LOADING...

    got to me.

    1. Re:LOADING... by softspokenrevolution · · Score: 1

      I had more or less the same experience with Everquest II, and it really made me pine for WoW. Load screens every couple of feet really don't encourage me to go around and explore the world, but at least in DDO you're not missing all that much.

    2. Re:LOADING... by Arturus · · Score: 1

      Slashdot Realm Queue is Full: Your position in queue is 354
      Estimated time before posting: Calculating...

      ...20 minutes later...

      Yeah playing in WoW is pretty seamless, once you can log in.

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

      This is true and it sucks, but I think that Blizzard will probably have an easier time fixing that than the other guys will have to fix their loading problems.

  8. DDO is hardly D&D by luvirini · · Score: 4, Insightful
    One of the basics of D&D is indeed the abstract nature of combat and skill uses. The fact that DDO forces the horrible clicking, making it a reflex clicking game makes me stay very far from it.

    So, as I want to feel the RPG feeling, I am sticking to NWN and soon going over to NWN2.

  9. Cartoon by cflorio · · Score: 2
    I say they should bring back the D&D Cartoon.

    AD&D

    1. Re:Cartoon by Anonymous Coward · · Score: 1, Funny

      "Dungeons and Dragons Online Impressions..."

      Ok, here's my impression *cough* ...

      Ewwwwww... Neeeeee!

  10. More of a mainstream game by bahwi · · Score: 2, Insightful

    I think DDO is more of a mainstream game for the casual gamer, not for the die hard gamers. Sorry, WoW never interested me, if you didn't play daily you lost out on way too much and it was hard to either catch up with friends or find a new group. FFXI was too much crafting pointlessness and it felt like they were leading you on your path all the time.

    DDO is just fine to pick up once a week, easy to use, quick to group, and the dungeons are a good hour or two and you can be done for the night.

    People either love it or hate it, and most of the people who hate it are on other MMORPG's while the ones who love it have a nice mix of other MMO's and people who weren't playing anything before(like me).

    "It's not for the casual gamer because it's impossible to play on your own. "

    Huh? Click LFG in the social menu and in about 10 minutes normally(normally much less) you're grouped. What are you talking about?

    Sorry, but tell me when WoW gets to this level of gameplay(not quality, not features, not content, just the quality of actually playing the game, I know WoW beats it on features and content, and quality is up for debate since it's still in it's rocky start, like WoW was).

    1. Re:More of a mainstream game by Anonymous Coward · · Score: 0

      WoW had a rocky start? Are you fucking kidding? Sure, it had some server instability issues, but it was insanely popular - so much, so, that it actually caused said problems.

    2. Re:More of a mainstream game by NthDegree256 · · Score: 1

      "It's not for the casual gamer because it's impossible to play on your own. "

      Huh? Click LFG in the social menu and in about 10 minutes normally(normally much less) you're grouped. What are you talking about?


      I think you missed his point. Some people don't want to play in a group, regardless of whether or not they know the people involved. He was saying that DDO makes it essentially impossible to go on solo adventures, which is going to upset people that prefer that.

      And yes, I suppose you could drag this into an argument of "why would you play a MMO if you just wanted to solo all of the time?" I'll leave that for the people who actually play MMOs to debate, though... >_>

    3. Re:More of a mainstream game by dc29A · · Score: 2, Insightful

      "It's not for the casual gamer because it's impossible to play on your own. "

      Huh? Click LFG in the social menu and in about 10 minutes normally(normally much less) you're grouped. What are you talking about?


      You forgot to add that in pickup groups you get some idiots who are completely incompetent. You got people going AFK to let the dog out. You got people lost and you wait. All this adds up. If you are a casual gamer, avoid this game like the black plague.

      I've given up on it when I had to group constantly, even at level 1. I was constantly dependent on other players' play time, competence and whatnot. I just couldn't do what I do in WoW: log on at weird times and have my Avatar progress through the game. I just dread to imagine semi-filler semi-useless classes like barbarians and rangers. I played a cleric and still got fed up with constant waiting and clueless players.

    4. Re:More of a mainstream game by phxbadash · · Score: 1

      No, the fact that the morons at Blizzard didn't release the server names in advance of launch caused servers to be overcrowded, which in turn led to increased server instability and stupid queues. WoW's launch was a clusterfuck compared to DDO's so far.

    5. Re:More of a mainstream game by kalirion · · Score: 1

      DDO is just fine to pick up once a week, easy to use, quick to group, and the dungeons are a good hour or two and you can be done for the night.

      So you'll be playing the game 1-2 hours a week? I'm sure there are online games that'll let you do that without monthly fees. I heard Guildwars was pretty good.

    6. Re:More of a mainstream game by masterzora · · Score: 1
      He was saying that DDO makes it essentially impossible to go on solo adventures, which is going to upset people that prefer that.

      No he wasn't. Or, if he was, he did it crappily.

      He specifically said that it's not for the casual gamer since you can't play without a group. It's quite a stretch to equate casual gamers with soloists. A large number of soloists are hardcore gamers, and most casuals probably wouldn't mind or care that they're in a group as long as they get to play.

      --
      Remember, open source is free as in speech, not free as in bear.
  11. Tavern in beta = lagfest. by Anonymous Coward · · Score: 1, Informative

    My system isn't that bad but when you are stuck there waiting for your character to respond 10-15 seconds it can get frustrating. I tried lowering my graphics settings and that only helped a bit.

  12. Also to the point. by gentimjs · · Score: 2, Insightful

    Until they have a solaris/sparc version, I'll be sticking with text MUDs. kthxbye. Sadly, the majority of games developers dont seem to give half a shiznit about platforms other than WindowsXP (and vista soon) .. im not saying they SHOULD care about porting thier game to a serious minority platform (such as mine), im just pointing out that they DONT.

    1. Re:Also to the point. by darkwelder · · Score: 1, Redundant

      Are you telling me that you haven't yet downloaded the Irix 6.5 release of WoW to play on your Indigo 2? Just fire up BitTorrent...

    2. Re:Also to the point. by Andrzej+Sawicki · · Score: 4, Funny
      Sadly, the majority of games developers dont seem to give half a shiznit about platforms other than WindowsXP (and vista soon)
      I believe you misspelled "managers".
    3. Re:Also to the point. by 99BottlesOfBeerInMyF · · Score: 3, Interesting

      Sadly, the majority of games developers dont seem to give half a shiznit about platforms other than WindowsXP (and vista soon) .. im not saying they SHOULD care about porting thier game to a serious minority platform (such as mine), im just pointing out that they DONT.

      True, but one of their major competitors and the game this will doubtless be measured against does. Hence, it is perfectly appropriate to point out that they will lose market because of this design decision. Maybe that will be insignificant, but it is one concrete way in which this game is inferior. Personally, I don't enjoy grinding games designed to take up as much time as possible. I'd rather go with a design that gives you as much fun in the smallest amount of time. This is why it is unlikely I would ever buy either WoW or DDO. When games sales methods provide a financial incentive to the developers for wasting your time and those companies have not built an extraordinary level of trust I'll always pass.

    4. Re:Also to the point. by Anonymous Coward · · Score: 0

      The market they lose is so insignificant that it is arguable that the money saved in dev time and support costs means they actually come out ahead.

    5. Re:Also to the point. by Anonymous Coward · · Score: 0

      Except that if they follow best practices in programming, the costs of porting is greatly reduced - and money is saved in the long run on other fronts as well.

      If the managers take a look at these questions from any point of view except an extremely short-term one, it does make good business sense to write good, easily portable code, and produce as many ports as possible. Unfortunately, short-sightedness seems to have reached epidemic proportions in the business world, so this is rarely done.

    6. Re:Also to the point. by Anonymous Coward · · Score: 0

      [i] Personally, I don't enjoy grinding games designed to take up as much time as possible. I'd rather go with a design that gives you as much fun in the smallest amount of time. This is why it is unlikely I would ever buy either WoW or DDO. [/i]

      you obviously haven't played DDO. DDo is the oposite of the grind mmorpg. There is no "time sink" at all. A group of friends logs on. they play their adventure> and you are done. There is no traveling, medding, camping, waiting for spawns, waiting for drops, that are the lifeblood of EQ, EQ2, WOW.

      you may be suprised

    7. Re:Also to the point. by NetFu · · Score: 2, Insightful

      Wow, you must be a game company marketing exec, or must have been brainwashed by one!

      The fact is that there are a lot of people (especially today) who use Windows PC's AND Mac PC's, but in slightly different settings. For some, it's Windows at work, Mac at home. For others, like me, it's Windows/Linux in the home office, Mac(s) in the living room.

      Since I play my games in the living room so I can relax near my family, the TV isn't dedicated to a console box. We use the Macs in the living room for kids stuff and casual home/family/work stuff. The Windows/Linux boxes in my home office are used for hardcore work, servers, and truly solo gaming (late at night or early in the morning when I'm really playing solo).

      I play WoW because I can play on any Mac in the living room or any "box" in the home office. Half-Life 2 is worth playing in my home office because I can pick it up and play it any time I decide to game solo.

      WoW can be played by casual gamers so it conforms to your schedule (running on whatever PC you have where you are), or hardcore gamers who arrange their lives around their MMO gaming with friends.

      I'm seeing the same problems with DDO that the reviewer is seeing, that the game developer seems to be intentionally blocking out certain groups from even playing the game. Not just Mac users, but casual gamers, people who have lives, etc.

      The lack of Mac support compared to DDO's prime competitor, WoW, is just one indicator of the fact that DDO is really only made for people who already sit down to play tabletop D&D every week at a scheduled time. Or, at least in drawing gamers into that traditional D&D-style gameplay.

      That's fine, but it's not going to get them anywhere near a mainstream audience. I can't see them going beyond the niche tabletop D&D players and possibly DDO LAN parties. That's probably what they want, so I hope the company who developed DDO doesn't expect much revenue, or this will be the shortest-lived MMO in HISTORY.

    8. Re:Also to the point. by Don+Ray · · Score: 1
      It's just a shame that very few people play the latest descendants of the original MUD anymore (where 5 players on at the same time is a crowd). There are two incarnations, http://mudii.co.uk/ based in the UK, and http://mud2.com/ in Canada; the UK version being the most active - if it can be called that.

      Graphical MMOGs may be all the rage, but you still haven't lived until you've died in MUD.

    9. Re:Also to the point. by johnus · · Score: 2, Insightful

      I believe you both mispelled "publishers".

      why spend money making games for mac (what, 5% marketshare?) or linux (1% desktop?)?

      especially for linux, where people don't want to pay for it... :P

    10. Re:Also to the point. by Moofie · · Score: 1

      "why spend money making games for mac"

      Because then Mac users will give you money for them. Seems like a pretty dumb question to me...

      --
      Why yes, I AM a rocket scientist!
    11. Re:Also to the point. by saltydogdesign · · Score: 1

      Yeah, how come nobody makes ports for my Atari 800 anymore?

      --
      // This is not a sig.
    12. Re:Also to the point. by Anonymous Coward · · Score: 0

      Of course the hundred mac gamers who pay for it will cover the cost of porting it over.

    13. Re:Also to the point. by drachenstern · · Score: 1

      just because we don't want to pay overly inflated prices for something that we have no control over does not imply that we will not pay for it at all

      if the games were released at a reasonable price, some of us would indeed pay for it. the problem is how do YOU define reasonably priced, and how do I???

      --
      2^3 * 31 * 647
    14. Re:Also to the point. by Casualposter · · Score: 1

      WOW isn't a grinding game. It can be a grinding game, but it really just depends upon what you want out of the game. You can play solo, with a group, or just hang out and cut up with friends. You can play for an hour and have a good time, and then just quit. Not a problem. I do it a lot.

      --
      Creative Spelling Copyright (2002). May use without Persimmons
    15. Re:Also to the point. by ravenshrike · · Score: 1

      Ahh, the irony inherent in your post. In case you haven't been following, most PnP D&Ders find the game laughable at best. Really all it is is a crippled Diablo MMO set in ebberon, a world which is can basically be described as magipunk which the majority of PnPers have yet to touch. If I want to play in that setting I'll grab either D20 Modern or Shadowrun thank you.

    16. Re:Also to the point. by 99BottlesOfBeerInMyF · · Score: 1

      you obviously haven't played DDO. DDo is the oposite of the grind mmorpg. There is no "time sink" at all.

      It's true, I haven't played it. If you re-read my post, however, you will see why. The sales mechanism encourages it to be a time sink. That is to say, since they get paid every month I stick around they have a motivation to make things take as long as most people will put up with. Maybe this is not how it is implemented, but I'm not going to shell out money to a company I don't trust to find out and I'm not going to trust them to not change the game as they go along. Also, according to the review this game is a time sink. The reviewer notes several instances, like healing up after an adventure, where you basically have to sit around and wait.

    17. Re:Also to the point. by 99BottlesOfBeerInMyF · · Score: 1

      The market they lose is so insignificant that it is arguable that the money saved in dev time and support costs means they actually come out ahead.

      Yeah, I'll bet they are really killing those poor, dumb bastards at Blizzard. Err, oh wait no they aren't. If you code a game using best practices that will allow you to easily re-use the code porting platforms is very worth it. If, instead, you code to DirectX and lock yourself into a single vendor (who is also a competitor) then it will take significant effort to port a game. It is usually still profitable for big titles that are already popular, but many companies don't want to risk it.

      Thus we can conclude that the coders for DDO are likely less competent and in addition someone in the decision making process is not confident that the game will do well. It sounds like a recipe for mediocrity.

  13. game is lacking for the monthly fee by pl1ght · · Score: 4, Interesting

    This is the main point IMO that causes this game to fail. Hundreds of people brought it up during beta, and bring it up now, about instanced gaming. The game is fun. But to have to pay monthly for a game with similarities to how Guild Wars is run(with no monthly fee mind you), it is hard to convince myself to get this game. If it was stand alone and didnt have a charge i would probably jump all over it. But this instanced gaming and lack of traveling that is supposed to be "convenient" for gamers ends up making it less of an mmorpg that it already is. If you read the DDO forums you will see this issue brought up time and time again. And the responses are the same flames. But i think its obvious that this is one of the root problems of this title and why it will ultimately be a huge loss for Turbine.

    1. Re:game is lacking for the monthly fee by rho · · Score: 1
      The monthly fee is what keeps me from both DDO and WoW. I've only got a few hours of game-playing time availble to me per week. I like playing Neverwinter Nights with friends. We can all play on an old P-II running the Linux server on my cable modem. We can play for an hour or two a week. We can swap classes midway, if we find our current class isn't any fun, just by coming in with a DM and forceleveling a new character. We can start from level 1, or jump ahead to level 20 to play at the upper end.

      The flexibility is great, and you don't have to trust in fate to find non-asshole Internet players. And best of all, I'm not pressured to play every night to get my money's worth. It's just $15/mo, sure. I dunno about other people, but I'm about $15-20-per-monthed out. NWN's method is superior, IMO.

      --
      Potato chips are a by-yourself food.
  14. No single-player? by Rob+T+Firefly · · Score: 4, Interesting

    It is not possible to play Dungeons and Dragons Online solo.

    Anyone else out there really disappointed by this?

    1. Re:No single-player? by Anonymous Coward · · Score: 0

      No. Dungeons & Dragons was not meant to be played solo, and any significant level of viable soloability would have been a betrayal of the core values of the system. No single D&D character should be able to fill every role.

    2. Re:No single-player? by Pacratt · · Score: 1

      Totally disappointed, if only I could get my money back. At least I can cancel before my 30 days free is up. Game looks fantastic, but if you can't solo. I mean c'mon game designers, you want someone to try it once or to get hooked?

    3. Re:No single-player? by The+Rizz · · Score: 2, Insightful

      > It is not possible to play Dungeons and Dragons Online solo.
      Anyone else out there really disappointed by this?


      I am. If I've only got 20-30 minutes free to play at some point (which is very common), it would be nice to be able to sit down and play the game, and not just pop in and sit there for 10+ minutes trying to find a party to work with. In contrast, if you play Neverwinter Nights you generally can just pop in and play, even if you don't have a party. It's more difficult, but generally do-able.

      If ~50% of my time in a game is spent waiting to play, I think I'll move to something else, TYVM.

    4. Re:No single-player? by Jurrasic · · Score: 1

      Me. If I still had the time to devote to a dedicated group of AD&D players to game with at set times for hours at a time, i'd still be playing actual tabletop AD&D with them. A MMOG I cannot solo in is a MMOG I will never play.

      --
      Devil bunnies! I snort the nose! Lucifer! Banana! Banana!
    5. Re:No single-player? by Rob+T+Firefly · · Score: 1

      No. Dungeons & Dragons was not meant to be played solo, and any significant level of viable soloability would have been a betrayal of the core values of the system. No single D&D character should be able to fill every role.

      I must disagree. One particular friend from my tabletop D&D crowd and I have had many interesting solo sessions - one of us as GM, the other soloing. It's a new twist on RPing for the average player, as well as great excercise for the GM's imagination and skill in tailoring a quest to one player, running compelling enough narrative and NPC action so that this character doesn't have to fill "every role."

      This is certainly within the capabilities of an MMO to provide, and even a small amount of soloable quests in D&DO would have been welcome not only for die-hard soloists like myself, but also for the average player who just wants to strike out from the crowd every now and then.

    6. Re:No single-player? by Anonymous Coward · · Score: 0

      Yes. Yes I am.

      The ability to "solo" in the game world is a reflection of a certain portion our reality. I don't "group" to go the grocery store. I don't "group" to fight the traffic-beast. If find that there is a particular mentality when it comes to certain character types which, in my estimation, require the option to go against the circumstances of the world all by one's self. These sterotypes show up quite frequently in the literature of the fantasy genre: The stone-faced barbarian, the beguiling rogue, and so forth. They may be now part of a group in the story, but they started out all on their own. In fact they may have to seperate from the group, as part of the plot, to achieve the ends that everybody deisres.

      Without the availably to play on your own, to achieve your own ends, will cause not just myself but others as well to be at odds and disapointed with the design of the game.

    7. Re:No single-player? by Anonymous Coward · · Score: 0

      Of course. You should see the massive number of people complaining that Blizzard's endgame in WoW requires them to - gasp! - group with other players.

      There's a large section of gamers who call themselves "casual" who get upset when you suggest that they should maybe look into playing with other people on an online game.

    8. Re:No single-player? by rabbot · · Score: 1

      Well, i'm disappointed that the misconception that you can't solo made it into his review, yes.

      I solo all the time in DDO. You just have to remember the dungeons are balances for 4 man groups of the dungeon lvl. You just have to pick the right soloable classes and run dungeons a lvl or 2 below your current level. Pretty easy. I can solo any lvl 1-4 dungeons at lvl 6 for decent XP.

    9. Re:No single-player? by lgw · · Score: 1

      I certainly am. I won't buy the game for this reason. I had really been looking forward to a game with rogue-oriented content, too! But if I can't solo, to Hell with it.

      --
      Socialism: a lie told by totalitarians and believed by fools.
    10. Re:No single-player? by IflyRC · · Score: 1

      Not at all, I don't purchase MMOPRGs to play alone. If I wanted to do that, I'd play the single player games. In single player games I don't have to worry about people who train others (in a bad way), the whiners, the power gamers, the beggars and over all nasty side of the MMORPGs.

      However, I like MMORPG games because of the "MMO" - I like the social aspect. I like grouping. I like the cooperation and just the general idea that there are other people doing something.

      If you want to solo in an MMORPG, find another genre IMHO.

    11. Re:No single-player? by Empty+Yo · · Score: 1

      I know I am. From the original Everquest to WoW to NWN online, I've tried playing in groups and I'm constantly irritated by the juvenile actions of the people I play with. I either play solo, or don't play at all any more.

      --
      I'll tolerate anything except intolerance.
  15. An MMO that requires character dexterity? Great! by ArmedLemming · · Score: 2, Insightful

    "In other words, you're going to do a lot of missing. This gets frustrating very very quickly. In fact, it's gets just boring after a while."

    What's interesting to me is the philosophy behind this statement.

    Perhaps it's a little more realistic to believe one will miss alot during a battle? Maybe it's boring because we've all been spoiled by automatic action gaming that doesn't require much in the way of character dexterity while fighting? I'd like to think that if one maneuvers their character well during a fight, they'll land more hits. And while it still may be abit boring to those used to rapid XP gain, I think it's truer to the original aspects of the tabletop D&D I used to play.

    "They jump around, move out of range, and generally do their best not to get killed. That means that in addition to repeatedly clicking on your opponent you're going to be trying to follow their movements. It's all too dang chaotic to be truly fun."

    Sounds more realistic to me. Perhaps this game will filter out the less diehard players and leave only the more serious gamers? I wonder if the MMO player-base has grown enough to sustain a game like this where it requires more skill and dedication (as in you'd have to be pretty dedicated to play this game if it's as boring as you've said it is)? Actually, I'd like to think it has, and additionally, I'd like to think that this game wouldn't change much to accomodate the people who want a fantasy MMO where you don't have to be particularly good, you just have to know when to hit the attack key...

    I personally hope that this fighting model for MMO takes off and is incorporated in more games...

    --
    Two fish swim into a wall, one turns to the other and says, "Dam".
  16. "Experience points are only handed out at the end" by Anonymous Coward · · Score: 3, Insightful

    Experience points are only handed out at the end of the mission, when quest objectives are completed.

    Good, I say. This is keeping in line with pen-and-paper D&D, the idea that there is offscreen training and what-not involved in actually "levelling up"

    But really, anything to get away from the standard MMPORG grind would be great. Why do most games hand out experience as if everyone is playing a fighter? How about doling out XP for using class skills successfully?

    Instead of levelling up solely by killing one identical monster after another, a healer should get experience for successfully using healing and protection spells to aid the party-- and the riskier the situation the better. A rogue should get XP for disarming traps, successfully stealing and backstabbing, etc.

  17. Where is the story? by urikkiru · · Score: 5, Insightful

    Something that seems to be missing from all MMORPGS, is stories. Tabletop role play was about epic stories, and interaction with people on your adventures. MMORPGS seem to be about killing things and collecting loot. I didn't play DnD with friends for getting cool magical swords. After all, all it took was writing in a cool item on your character sheet to 'have it' anyway. Also, DM's are famous for scaling their adventures to the players stats/skills/items anyway, so leveling up was simply a way to keep score, not the goal in mind.

    I played such games for *stories*. Things to tantalize my mind, to experience in a more direct role. I look at a role playing session as like experiencing an epic tale that I can have a direct hand in. All attempts to recreate that in a digital form for MMORPGS have failed dismally in my opinion. Even WoW.

    Is it so hard to create some gameplay that is more like playing the Baldur's Gate style games? Or Planescape Torment? Most of the single player RPG's manage this pretty well. What about NWN? That game has managed a multiplayer component that has virtually no rivals in the digital age, purely from it's lack of centralized multiplayer, and by allowing players to create their own content. These are all food for thought I think, although I'll stop rambling now about this, as I could go on for a while.

    1. Re:Where is the story? by MightyMartian · · Score: 2, Interesting

      I think implementing stories in this kind of environment would be rather difficult. I think this particular sub-genre of roleplaying is probably always going to amount to dungeon crawling for this precise reason, and while I still enjoy the odd hack-and-slash session, in the quarter century I've table top roleplayed I've matured beyond that to the point where story telling is the very crux of the reason I play, and because of the nature of online playing, I don't see how group playing in this environment could ever effectively give that to me. The only kind of online roleplaying I have done that does give that story telling feel is the form of roleplaying that probably requires it the most; PBEMs. Most rule systems, even really light-weight ones like Fudge, still require at least some dice rolls, and in the end there's not a lot of efficient ways to reproduce that in a PBEM, so the narrative elements become much bigger. PBEMs have their drawbacks, mainly because the cycle for even the fastest game is going to be a day or two, and the one I'm GMing started at a four day cycle but now sits at a seven day one just because, oddly enough, posting PBEM turns seems to require more time and effort than table top.

      --
      The world's burning. Moped Jesus spotted on I50. Details at 11.
    2. Re:Where is the story? by zerocommazero · · Score: 2, Insightful

      The biggest problem is coming up with great stories for each individual player. Then somehow managing all that into the current game involving all the players. You can't have a great story without some kind of changes to your character and the environment in general. That's what I would expect. like a story where your group disposes of a dragon or wipes out a troll army or stops a pirate fleet. Now that dragon or troll army or fleet is gone forever and those implications should affect the game world for everyone to be realistic. There are environmental effects to take into consideration in order to make each story individual and still have meaning. Oh well, maybe some day. I don't think you'll ever see a MMORPG with that ambition. It would probably be best for a MMORPG to have multiple copies of the main gaming world which could have only so many players (250-1000 depending on scope and size). And kind of like the old Sliders TV show, each "dimension" has its own history of events that have or will have taken place. Just think you could create implications that affect the gaming world for everyone playing. And, if you don't like it, you could jump to another dimension with your gruff school teacher. This would definitely make everyone feel more involved. These casual/cookie cutter quests that are run through in the typical MMORPG don't make an RPG in my opinion.

    3. Re:Where is the story? by AuMatar · · Score: 1

      For dice rolling- how about a 3rd party server, which runs email lists. You add everyone to the list, and when you need a roll you send a mail to the list saying >. The server would read the email message, and roll the dice, sticking in the result. You could even add more intelligence, allowing it to figure out damage, crits, etc.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    4. Re:Where is the story? by MightyMartian · · Score: 1

      I still use dice rolling to run combat and do skill checks, but not to the extent that the base system (Palladium) requires. I encourage my players to use an If-Then-Else system of posting their combat moves, and then I do the rolls and stitch it all together in a narrative fashion. It's extremely time-consuming, but I think the result works very well. Because we work on a 4-7 day turnaround for turns, dice rolling could seriously bog things down if I let it, but I keep it to some extent because players like to know that the GM isn't an absolute god.

      --
      The world's burning. Moped Jesus spotted on I50. Details at 11.
    5. Re:Where is the story? by Blakey+Rat · · Score: 1

      It can be done on a small-to-medium sized MUD, with enough staff to pay attention to the player's needs. It can't be done in a MMORPG.

    6. Re:Where is the story? by Omega+Blue · · Score: 1

      Parent is right. An RPG campaign is a story. The player characters play a central role in unfolding the story. An RPG campaign should have no winners or losers, because everybody is a part of a story. So the bad guys get defeated in the end, but that's just only part of it.

      Now you can do it with P&P (pencil and paper) sessions really well, because an experienced DM/GM/referee/storyteller/etc. can improvise things on the spot when the PCs want to do something totally unexpected. CRPGs are less than ideal, at least in this aspect, because the choices of actions are always limited. However some development teams really tried and they came up with pretty decent games, games such as The Elder Scolls series.

      Now the shortcoming of a story, if you can call it that, is it involves change. Things happen, the PCs grow up, cities are founded and destroyed, armies clash, etc. All these events leave a permanent mark in the "universe" where the story takes place. And once the story is finished, it is finished. A story involves one and only one PC party and all the events they help weave together. You can't do the same thing again, even if you were able to undo everything and start from scratch.

      In other words stories are fine for RPG games that is played by a person on a PC, such as the traditional CRPG. This does not scale up to MMORPGs. You can't re-enact the same story again without isolating a party, so other players can't mess it up. Doing so, however, runs counter to one of the underlying ideads of MMORPG.

      So no, the so called MMORPGs are just glorifed versions of nethack, moria, or angband. There are no stories. Only quests to complete, monsters to kill, and items to collect.

    7. Re:Where is the story? by CountBrass · · Score: 1

      Insightful? The guy obviously hasn't even looked at DDO.

      If there's one thing it has it's *proper* quests with a story. It's the single thing that makes it stand out from the other MMORPG's I've played (EQ, WoW).

      And as to the comments about not being able to solo a MMORPG: go play the next installment of Elder Scrolls you stupid dicks.

      --
      Bad analogies are like waxing a monkey with a rainbow.
    8. Re:Where is the story? by Locke03 · · Score: 1

      Hehe, more like dumbed down versions of nethack. I have yet to play a game that approaches the depth and complexity of gameplay found in nethack. I'm still waiting for another game to let me pick up (assuming I have gloves on) a chimera corpse and swing it around as a weapon.....

      --
      I don't care what youre doing so much as the idiotic way you're doing it.
  18. For what it's worth by binkzz · · Score: 1

    I beta'd this game, and it's not very different from other major MMORPGS (EQ2, WoW). The realtime fighting is the same as it is in EQ2, except you have the choice to manually swing your axe or have it done automatically; there are no advantages to swinging it manually. The game itself is the same as any other with just minor differences setting it out from the rest.

    The D&D ruleset doesn't cater for the old tabletop players. It will give you some familiarity, but there's no depth like you would find in MUDs. It isn't very solo friendly, either :(. The only good thing is the quests, they spend more attention to the individual quests and it shows in that you'll find genuine puzzles involving moving walls and floor panels, levers and interesting NPCs.

    But unfortunately, it bores quickly and didn't manage to captivate me as much as MUDs or even EQ2 did.

    --
    'For we walk by faith, not by sight.' II Corinthians 5:7
    1. Re:For what it's worth by Anonymous Coward · · Score: 0

      "there are no advantages to swinging it manually."

      Yeah, other than that you can swing an axe about twice as often manually as you can with it on autopilot.

  19. No Monks by umrgregg · · Score: 2, Informative

    "All of the D&D iconic classes are available (even poncy bards), along with the typical player races."

    But where are the monks? ;)

    Apparently they'll be released at a later date...

    --
    NMG
    1. Re:No Monks by geekoid · · Score: 1

      "But where are the monks?"

      Keeping the time line fixed, where else?
      OK, some are listening for the first sound of the universe, but they don't get out much.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  20. "Combat Clickfest" by Veldcath · · Score: 5, Informative

    The author only has it half right. There is, indeed, an auto-attack mode, which can be turned on by the press of a hotkey (by default, "1") or by double-clicking on the creature you wish to attack.

    What I did not see mentioned in my quick glance through the article is that the NPCs you fight are actually somewhat intelligent. They will move around, try to get behind you. It's very interactive in that manner. You have to keep the creature in front of you, and it's going to try to keep NOT in front of you.

    --


    ... "I read part of it all the way through." -- Movie Mogul Sam Goldwyn (and some slashdot readers)
    1. Re:"Combat Clickfest" by Veldcath · · Score: 1

      Whoops. Yes, he did mention it. But where he calls it "too chaotic to be fun", I call it fun. If you're playing well, you're jumping around, using your tumble skill to avoid blows and so on. It's more like a first-person shooter in that regard. You actually have to work at it to do it well.

      --


      ... "I read part of it all the way through." -- Movie Mogul Sam Goldwyn (and some slashdot readers)
    2. Re:"Combat Clickfest" by lgw · · Score: 1

      It's more like a first-person shooter in that regard. You actually have to work at it to do it well.

      Somehow when I think "D&D Online" I don't think "MMOFPS." I've played Planetside and enjoyed it, but this was just the wrong direction to take the D&D franchise.

      --
      Socialism: a lie told by totalitarians and believed by fools.
    3. Re:"Combat Clickfest" by Fred+Nerk · · Score: 2, Informative

      It's noted in the manual that the auto-attack mode attacks slower than repeated clicking. So if you want to fight as well as your character can, you have to keep clicking madly.

      This also means that you can't use some of your special abilities, as only the first 10 can have a hotkey, the others you have to click on. If you're clicking on them then you're not fighting. Also it's hard to click on the icons because they are terribly small and all look the same.

      There's certainly no large variety of large colorful icons like WoW.

      --
      Anything is possible, except skiing through revolving doors.
  21. Two problems by Arandir · · Score: 5, Insightful

    You are facing two problems. The first is that it's very hard to translate a paper-and-dice RPG to computer, regardless if it's a MUD, MMORPG, CRPG, etc. The reasons for this are myriad.

    The second problem, however, is that you might be confused as to what "D&D" actually is. It's a rules set for apaper-and-dice RPG. It has nothing to do with milieu, setting, or environment. A D&D game could be set in Greyhawk, Forgettable Realms, Middle Earth, or your own setting. It could have every monster in the Monster Manual I and II, or it might have none of them. It might have trolls, but not the typical regenerating trolls. It could have twenty different races, or it might have just humans. The point is, D&D is a set of rules, nothing more.

    Now that I've thought about it a bit more, my unhumble opinion is that wanting a "D&D" MMORPG is silly. There's so much a MMORPG can offer, that wanting it limited by a set of tabletop rules is dumb. It's like wanting a word processor to be limited to the concept of a pencil. An MMORPG can use *REAL* statistic probabilities instead of rolling a silly s20. Why use hitpoints when you can now calculate damage based precise hit location, armor covering and layering, weapon aspect, wound types, etc? Even with the grossly simplified and abstracted combat necessary for performance, a computer is still going to give you a combat experience that would otherwise take you pages and pages charts and tables in a tabletop game. And that's just combat! Imagine would it could do for skills such as lockpicking, trap detection, spell research, weaponcrafting, ale brewing and literacy!

    --
    A Government Is a Body of People, Usually Notably Ungoverned
    1. Re:Two problems by Anonymous Coward · · Score: 0

      The d20 ruleset works electronically.... see the myraid of games based on it for your proof.

    2. Re:Two problems by TekGoNos · · Score: 3, Insightful

      Eaxctly, DDO is combining
      the limited complexity rules from a table top game with
      the limited interactivity and freedom of action of a computer game

      --
      I have discovered a truly remarkable proof for my post which this sig is too small to contain.
    3. Re:Two problems by jabelar · · Score: 1

      Another thing people forget is that D&D players ultimately had to find ways to forego some of the repetition. For example, many people would not start at Level 1 because face it, only having a "read magic" spell was pretty boring. Also, if your best character "died" you'd likely still use it again anyway. So I suggest that anything that was "true" to D&D might seem tedious if you have to start from Level 1, wait through the multiple misses in combat, stop every 10 feet to search for traps and hidden doors, etc.

    4. Re:Two problems by ChaosDiscord · · Score: 1
      As a general guideline, you don't make a game better by adding more rules.

      Indeed, by adding more rules and systems, you can drive away more casual players because they have no chance of understanding what is going on and making reasonable decisions.

      "This armor makes my armor 3 better (15% chance to avoid damage), but will make my ability to sneak around 2 worse (10% worse)." That's a trade off most people can appreciate.

      "Wearing the right shoulder guard on this armor gives me an 18.32% bonus against attacks aimed at my shoulder, but enemies familiar with that piece of armor can target thier attacks in a way that reduces it to 7.20%. Against those enemies who do mostly downward attacks, the armor actually glances blows into my neck, increasing the likelyhood of a neck hit by 3.12%. Fortunately those blows are weakened by the deflection and do 42.33% less damage. The armor reduces my shoulder motion by 5.01%, which will harm my ability to accurately aim bows by 23.43%, and crossbows by 7.52%." That's not fun for anyone but stat mongers.

      If you're going to propose more complex simulations, you have to explain why that more complex simulation translates into fun.

    5. Re:Two problems by Buck2 · · Score: 1

      I've seen games that give you a verbal description of armor or whatnot hindering you. For example, it is possible to have all the mechanics be exactly as you described within the game system, and all the player knows is

      "The shoulder guard gets in your way while firing."

      or

      "It is difficult to hide in shadows while wearing full plate."

      --

      As my father lik@(munch munch)... ....
    6. Re:Two problems by Omega+Blue · · Score: 1

      There's so much a MMORPG can offer, that wanting it limited by a set of tabletop rules is dumb. It's like wanting a word processor to be limited to the concept of a pencil.

      Don't diss the pencil! You can do far more with it than with any word processor you can name.

    7. Re:Two problems by Brandybuck · · Score: 1

      If you're trying to min/max you're armor, then you're right. But this is a roleplaying game, not a war game(*). You're too focused on the rules to have time playing a character.

      The advantage of the computer is that you can get this additional realism (or versimilitude, if you prefer that word) without having to worry about the numbers. The computer frees you from the statistics and lets you get on with the business of having fun playing a game.

      How do you know which armor is the best? You don't! You can't tell except through actual experience whether the increased encumbrance bronze vambraces is worth the additional protection to the arms.

      --
      Don't blame me, I didn't vote for either of them!
    8. Re:Two problems by rcastro0 · · Score: 2, Interesting

      Indeed, by adding more rules and systems, you can drive away more casual players because they have no chance of understanding what is going on and making reasonable decisions.

      Good point. I agree with it, in general, but not when it is applied to RPGs, in particular. If the game is the rules, and the story is only an excuse or a spice (for instance, in Settlers of Cattan, other classic board games and even, dare i say, RTS games such as StarCraft and AoE), then a lot is lost and nothing gained when going for an extra ounce of realism.

      However I understand RPGs are a distinct game concept which brings to the forefront narratives, descriptions and (an illusion of) the widest, true to real life, range of decisions and paths. Knowing much about the specific stats would deviate players from the "what would I do if I were there" mood, and close the door to players experimenting with the world. I can imagine someone finding a new weapon and not knowing before hand whether it is better or worse than the old one, but having an intuition (from the context and the description) on whether it is (or isn't) and later on perhaps perceiving (with usage) the truth. Always learning in a qualitative, not quantitative manner.

      In DnD dices are just a way to keep the story going, and a way to add a level of impartiality that no human DM could achieve without them. The fact that dice rolls are visible to the player in PnP D&D does not help the Role Play at all. IMHO if more complicated stats can lead to a greater probability of players believing that the narrative "feels right", then let them be.

      --
      Quem a paca cara compra, paca cara pagará.
    9. Re:Two problems by Arandir · · Score: 1

      You can do far more with it than with any word processor you can name.

      Yes, of course you can! Ditto for a tabletop RPG versus a MMORPG. However, imagine a word processor that pretended to be a pencil. To type in the letter 'A', you would have to draw it with the mouse. That's what an MMORPG/CRPG trying to faithfully follow the D&D rules would be like.

      --
      A Government Is a Body of People, Usually Notably Ungoverned
  22. Review, short form by Minwee · · Score: 4, Insightful
    This follows the general pattern of most reviews I have seen of DDO, or any other new game released since early 2004 for that matter. Let me see if I can sum it up a bit:

    "It's pretty, but it's not World of Warcraft. I like World of Warcraft, and am accustomed to how World of Warcraft plays. The parts of this which are like World of Warcraft are good, but the parts which are different (from World of Warcraft) are obviously bad decisions. I'm going to go back to playing World of Warcraft, and if you like World of Warcraft like I like World of Warcraft, you should just keep on playing World of Warcraft instead of this game, which is not World of Warcraft."

    1. Re:Review, short form by looty · · Score: 1
      Maybe so, maybe so. But there are a lot of things game designers (including Turbine) can still learn from WoW. Whether or not you like the game play, you have to admit the UI design is very nice, as is the relative lack of load screens. I have been playing DDO for a week or so, with mixed feelings. I am constantly finding little things that WoW does that DDO doesn't. Not in the game itself, but in the interface. Assist? Nope. Dressing room? Nope. First-person view? Nope. The ability to trade with another PC by simply dragging an item from your inventory over their toon? Hardly. A minimap you can ping? No.

      Like it or not, WoW has become the gold standard for MMOs. It does not have the most innovative game design, or the most cutting edge graphics... but it has a level of immersiveness that DDO -- which is still a fun game, no doubt -- lacks. IMHO it's going to take a much more polished product than DDO to knock it off of that pedestal.

    2. Re:Review, short form by Minwee · · Score: 2, Informative
      One of the first things that other designers can learn from WoW is that having $75 million dollars to spend on developement without having to sell a single box, and being backed by a company willing to throw another $25 million on marketing when you finally do launch, really helps take some of the pressure off.

      For comparison, EQ2 cost something around $25 million, Star Wars Galaxies somewhere between $10 and 15 million and the budget for the original Everquest was less than $5 million.

      I don't have any numbers for how much DDO cost, but I somehow doubt that it was any more than Sony spent on their A-list games. I'm not trying to say that money is all that it takes to make a game good, but it sure doesn't hurt.

      As for the features of WoW that you mentioned, keep in mind that some of them weren't in the game when it released. The "dressing room" feature, for one, wasn't added until November of 2005, a full year after the game went live. Map pings were a bit picky around release time and while the 'assist' feature worked, for four months WoW's 'target nearest enemy' function only worked on the right side of the screen.

    3. Re:Review, short form by looty · · Score: 1
      Spot on about the budget, and it is a bit unfair to compare the newly-minted DDO with the 1 year old WoW. And WoW is by no means without its own flaws... I find it somewhat shallow and repetitive, otherwise I wouldn't be seeking out

      My point was only this: that what makes or breaks an MMO experience is the sense of being immersed in another world. And paradoxically, what makes that immersion possible is having a good UI, so you can spend less time playing at playing the game, and more time playing the game.

      And Blizzard has done a very good job of this, and what's more opened up their UI to player mods (something Turbine is not doing.) I hope the UI improves, I really do, because I'm a long time D&D fan and so far I'm mostly enjoying the game, just not the constant wrangling with the interface.

    4. Re:Review, short form by Anonymous Coward · · Score: 0

      You're forgetting the other half of the review:

      "It's role-play-y, but it's not D&D. I like D&D, and am accustomed to how D&D plays. The parts of this which are like D&D are good, but the parts which are different (from D&D) are obviously bad decisions. I'm going to go back to playing D&D, and if you like D&D like I like D&D, you should just keep on playing D&D instead of this game, which is not D&D."

      That Turbine failed to learn how people play, travel and group online from WoW's success is bad. That Turbine failed to realize how D&D combat and party down-time and global fantasy ambition plays out for a successful group of tabletop gamers is bad. So what's compelling about DDO that would take my time away from WoW or my current D&D group? Nothin'. And that's not a good business proposition.

      Don't infer that the reviewer is an egomanical wanker just because there's not much nice to say about the product.

    5. Re:Review, short form by Phrogman · · Score: 1

      Yes, well there are a lot of people out there who like World of Warcraft. For many its their first MMORPG and so they have little to compare it to, for others who have played multiple MMORPGs its simply the latest, but they are attracted to it because its easy to play and has almost no negative penalties associated with failure. WoW is very successful IMHO because its MMORPGs on Easy Mode, like having a God cheat in Doom used to be. There are almost no negative penalties associated with dying, its relatively easy in almost all cases from my experience, and anyone can play it without having to learn much in the process.

      Since it is so monumentally popular, everything gets compared to it, and sadly I expect most developers will start making their games more like it. Since I view WoW as the single biggest disapointment in gaming I have ever experienced, and the second worst purchase I ever made game-wise (after Planetside which was far worse), I view this potential "findlandization" of the game industry with some trepedation. In my opinion, if WOW has it, its best left out of any future games, if it doesn't have it, its probably a good feature to include.

      Personally, if the developers of future games are looking for a great model to base their design on, they should look at City of Heroes/City of Villains, which has it all and then some. Its not perfect by any stretch but it does more things right than any other title I can think of.

      --
      "The first time I got drunk, I got married. The second time I bought a chimpanzee, after that I stayed sober" Arian Seid
    6. Re:Review, short form by Minwee · · Score: 1
      "Don't infer that the reviewer is an egomanical wanker just because there's not much nice to say about the product."

      No need. I usually infer that a reviewer is an egomanaical wanker just because he is writing the review in the first place.

      That and getting paid are really the only two reasons to write at all.

    7. Re:Review, short form by Minwee · · Score: 1
      "Personally, if the developers of future games are looking for a great model to base their design on, they should look at City of Heroes/City of Villains, which has it all and then some. Its not perfect by any stretch but it does more things right than any other title I can think of."

      More people agree with you than you may think. You may want to read this article on the MMO Rant at last year's Austin Game Conference. One of my favourite bits comes from former Sony Online VP Gordon Walton:

      "We are herd animals. We are employing herd strategies in a creative business," he said, adding that everyone jumps on a successful idea, and makes a copy, but makes it worse. "Why do we do this? We do this because we're freaking mammals." Risk-mitigation, he claims, is a cause of our being mammals and more importantly, primarily herbivores who stick to the inside of the herd, for protection. "We're just a bunch of freaking mammals doing stupid stuff without thinking. And the thing that we're up to here is creativity. ... We're doing the same s--t over and over again. We're not taking risk with gamplay. We're not taking risks with genre. We're not taking risks with audience," [...] "We need to stop running down other people doing crazy s--t. We need to celebrate somebody who is nutty enough to try something new and fall flat on their face. If we can get a hundred people to do that, two of them won't fall flat on their face. Our dev cycles are too long, which means we're not interating fast enough," he said. "Our strength is innovation and we're blowing our strength in this particular market."

    8. Re:Review, short form by The+Living+Fractal · · Score: 0

      "In my opinion, if WOW has it, its best left out of any future games, if it doesn't have it, its probably a good feature to include."

      Simply put, your opinion is idiotic.

      Let's see what WoW has (and you think should be left out of future games):

      - In-game currency (an economy)
      - Multiple modes of travel (would you have everyone run *everywhere*?)
      - Duping protection
      - PvP, and many different types from world pvp to battlegrounds and free-for-all arenas
      - A good deal of lore
      - LOTS of end-game content
      - Well-balanced classes
      - Excellent graphics and sound (music included)
      - An involved development team who actually RESPONDS to player input
      - Up to 40 people grouping together to take down truly epic encounters
      - But plenty of solo content and also 5-10-20 person content as well
      - A truly great mod community
      - Almost 6 million subscribers
      - The same $15/month that many much less cool games charge
      - Tons of room (with lore already in place) for expansion

      So let's see, since WoW has all of this, let's just TAKE IT AWAY, I bet that would be a really great game!

      TLF

      --
      I do not respond to cowards. Especially anonymous ones.
    9. Re:Review, short form by The+Living+Fractal · · Score: 0

      I'm sorry to inform you of this, but this is completely wrong if you are going to put it in a context with CoH/CoV.

      These games did NOTHING new. Oh wow so I can jump 200 ft or run really fast.. to get where? The questing and content was so repetitive that you felt as if you were doing the same thing over and over, starting in the early levels! In fact, CoV was simply CoH with different 'skin'. I own both, they get extremely boring far before you reach max level. I wouldn't recommend them to anyone.

      The OP said CoH/V 'has it all and then some'. OH REALLY? How about itemization? IT DOESN'T EXIST IN COH/V. You get enhancements, that's basically it. They all do the same thing from level 1 to max, just getting stronger as you gain levels. Whereas if you look at games like SWG, AO, WoW, etc, there are wonderful crafting systems and multiple professions which can be truly a joy to master. Making armor in SWG using materials gotten from around the galaxy was just as much fun for many players as even playing the game -- it WAS the game.

      TLF

      --
      I do not respond to cowards. Especially anonymous ones.
    10. Re:Review, short form by Minwee · · Score: 2, Insightful
      Making armor in SWG using materials gotten from around the galaxy was just as much fun for many players as even playing the game

      I have played that game and that's what I call "damning with faint praise". Making armour in SWG using materials gotten from around the galaxy was just as much fun as a root canal for many players. Heck, a lot of people said the same thing about playing SWG, so your original comparison still holds.

      What CoH had was DIFFERENCE. Unlike every other major MMO on the market at the time it wasn't a mimeographed copy of Ultima Online and Everquest. It threw away the "must get more gear" grind that was the whole end-game of Everquest, tossed the tacked-on time and money sink that was crafting, and focused on making the core gameplay fun.

      I won't say that it was a perfect game, but it did break away from the "Dungeons and Dragons Online" mold that the market was wallowing in at the time. That is the kind of thing that Gordon was talking about when he said "We're doing the same s--t over and over again." Look at what was on the MMO market when CoH was released: Ultima Online, a Swords and Sorcery fantasy RPG, Everquest, a Swords and Sorcery fantasy RPG, Asheron's Call, a Swords and Sorcery fantasy RPG, Dark Age of Camelot, a Swords and Sorcery fantasy RPG, Anarchy Online, a Swords and Sorcery fantasy RPG thinly disguised as SF, Lineage, a Swords and Sorcery fantasy RPG, Meridian 59, a Swords and Sorcery fantasy RPG... The list goes on and on. What's more, just about every other game in development at the time was the same thing: A copy of UO and EQ with the serial numbers filed off and a few bits of chrome stuck on top to make it look like something new.

      City of Heroes tried to break that mold and try something new, and a number of people liked it. You may not have, but if everybody all liked the same thing we would still be playing Pong.

    11. Re:Review, short form by The+Living+Fractal · · Score: 0

      How on Earth can you tell me Anarchy Online was Swords and Sorcery? THERE WAS ZERO MAGIC IN THE GAME!! It was technology, from nanotech to macro tech. There was absolutely no sorcery whatsoever. You can't say it was thinly disguised, that's like saying todays computers really work on magic but are thinly disguised by using intangible 'transistors'. You have to draw the line somewhere.

      And the same goes for SWG.. with the exception of 'the force'.

      However, if you look closely had CoH, many of the players chose the primary origin of magic. How surprising. So the only real difference with CoH was you were a super-hero with super-powers. Except so was everybody else. So the feeling of being some powerful hero was destroyed by the lack of immersion. And the game was really, really repetitive.

      And just saying 'it's different' doesn't mean it's good.

      There are tried and true aspects to MMOs which will never change.

      --
      I do not respond to cowards. Especially anonymous ones.
  23. Yes. by temojen · · Score: 1

    In D&D and even NWN a rogue can do quite well on their own. It's fun to take the sneaky-thinky way rather than the hacky-slashy way. Unfortunately in NWN you only get XP for killing, so you won't have the levels to overcome higher-level opponents if you do it this way. Tabletop RPGs are much better in that regard.

  24. Hmmm... by Anonymous Coward · · Score: 0

    In my opinion, if ya want good MMOPRG play World of Warcraft or the better City of Villains (Heroes). However, I'm not knowick it, it may change for the better as did Guild Wars from beta to final, but then again maybe not enought to keep you coming back..
    I'll just keep my hopes up for a MMORPG Diablo...

  25. Shift to dodge by jzuska · · Score: 2, Insightful

    How exactly is pressing shift to dodge an attack REAL d&d. Shouldnt it be calculated hrmmmmmmmmmmm. This was an okay game till my first fight, then I was pissed. oh and loading..........

  26. Addons? by alexgieg · · Score: 2, Funny

    Just a question: does DDO provide support for addons as much as WoW (or at all)?

    I ask that because, for me, trying new addons is almost 50% of the fun I see on playing WoW. So far I have around 100 to 200 addons installed that I use (and update) regularly, plus 50 or so in testing at each time, most of which get deleted very fast, but some of which end up in my "permanent" list. And the list only grows.

    A non-fully customizable & scriptable UI is nowadays something I feel unaceptable for a complex MMORPG. I'll only try DDO (or any other MMORPG) if this feature is present. Otherwise, no way. After all, as my brother once said, WoW is actually a pretty good OS. ;)

    --
    Conservatism: (n.) love of the existing evils. Liberalism: (n.) desire to substitute new evils for the existing ones.
    1. Re:Addons? by looty · · Score: 1

      This was the first thing I asked on the DDO forum after I got the game and installed it. The answer, sadly, is no. And the UI is definitely not state of the art, not even close.

  27. the one thing that MMOs and MUDs lacked for me by Anonymous Coward · · Score: 4, Insightful

    was immersion. When I used to play table-top DnD, what really captured me was the fact that my character was an interactive part of the world around them physically, and more important, socially. If I was the captain of an army and deserted them right before a pivotal battle, the GM made damn sure my character became notorious and was remembered by their former comrades. Sure, MMOs have some really stunning graphics now, but eye candy only goes so far in creating an immersive feeling.

    I think a system that would help would be to hire online GMs. These GMs should be given the power to change all kinds of aspects of the game, like geography and NPC status to reflect the actions of the players. If a bunch of players band together and raid a goblin village, any GM online at the time that witnesses the raid could change the village by either adding ogre mercs that the goblins hired or making the village deserted representing a decision by the goblins to relocate to somewhere safer. These companies pay for people to keep up their network systems, maybe they could pay people to keep up the virtual systems, too.

    1. Re:the one thing that MMOs and MUDs lacked for me by patio11 · · Score: 1
      These companies pay for people to keep up their network systems, maybe they could pay people to keep up the virtual systems, too.

      Network engineers scale, DMs do not, and this is why you will never see a major commercial service try this. Can you imagine paying somebody $65k a year (or double/triple that) if the server he was maintaining served only eight accounts at a time?

      Lets say you have God's own GM scheduling technology, so you never have to deal with GMs idling when there aren't enough players or players kvetching because there aren't enough GMs. Your GM costs you $10 an hour and you somehow manage to solve the problems of a massive peak in usage on Friday-Saturday and troughs throughout the rest of the week. If your GM can service eight people at a time (a good D&D GM's sweet-spot past which more players add more hassle than they do fun), that works out into about $1.25 per hour per player *just for that one employee*.

      You'd *have* to bill players for each hour of play or each instance used because the prevailing all-players-are-equal subscription model would *wreck* you at any price. And the price you'd be charging would be many, many multiples of your competitors, for a service that would be very uneven (a different GM every night, having wildly different styles and abilities, etc) and a constant customer service nightmare ("GM Bob wiped our group unfairly wtf he haxxxed our to-hit roles because we were too good for him nerfplz i paid $30!!!!!!! for that instance where are my epxi!?!?!").

    2. Re:the one thing that MMOs and MUDs lacked for me by bloobloo · · Score: 1

      Sounds like a perfect job to outsource overseas to me. The fact that you have gold farmers already suggests that the staff would potentially be there.

  28. Pretty decent article by garylian · · Score: 4, Insightful

    Yes, the game has only been live for a short period of time, but the article is pretty accurate.

    I actually enjoyed the combat that came along with DDO as opposed to EQ or WoW. And the mob AI is probably the best I have seen in any of the MMOs I have played in. Those kobolds jumping around mean that you have to chase them, and that's a -4 to hit unless you used a Feat to offset it. They don't make themselves easy to kill. That's refreshing.

    While some of the powergamers will hit lvl 10 fairly quick, this game isn't designed around the power gamer, imo. And there is nothing wrong with that. Power gamers will enjoy V:SoH in all likelyhood. If the author only played for a month, I am not sure how many levels they got with a single character. My highest in beta with over a month of time put in on that toon, playing most nights for 4 or more hours, was lvl 6.4, a cleric. Lack of content and the moving of game worlds for the last few weeks hurt grouping, but lvl 7.x would have been my best attempt.

    The real problem is the lack of other quests to do, and the diminishing returns you get on repeating quests. There is no way to get to level 10 without repeating many quests. That is just poor planning. I am sure most players that had extended beta time like I did, knew every nook and cranny of the WaterWorks dungeons. We knew all the trap locations. We knew all the secret doors. We knew if we needed a certain stat at a certain score to open a certain door. That's a problem. Just having random traps would have made a world of difference for some of it. The game is too static for its quests and layouts.

    I don't mind the lack of solo content. Really, you are playing a MMO game. Why do people have this overwhelming need to go online and play a game where thousands of other people are playing, and not work with any of them? What's the point of it? And who played D&D in whatever form (D&D, AD&D, 2e, 3, 3.5, whatever) with just one DM and one person playing one toon? I wouldn't have wasted my time as a DM creating content for a single person and a single toon. And I hate to see MMO developers waste time creating solo content for a game designed to have thousands of toons online simultaneously. Also, solo content tends to get abused by multiple player groups doing the content because it's easy. I say, no thanks.

    Having said that, being with a regular group of people to group with will make the gameplay outstanding. The game is designed with a 4 person group as the standard, but takes up to 6. Get yourself a cleric, rogue, front line fighter, and a caster, throw in 2 of any class as a regular group, and you will quickly become a cohesive fighting group. I found having a 2nd cleric made the game go really fast, especially when you started hitting a lot of undead.

    This is no different from WoW or EQ, as well as most other games. Those people that form regular groups with people they know and have learned to trust, get a better gameplay experience. It's the same reason military units train in squads with the same people. In order to be a team, you have to work as one. So, criticizing DDO for not having solo content seems a little odd, when it's the way it *should* be.

    One thing the article didn't mention was the different way that loot is handled in DDO. Semi-similar to the COH/V model, you don't get a choice of what loot you get, and you don't roll on it. Unlike COH/V, you can see what others got in a chest if you look fast enough, but you can't say "I want that, I'm gonna roll on it" and have a chance to win it. You have to ask for something, the other person has to loot it, and then you have to trade. Lack of loot hassles made the game a lot more enjoyable. Add in no "bind on pickup/bind on equip" for items (that I ever saw) and you have a lot less arguing. Pickup groups were less hostile due to this feature alone.

    It shall be interesting to see how the time goes. I was in the beta for more than 2 months, and purchased the game. I haven't played much due to the stork being close to showing up, but I have enjoyed my time in it. No game is perfect, but DDO got a lot more right than it got wrong, imo.

    1. Re:Pretty decent article by Anonymous Coward · · Score: 0

      I don't mind the lack of solo content. Really, you are playing a MMO game. Why do people have this overwhelming need to go online and play a game where thousands of other people are playing, and not work with any of them?

      Why do people go to coffee shops to sit and read, surrounded by people they don't know? What's the point?

    2. Re:Pretty decent article by east+coast · · Score: 2, Interesting

      Why do people have this overwhelming need to go online and play a game where thousands of other people are playing, and not work with any of them? What's the point of it? And who played D&D in whatever form (D&D, AD&D, 2e, 3, 3.5, whatever) with just one DM and one person playing one toon?

      The idea of playing solo, for me, is the fact that I don't have to meet with a group, I don't have to go with the flow and it doesn't take me 15 minutes of dice throwing and squabling over rules to kill what I can kill in 35 seconds in EQ2.

      It's something I can do for 15 minutes or 15 hours if I so choose. At the same time I can help people here and there but I'm not bound to them unlike a pen and paper group.

      --
      Dedicated Cthulhu Cultist since 4523 BC.
  29. only 10? by Main+Gauche · · Score: 4, Funny

    "At the moment DDO only allows you to achieve level 10, rank 4."

    Well you can turn my MMOG up all the way up to level 11!

    1. Re:only 10? by Anonymous Coward · · Score: 0

      Yeah and the soundtrack for my MMOG is made by Spinal Tap...

  30. Played beta for two days. by Anonymous Coward · · Score: 0

    Played beta for two days. I really tried to like this game, but it honestly sucked. It seems to be stuck in this limbo between a real MMO and an NWN style game (but without the awesome toolset), but seems to lose something from both. It simply didn't feel like an MMO, the UI wasn't grand (compared to my customized WoW interface), the "everything is instanced" was overbearing, etc. At the same time, it didn't really feel like I was in my own personal adventure either. I really dislike the Eberron campaign setting to boot, so that didn't help.

    Basically, I think there was a lot of blown potential. It isn't a game I'd pay $15/mo for, and definately not a game th at was able to pull me away from WoW.

  31. Only the best MMORPG by Kancept · · Score: 0, Offtopic
  32. Fuck Turbine by Hubbell · · Score: 0, Troll

    They ruined AC, they ruined DDO, they are going to ruin MEO, they are the Uwe Boll of MMORPG's. Actually I take that back, AC was *amazing* until TOD. Even though it was a sad shell of it's former self for the 2 years leading up to TOD's launch it was still amazing.

  33. Comparison, not review by e_slarti · · Score: 2, Interesting
    In all honesty, it sounds like he's just running through a list of comparisons between WoW and EQ vs. DDO. (Obviously favoring the EQ-type model).

    I do applaud the makers of DDO for not going the easy route by making a clone of EQ with a D&D label slapped on it. He does have some valid points, but DDO is not EQ or WoW. Stick with those games if that's what you like to play and let this one be decided on its own merits.

  34. Few things by Gorkamecha · · Score: 2, Insightful

    On the subject of humans.....I believe it's less a social statement and more of a power gaming statement. Humans have the best "long term" build. While the other races have interesting bonuses, few outweight the almighty bonus feat/bonus skill points. And as was said, you need a team, unfortunately, you can always guarantee yourself a team...so you need to build a power timmy if you want to get your play in. As for graphics and sprites, having played WoW were just about every piece of gear has an effect on your character to go back to the rather lame "well your armor changes...and it looks like everyone elses" sucks. Also XP debt isn't that big of deal in games where you can go grind and "fix" the damage. Unfortunately, since there is no way to grind, the only way to fix the debt is to replay a mission. That doesn't seem very table top to me. I've never turned to my DM and asked him if we could replay a module.... Finally, and most damning of all...is that the instances are the same every single time. To the point that I was casting spells around the corner to catch creatures as they spawned on my screen. Not a lot of replay value in that. ONE MORE THING: What's with the walkways without guard rails? Falling to your death, because you slipped off the stairs is lame. LAME. WoW did this in the beginning, then they went back and fixed them. Seriously people, WoW is not perfect...but if your building a brand new game learn from someone elses mistakes!!!

    1. Re:Few things by Anonymous Coward · · Score: 0

      Indeed - his comment about warforged being fundamentally inhuman is missing the point of them. In the setting, many of them have a pinocchio-like attitude, trying to overcome their artificial origin and be treated as normal creatures - they wear decorate themselves with clothing, take up religion, etc. Indeed, the city of Sharn includes a bar established specifically to provide the warforged with a place to socialise.

      So from a roleplaying point of view, warforged are actually an excellent choice. But mechanically, humans tend to be the better choice thanks to their flexibility, which outweighs the more specific advantages of the other races.

  35. Original DnD series by Heembo · · Score: 1

    Does anyone remember the Pool of Radiance DnD series of games for the Commodore 64 and Apple II? This, in my estimation, was one of the greatest DnD games to date. Sure there is no online play, but the group combat was marvelous, the stories were compelling, and I could get right into the action of DnD style group combat without much hassle. Is there any modern DnD game that similuates group combat like these old titles? I hate these new first person dnd games where the essence of group combat is gone!

    --
    Horns are really just a broken halo.
    1. Re:Original DnD series by LordLucless · · Score: 1

      Hell yeah, my first introduction to RPGs. Of course, there wasn't much role-playing in them, but they were still damn cool. Pool of Radiance, Curse of the Azure Bonds, and Secret of the Silver Blades were the first trilogy IIRC. My next door neighbour used to come over, and we'd design half our party each, and control three characters each (in a full party) in combat. Great fun!

      --
      Just because you're paranoid doesn't mean there isn't an invisible demon about to eat your face
    2. Re:Original DnD series by Molt · · Score: 1

      You're right that those were the first three, but it was a trilogy of four to reference your sig. You're missing the concluding Pools of Darkness. If by any chance you never actually saw this part I'd recommend grabbing a copy, although getting your next door neighbour round may be more of a challenge.

      --
      404 Not Found: No such file or resource as '.sig'
    3. Re:Original DnD series by LordLucless · · Score: 1

      Never actually got very far in Pools of Darkness. I got them all in the form of the Gold Box Collection, which included those four, plus the two Savage Frontier games, Hillsfar, and the Krynn collection. Never realized Pools of Darkness was part of that first series.

      --
      Just because you're paranoid doesn't mean there isn't an invisible demon about to eat your face
  36. Here is my impression by Billly+Gates · · Score: 1
    I think this summarizes it all .... Oh wait you meant the game not the players?

  37. Here is your roster of local players: by maillemaker · · Score: 3, Informative

    http://www.sca.org/

    There are local chapters damn near everywhere. A whole lot of us, at least "older" folks, got into this THROUGH D&D.

    A lot of my SCA buds do games like D&D on a regular basis.

    Steve

    --
    A work that expires before its copyright never enters the public domain and thus enjoys eternal copyright protection.
    1. Re:Here is your roster of local players: by Octopus · · Score: 1

      Unfortunately my wizard costume got eaten by vorpal moths.

      LIGHTNING BOLT! LIGHTNING BOLT!

      SLEEP!

    2. Re:Here is your roster of local players: by typidemon · · Score: 1

      I lost all interest in the SCA when some 'white belted lord' came out wearing armour made of carpet and parts found from around the house. That dog dish on his chest sure did complete the picture.

    3. Re:Here is your roster of local players: by maillemaker · · Score: 1

      Heh, yeah, my first armour was made from carpet.

      I've come a long way, as have most, at least in this part of the US.

      Here's me:
      http://www.novae-militiae.com/Events/Atlanta2003/P 9070007.JPG

      Steve

      --
      A work that expires before its copyright never enters the public domain and thus enjoys eternal copyright protection.
    4. Re:Here is your roster of local players: by maillemaker · · Score: 1

      LEEEROOOOY! :)

      --
      A work that expires before its copyright never enters the public domain and thus enjoys eternal copyright protection.
  38. Indigo2 by gentimjs · · Score: 1

    Heh, funny you mention that .. sadly my indigo2 only has a half-working linux install at the moment, no irix ;-)

  39. Problem with narrative in MMOs ... by looty · · Score: 2, Insightful
    ... is that a good story is ultimately about the meeting between a character and a world that leaves both character and world changed. You cannot really do this in an MMO, at least at this point, because the world is ultimately static.

    Yes, you can have the illusion of story, if you ignore the fact that the "story" isn't so much progressing as resetting for the next person to come along. But in the end, an MMO is more like one of those rides you see at Disneyland, where you sit in a little car and move through an endlessly-repeating animatronic "story time."

    Maybe some day, let us hope, someone will be clever enough to figure out a way to create a virtual world that is dynamic. Until then ...

  40. Re:An MMO that requires character dexterity? Great by strobe74 · · Score: 1

    Sometimes realistic gets dumb. Eating food in EQ was realistic but it was a pain in the a** after a while and served no purposed to further the storyline or the fun factor of the game.

    Sure in DDO you could deal with the bugs magically knowing when you were gonna cast and doing a 180 around the back of you so that you were staring at air over and over again, but after a while it gets stupid and made the game less engaging for me at least. I stopped paying attention anything around me and to focus on one mob at a time because you never knew when it was going to ninja left or right out of your attack range. You spend so much time focusing on turning your character so that your target is in attack range that you can hardly get spells off. To me that got quite frustrating after a short period of time. I never had to tell the DM that "I check to see if I'm still looking at my target while I'm casting, to make sure I can still see to attack it" while I was playing on paper. I think it's a bit ridiculous in DDO that the mobs act like crack induced A.D.D patients.

    I think the "realistic" mob movement has been taken just a bit too far. However that wasn't the killer for me.. I had all sorts of problems getting the game to run smoothly.. lag, being stuck in place, changing keys causing exception errors next time you ran the game, widescreen video not showing proper aspect, etc..

    I mean I don't' expect the game to be perfect, bugs are a part of software development.. I just didn't feel the game was worth 15$ a month on top of everything else.

    I think the concept is cool to have the problem solving puzzles and specific class abilities like rogues disarming traps and all, so I hope that guildwars adds those features to their game. 15$ for a buggy visual battlenet is too much.

  41. DDO's great! by kendoka · · Score: 1

    I was kinda suprised by the reviewer, although I respect his views. I don't want to counter his review, but would just like to chime in that I think DDO's pretty cool. I especially like the fact you get experience only for completing missions. In some cases I've heard you get bonus points for _not_ killing anything in the course of achieving your goal. Some may disagree, but I think it's a wonderful change from people going out and randomly bashing monster brains in for the sake of levelling. I actually focus more on the atmosphere and the grouping than I did with WoW. The dungeons are in many cases a lot more interesting than WoW quests. I enjoy the fact that rogues actually have traps to disarm, secret doors to sense, etc. The fact that there are puzzles in the dungeons to solve is also a welcome change.

  42. Uphill in the damn snow! by Frazbin · · Score: 4, Interesting

    Let's talk about how sissified these new MMOs are compared to the first worthwhile 3d MMO, i.e. EQ. Specifically, let's talk about how these sissified MMOs are less immersive, less social, and less interesting than the grandfathers of the genre (UO,EQ). I'll be addressing EQ in the context of "classic" EQ, i.e. Kunark, Velious, and maybe Luclin.

    We'll start with the death penalty. In EQ, when you die, you've just sacrificed somewhere between 10 minutes and 8 hours of your life. You have run back to your corpse to get back your things, and you have to do it *naked*. Sometimes this can take hours-- especially since the place you pop back up is determined by your "bind point", something that can only be set by casting classes and used in specific places. This, according to modern MMO players, sucks. I beg to differ. This kind of pain creates a real attachment to your character-- and to the people around you. To your character because his losses are yours. Your character loses his life, you lose a non negligible amount of time. To other people, because when you get *really* fucked, you need help from others to get your corpse back. Maybe it's not enjoyable by itself, but wheeling and dealing with a shady Necromancer, trying to get him to summon your corpse to a reasonable location at 3:00 AM is undoubtedly immersive experience.

    Transportation as well, is a big thing that I loved in EQ and hated in most other MMOs. The goal of transportation isn't *really* to get you from point A to point B-- it's to give you an idea of how big the in game world really is. To that end. In EQ, a ship ride from one continent to another could take the better part of an hour (much of the travel space was populated by crazy content, too). In WoW, the trips are woefully abbreviated. Step on a ship and... Whoop! You're there.

    For many people, the hardships of EQ may seem slightly insane-- but consider that in an easy game like WoW, you're getting something for nothing. Accomplishment without a challenge behind it is meaningless, and the feeling of accomplishment in a world populated by your peers is one of the big draws of MMOs. Hardship was *rampant* in EQ-- and you know what? It did kind of suck. It wasn't always enjoyable. But it made feats of daring all the more impressive and thrilling. The lows were lower, yes-- but the highs were much higher. In the end, WoW got my attention for maybe 5 months, as opposed to the 2 years and countless memories EQ gave me. I *know* WoW is more accessable. That's why so many damn people are playing it. But in my opinion, it isn't more *enjoyable*. The illusion of meaningful accomplishment is to central to the way I play MMOs, and WoW has never been able to make my accomplishments feel non-trivial (and please don't tell me about the PvP. I know it's the biggest draw WoW has, and there's some real potential there, but it's a completely different game when viewed from that angle, and I'm talking about PvE content).

    To ward off the Off-Topic police, please note the D&D Online appears to be another of these easy, quick-to-beat, unsatisfying games. Most likely it won't be successful for these reasons.

    1. Re:Uphill in the damn snow! by geekoid · · Score: 1

      "Most likely it won't be successful for these reasons."

      just the way WoW isn't a success.

      I feel the same thing when I die in WoW as I did in EQ. After I am dead, in WoW I am bummed I ahve to run for 10 minute, with EQ I would just log off for a while, or play a different character, if I was someplace where I would have to spend an incredible amount of time to get back into the game.

      And transportation is about getting you from point A to Point B. Not a lot of people want to be side tracked into other adventures, or wait an hour, to get something done.

      I would love if WoW also had ships where you might be attacked by pirates, or giant Kracken or something.

      Of course, Different people like diffferent things, and I would not presume to tell you what you should like.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    2. Re:Uphill in the damn snow! by micromuncher · · Score: 2, Informative

      You know the ships in EQ were replaced by transport gnomes years ago right?

      And that most zones are accessible through the plane of knowledge and adventure camp Magi? Or the guild hall? And a wizard can transport a group to his bind point?

      No more waiting for the Nexus. No more waiting for the boat. No more dying trying to bind at the firepots...

      --
      /\/\icro/\/\uncher
    3. Re:Uphill in the damn snow! by JPickard · · Score: 1

      Good post. I completely agree with you.

    4. Re:Uphill in the damn snow! by Frazbin · · Score: 1

      Yeah, it's tragic-- but I was referring to the good ol' days of Kunark and Velious.

      Anyhow, WoW is successful because it's incredibly polished and easy to play. D&D online will probably not be too successful because it doesn't sound like it brings anything fantastically new to the market-- it's trying to to do what WoW does (from the sound of it), but it's not going to be as polished or well publicized.

      And I still contend that WoW is missing some very important things. I haven't seen anywhere near the level of maturity, social cooperation, and entertaining drama that I saw back in EQ.

    5. Re:Uphill in the damn snow! by Uranium+-+235 · · Score: 1

      Since when does turning a game into a chore constitute fun? Would you drive nails through your own dick for a laugh? The boats? The corpse runs? They were nothing but time sinks. It'd be akin to taking FEAR, making player movement speed based on how often you can alternatively mash two different keys, and then call the extra time it takes to move around anywhere 'content'.

    6. Re:Uphill in the damn snow! by ChaosDiscord · · Score: 1

      Long boat rides? Big experience point penalties? Bah! You kids these days! Back in the good old days if you made a mistake, your character was deleted, often costing 40 or more hours of play! The better games would reformat your hard drive! In the cream of the crop the game's administrator would fly to your city, drive to your house, and personally kick you in the balls every time your character was seriously injured. Sure, some whiny crybabies didn't like it, but our games were meaningful! By making the lows really low, it meant the highs were all the higher! Sure, it drove off anyone who didn't have months of time to play, replay, and re-replay sections of content when a character died, but those were wimps who didn't deserve to play games. If you can't afford to play for 40 to 60 hours a week, well, you have no right to playing a video game! If you're not playing the game the way I think you should, well, clearly you're playing it wrong!

    7. Re:Uphill in the damn snow! by Orgasmatron · · Score: 1

      Back in '99 and 2000, we used to plan for a week to make the run from Qeynos to Freeport on a Saturday with under-20 level toons. The whole Saturday.

      I wouldn't necessarily want to go back and do it again, but the new people stepping through PoK will never have the same experiences that I had. They will never see the statues carved into the mountainside as a reward for successfully making the first half of a harrowing run. They will never step off the boat in Kunark and die without binding on the new continent. Their Everquest is less tedious, but not the same.

      --
      See that "Preview" button?
    8. Re:Uphill in the damn snow! by Anonymous Coward · · Score: 0

      This is so, so true. EQ was my first MMOG, and it was an incredibly immersive experience precisely *because* it pulled no punches on issues like downtime, death penalty, travel time, night time (dark... so dark). You couldnt even alt-tab out to chat on IM, or browse forums etc. The reward for putting up with all of this was unparalled (to date, I believe) immersion. We were too *scared* to go into the first dungeon we found. I remember the entire cobbled-together group of players I gathered, sitting outside the dungeon entrance, trying to gather the courage simply to enter.

      In every MMOG since I've seen the same pattern - look at what EQ did, and 'fix' the issues that players complained about. I think that players will *always* complain about hardship, but the reality is - it's entirely necessary to make a game immersive, interesting, and worth playing.

      WoW is the worst of these, it truly is the MTV of MMOGs - no thinking or effort required to access it. DDO seems to have some promise - forced grouping and limited magic use sound like a step in the right direction, but the lack of an overworld is a little disturbing for adventurer types. All in all, I doubt we will see another 'hard' MMO take off now - why play a difficult game when you can just play WoW?

    9. Re:Uphill in the damn snow! by Haroshia · · Score: 1

      Run Blackwing Lair in WoW successfully for the first time... Or run Ahn'Quiraj 40 man for that matter... Then talk about the game being "Easy" and how the highs in EQ were higher And yes I had a level 60 druid in EQ, so I feel I have some ability to comment on this.

  43. Re:An MMO that requires character dexterity? Great by Surt · · Score: 1

    Realism and fun in games rarely prove compatible.

    --
    "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
  44. Each to his own by Uther2000 · · Score: 1

    It is all in how you play or want to play, not everyone is going to flock to DDO while there are other MMO's that have more content, higher levels etc . . . During the beta I did find DDO close to what I remember from PnP. EQ2 and WoW do have more to offer. But again, it is up to the individual user to decide. Do I want something casual, log on for an hour or two, group and crawl though a dungeon. Or do I want to log on and randomly kill mobs or players and make items, for my one or two hours. --Uther "You were expecting something witty here ?"

    --
    "You were expecting something witty here ?"
  45. Re:What about dual boot intel macs or Darwine? by vertinox · · Score: 2, Interesting

    "There are no plans at this time to make a Macintosh compatible version."

    Guess that means I'll stick with WoW. kthxbye.


    What if you could run it in Darwine or dual boot your intel mac into Winxp?

    Well then it would be a moot point, but as of now you can't... So we won't...

    But maybe we will...

    That or hope Virtual PC 8 runs at full speed.

    --
    "I am the king of the Romans, and am superior to rules of grammar!"
    -Sigismund, Holy Roman Emperor (1368-1437)
  46. Not possible, I think by Hakubi_Washu · · Score: 1

    I don't think it's possible to create story for thousands of players in the same world at the same times. You can either have hundreds of story writers (I wouldn't call them GM...), but then you have to make sure those stories don't accidentally intersect or players hop randomly from story to story (The NWN way, but not Massive Multiplayer in the typical sense), or you can have few writers that can only create a shallow story, since, let's face it, not everyone is a world saving hero, so having every player partake in one epic story is going to be lame (possibly leaving one player the bragging rights for killing the demon/devil/tanari/shadow/old one/whatever), which gets worse once you start repeating these events (How pathetic is WoW in that respect? How many people were successfull in Molten Core? There is a nice german webcomic about that aspect: http://wow.gamona.de/index.php?seite=pp&pid=126&si d=23 (I don't know when the translation will come out)).

    Essentially, I think the RPG Group-of-Heros approach only works well in environments where there is just one group, thus pen & paper, single-player or small groups multiplayer.

  47. Classes & Races in MMOG by Foochee · · Score: 2, Insightful
    The classes available are typical to what you'd find in most MMOGs; With good reason, as most MMOGs stole their class concepts from D&D in the first place.
    And D&D stole them from Tolkien's LotR.
  48. Yes, no single player + no exploration :( by denjin · · Score: 1

    I also hate that you can't really explore anywhere. The city unlocks as you play, basically. And each area seems instanced (dungeons, even outside zones). It'd be nice if you could just explore it all at your own risk. At least for me. :)

  49. Some problems with review by Legion55 · · Score: 1

    Ok first there is a Auto attack button that you can click and you automatically swing at your target as long as it is in front of you. Now you can still choose Special attacks with that going. As soon as you change a target then you attack the new target. That way you can do some of the tumbling and shielding that is needed at times. I have been told that Rogues do not have to be hidden to backstab, just flanking or behind someone that is attacking someone else. Hiding does help if you are alone. The grouping does depend on who is in the group and that is true of most if not all MMORPG's. The tanks are in front of the fight with mages and healers in the back. Common sense. The game was made to be a computer version of the Pen and Paper D&D and in most of those all you did was dungeon crawling with some travel between places. You have to understand that this is not a Charge in MMO like many of the others are, it is a bit more real worldly in that it takes time to heal. I actually like both ways and it makes sense for the D&D universe. I agree on the combat music getting tiresome, but it is also a great indicator for when a Slime or Ooze comes out that you may not be able to see clearly. On the Grouping part many times I either had a friend online or found a decent group by just turning on the Looking for Group flag. I usually got a invite pretty quickly and most of the people playing know that grouping is important and are willing to do it. Now you can get some idiots in the groups, but then you simply leave the group. I agree that they need a bit more story telling in the game, hopefully that is on the way. Oh and the Warforged are actually a pretty good race to play, I would call them the "Easy Button" of DDO.

  50. High hopes and low expectations by Anonymous Coward · · Score: 0

    A group of us have managed to maintain professional lives, families and still managed to get together weekly for an evening of table top gaming. When EQ first came out we jumped at a chance to be able to play online from our homes and see a world we were so used to talking about. The gameplay did not really work for us. The grind requirement was, for me at least, what really did it in. Now only one of the group still plays EQ, or any of the many MMO's that we tried over the years. DDO is the latest to taunt us with its promises.

    What we are really looking for is a way to have the best of the table top (story telling, thrills of important dice rolls, strange house rules) combined with the best of computer games (computer assisted encounters, 2D and 3D maps, realtime representation of the round on the maps). Ideally this would mean being able to use the computer as a tool during table top game play as well as allowing for one or all to be remote and still able to participate equally.

    WotC's Open Gaming License for the d20 world provides the core rules for adding to the world. What if someone added to that with a mapping tool that allowed the DM, from their station, to update the map of what has been explored thus far in 2D. Included in this display are the locations of the players character(s), NPC's, monsters and other inhabitants. Players views of the maps would be limited to that which they had already explored. Next, what if there was a encounter tool built on top of that mapping tool that allowed for the same turn based system from the table top game. Players could use/switch weapons, move, use magic, all of the options from the table top system. The DM would be able to control the monsters and NPC's as well. The encounter software would keep track of initiative, inventory, skills, damage, etc. The maps and the associated encounters could be pre-packaged, DM created or a combination of the two. A basic 3D view of all of the above working itself out would also be appreciated.

    I think that about sums up our wish list.Somehow I do not think DDO will be a part of that dream. Anyone know of such a product in the works?

  51. "beautiful graphics"? Where? by stmr · · Score: 0

    Looks exactly like AC2. And the faces are just as boring and lifeless like they were in AC2.

  52. Actually there is an auto-attack feature by sflory · · Score: 1

    As far as the clicking for each swingm I've found it's not the best way to play. All you need to do is go into the keymapping screen. Look for the "select nearest foe" and map it something thing sane like tab. Now set yourself to auto-attack. Now all you need to do is make sure you are facing the nearest foe, and are in range. People who master tend to out kill the rest of the party by double the margin.

        Personally the thing I don't like is that you often need a rogue for many dungeons. Once you hit 3rd level dungeons some of the trap horrible. If your mage, or cleric gets hit twice by a strength draining posion it's often mission over folks. (A caster with a 0 str can't cast, and etc...) Like wise there is an occassion door that requires a high int to open. You can't always find a blanced party with a pair of fighters, a rouge, a cleric, and a mage.

    --
    IANALBIPOOGL (I am not a Lawyer, but I play one on GrokLaw.)
  53. for some more info, check out the wiki by Anonymous Coward · · Score: 0

    There is an increasingly growing resource site for DDO created by the community (it's a wiki.) It's only a few weeks old, but with over 100 edits per day is already one of the best sites out there for info on this game. Yes, this is my site. Please check it out, or even better, contribute to the site :)

    DDOWiki.com

  54. Re:"beautiful graphics"? Where? by Anonymous Coward · · Score: 0

    He isnt using any good screenshots. The graphics are very good overall.

  55. What Blizzard does that others don't by Qbertino · · Score: 5, Insightful

    So you got modded insightfull? Fine. May I add some insight? ...

    I got WoW and installed it. I've never ever played an MMORPG before. It took me aprox. 30 seconds to get going with the game. The people I know that play MMORPGs have been buying GuildWars just to get away from WoW and give other games a chance and yet they come back to WoW.
    It's hardware specs aren't insane, a n00b can play it and if I log on after 4 weeks I don't feel like I need another 2 days to get into it again.
    Remember StarCraft? It had a max resolution that was allready considered pointless back then. Yet it literally crushed the market and it is still considered one of the best RTS games ever.
    Why is that?
    Blizzards playtests.
    It's that simple.
    Playtesting is a core component of development with blizzard. SC was playtested for two years!. How else do you think they could balance 3 factions so well? Something NOBODY has achieved again since then. And the same goes for WoW. A year and more is allways part of their developement. That's the reason WoW rules todays MMORPG scene. They get the medium to higher specs of todays PCs, and develop for those for a few years, allways counting that extra year of playtesting and balancing and tweaking. Thus Blizzard gives you games that A) Are finished. B) Don't suck. C) Run on normal PCs. D) Run stable. (Updates on Blizzard games allmost exclusively cover balacing, rules and game mechanic issues) E) Stay very fun for an allmost indefinite time. Ergo: Blizzard rules.

    I recently checked out EQ2 (sucked royally) and talked to a MMORPG fan that has his share of GuildWars and other accounts. His comment went like this: >>WoW is the ticket. It currently doesn't get any better so don't waste your time if your not a fulltime gamer.
    Given Blizzards track record I'm inclined to believe that.

    --
    We suffer more in our imagination than in reality. - Seneca
    1. Re:What Blizzard does that others don't by Minwee · · Score: 2, Interesting
      "Blizzard playtests."

      I have already said this in another comment, but the reason that they can do that is this:

      Blizzard Has A Lot Of Money To Throw Around

      It's nice to say "We'll release this when it's ready" or "We want a few more months to test this out", but when you've just borrowed somewhere between five and ten million dollars (and don't run Infinium Labs), then people expect you to pay it back in cash, not promises.

      "Thus Blizzard gives you games that A) Are finished. B) Don't suck. C) Run on normal PCs. D) Run stable. E) Stay very fun for an allmost indefinite time.

      You forgot the most important one. F) Cost $100,000,000. That's why they can afford teams of caffeine-fueled playtesters. That's why they can spend an entire year in beta testing. Mere mortals have to show results long before then, and that's why you have seen dozens of "lesser" entries into the MMORPG arena fall apart with "tiny" budgets of less than ten million dollars.

      This isn't sour grapes. I have played WoW, and it's a good game. I'm just trying to point out that with all the briefcases full of cash that were thrown at it, it had better be good.

    2. Re:What Blizzard does that others don't by DocSavage64109 · · Score: 1

      One thing you didn't mention about WoW that makes DDO sound much better: The Grind. There is no way I am going to grind my life away playing WoW when instead, I can play DDO and have fun.

    3. Re:What Blizzard does that others don't by jgerman · · Score: 0, Flamebait

      WoW "rules the mmorpg scene" because it appeals to the lowest common denominator, thats it. It's a succesful business venture and a horrible game. You obviously didn't play at release, or you'd know better than to praise Blizzard for playtesting and running stable.

      In short your opinion means dick.

      --
      I'm the big fish in the big pond bitch.
    4. Re:What Blizzard does that others don't by skingers6894 · · Score: 1

      And as a bonus they release Mac versions with all the features in sync on dual format disks.

      I agree - gotta love those guys.

    5. Re:What Blizzard does that others don't by Anonymous Coward · · Score: 0

      If you're suggesting that WoW is better balanced than GW, you should never speak to your friends again for leading you astray. What's the best class in WoW? What's the worst class? You can't answer those questions for GW, because they're so incredibly balanced.

      When a game is designed to be a PvP game, it had better damned well be balanced... and Guild Wars is. WoW is NOT.

      And I beta tested GW for over a year before it was released. I'd know.

    6. Re:What Blizzard does that others don't by Anonymous Coward · · Score: 0

      His insight is as valid as yours, I'm afraid.

      Your main point about playtesting is valid and true.

      Some of your other statements, however, does not ring well, and seems based on the facts that you 1) like WoW (like mentioned by parent poster), and 2) is new to the genre (as admitted by yourself, this is your first mmog).

      Known "fact": your first mmog is special. It's like your first bicycle, car, computer - it's a special relationship, and you compare other games to it through rosecolored glasses. (For the record - my first mmog was UO. It still holds a "special place in my heart" ;))

      Now, as for "Fun for an almost indefinite time" - I'm part of a guild with branches in several games, including WOW, and judging from our forums, I'd say that's simply not correct. WoW gameplay seem, in few words, to quickly turn into repetitive grinding, farming and revisiting the same few dungeons over and over. I see members turning away from WoW after relatively short time because of the lack of endgame variety and debth. They tire faster than from other games.
      Another evidence (for me) is the mindset players that started with WoW bring into other branches - the focus is on grinding, even in games that offer content throughout all levels.

      WoW is the big winner in current markets because of: brand (everyone loves blizzard), being "the new game", easy learning curve and low computer requirements. This initial wave brought in enough players to cause an avalanche effect: more people started playing because: a) every game journalist was playing it (free press) and b) the "buddy" effect - people tend to play what their friends play.
      Based again on what I can see on our various forums, WoW have greater server instabilities and less availability (read: queues), more "balance" troubles (nerf this, nerf that) and worse community (kids, bots and farmers) than other games we're currently playing.
      Some of these are a result of the "easy access" nature of WoW - if everyone can play, everyone will - including brats and morons ;)

      As for the original article - DDO has been butchered by our members that have tried it in beta and post-launch.

  56. Re:Solo MMOG by sYn+pHrEAk · · Score: 1

    I think you miss the reasoning behind solo content. Once player levels are spread out, do you really think you're going to find a full group within 10 minutes at 4:00am?

    Having enough solo content means players can log in and play immediately. If I have 30 minutes to kill and decide to play, I don't want to spend 10 of them, let alone more, looking for a group. Without any solo content, I couldn't actually play for just 30 minutes.

    I doubt anyone wants a MMOG that 100% of its content can be experienced playing solo. However, having enough solo content means anyone can play, for any amount of time, at anytime of the day.

  57. If you hadn't played AC1 or AC2 by Rhys · · Score: 5, Informative

    You might not know the disaster turbine will make of this. They've had good people -- and good streches -- in their games, but it has been rare.

    If you think some of their DDO decisions are laughable, you should have seen some of the AC ones. Spells researched by dumping components into a bar and hitting a button. Eventually it turned out that your spell components were just the result of a formula applied to a hash of your account name (not character name even). Programs popped up to bot it for you (thank god it was awfully boring). Thus was the start of the great Macro-on's Call. A problem they never really banned anyone for but that caused serious problems in the game, especially for PvP as the "level cap" without macroing was effectivly unreachable (and almost unreachable with macroing).

    Then there was the "spell economy." You see, magic is "depleted" by being cast. Both in a school (critter, life, item, and war) and per-spell/per-spell-level. So a spell that should have given you +35 to a stat (for example, focus self 6) would actually only give you +30 to a stat, because so many people were casing it (namely everyone in existance who had critter magic and could eek out a 6th level spell -- highest there was in AC at the time). Meanwhile, other spells like crossbow mastery self 6 were providing a +40 bonus since next to nobody used xbow. Kinda cute, but when you combine it with the Flavor Of The Month problems MMOs face it started sucking. Especially with reguard to mages -- you spent a lot of points buying all those magic schools, and someone else without them but with arcane lore could use jewlery that would always provide that +35 bonus (item cast buffs were not part of the spell economy). There was in theory some indicator bar for the spell economy but it never actually indicated anything as far as I could tell. Needless to say the system was nixed after (too long) a time.

    And let's not forget the most brilliant decision ever: allow monsters to gain XP off killing players. Also, provide monsters with a flat 10xp/pt curve to improve their stats, as opposed to the exponential curve players faced. Have the Virindi Executor resist your first 2 war spells? May as well run away, he just gained ~500-1000 xp, and dumped all 50-100 points that provides into his magic resistance skill. Needless to say your war magic skill of 250 to 300 won't be landing anymore.

    Last but not least, no discussion of turbine is complete without mentioning the "Wi Flag". See, the way they calculated monster aggro (initial (and often final target) not based on damage or healing or anything -- purely random amoung targets in range! Fight till one of you dead or target out of range. Run back to spawn. Acquire new target.) was ... flawed. Depending on how your character name hashed, you would either be mostly-as-intended (in the middle), or Wi (you get 10x of the aggro you should), or myself (you get 1/10th of the aggro you should).

    Now, this Wi or anti-Wi flag was kinda interesting tactically. You could send my toons with it into situations nobody could normally go, because most mobs would ignore me. It could be annoying though; my friend (who had a Wi) zones in to the dungon I'm fighting in and suddenly the 15 bugs surrounding me (Olthoi -- the one cool thing about the game) are off in another corner. Even the one I was fighting turns around and tries (and fails due to the "I run at your location" pathing AC has) to run at him, dragging me behind it across the dungon.

    But overall it was just irratating. People who were wi-flagged often couldn't do quests; they'd just die due to concentrated fire at the start of a spawn. It lasted, what, 2 years before one of their good (last good? I think she moved on) programmers found it. Despite them telling us "we've tested it there is no wi flag" the whole time.

    So yeah, go Turbine. Not a company I plan to play a game from again.

    Probably get karma-dinged by a D&D fanboi for bashing the developer of The Best Game Ever or something, but that's okay I've done my time (in AC and playing D&D -- gestalt at the moment thanks for asking) and said my peace.

    --
    Slashdot Patriotism: We Support our Dupes!
  58. DDO is the Best by Anonymous Coward · · Score: 0

    I love DDO, In context of the poster, I'm neither a casual gamer or a "hard-core" gamer. I do not agree that this game is not for the casual gamer however simply because you cant solo. I particularly enjoy that everyone can hear me speak in the group and anyone else who has a mic (USB hopefully). The dynamics of the game are set so that anyone can find a group or create on in under a very short time. I don't think I can go back to any other MMO that is of the type 'go kill stuff be happy'. I love that there are dungeons and a set number and that you learn to master them. I love that most of the dungeons are obstical course based and not kill everything based. I definatly get the impressino Turbine is focusing on Quality and not Quantity which is despreatly needed in the gaming industry.

    If you have not tried the game but know someone who has, ask them for there 10day free trial which comes with every game.

  59. From someone who bought the game... by justice7 · · Score: 1

    I have purchased the game, and am enjoying playing it as a casual gamer. There appears to be a lot of mis-information about this game in many of the comments I have read. While the game does have an auto-attack feature, manually-clicking is faster than auto-attack. Some people consider this game a "click-fest", however this is very much not the case. Seriously, has anyone actually played this game past the first couple missions, or are we just spewing anti-new-mmo-non-wow banter? There are traps in this game that would make Indiana Jones quiver. Blades out of the walls, crushing ceilings, flooded areas, spikes from the floor, acid and fire from the walls.. in very clever places. You can really see how intricately designed the dungeons are, rest locations are spaced nicely and it really requires a lot of teamwork to complete some of the harder missions. The game has built in VOIP support, and finding a party will take no longer than 2-3 minutes at the most. I absolutely love the dungeon crawl feeling in this game, carefully scouting out territory when the rogue yells out "TRAP!" everyone stops and your gut churns while you wonder if you're standing in the trap already.. It really is a D&D Game, and it really does stay true to the rules. In order to make the modern PC conversion, a real-time combat system was introduced. This really works well, however for traditional PnP types, this may be a little bit more action than they had asked for, but for those of us used to PnP and playing FPS games, this really is a great mix. Before you discount this game as just more "carp", take a look at it yourself, play past level 3 and see what you think. Once you experience the traps for the first time with another player, you'll see exactly what I mean by teamwork. This game has no grind. Just play mission after mission, and have fun with it.

  60. Re:An MMO that requires character dexterity? Great by lgw · · Score: 1

    Perhaps this game will filter out the less diehard players and leave only the more serious gamers?

    It's hard for me to imagine the mindset that sees this as a good thing. "Less people will like the game! Yippee! We'll make less money!"

    Realism is not the goal of a game (especially a fantasy game!). The goal is fun. Anyway, the entire point of an RPG is that the fighting skills belong to the character, not the player. What you're looking for is an MMOFPS, like Planetside. Those are cool in their own way, but that's never been what D&D has been about.

    Try the SCA maybe? Better realism than any possible computer game, all the skill is yours, should be just your speed.

    --
    Socialism: a lie told by totalitarians and believed by fools.
  61. Re:What about dual boot intel macs or Darwine? by Fallingcow · · Score: 1

    Will it be any easier to port games to the new x86 Macs?

    If it is, then more game companies will be porting to a Unix-ish system on x86 hardware...

    Which could mean more Linux ports, too.

  62. Misconceptions about Kobolds by softspokenrevolution · · Score: 1

    I'm going to put on my nerd hat, just like everyone else here.

    Kobolds are by no definition stupid. They possess an intelligence rating (from the archetype in the Monster Manual) of 10, which is decidedly average.

    This is just supposition now, the puny thing with 4 hit points isn't going to just stand there and let you hit it even if it only has two brain cells to rub together. /nerd

  63. Impressions of his impressions by Anonymous Coward · · Score: 2, Interesting

    I recently purchased DDO and share some of the authors opinion on the final product. I do have a fews problems with some of what is written though.

    "It's a fact that the race most often played in a MMOG is 'human', and the unliving nature of the Warforged may make them an unpopular race."

    Or it might have something to do with the fact that warforged are considered constructs and thus only healed for half the amount by clerical spells (unless they have a specific feat) and must be healed with a different set of spells (that most wizards don't bother with as they want to do damage). Such mechanics make the warforged a bit of a liability for some groups. I don't think thier humanity plays much of a role to informed players.

    "Instead of hitting fight and using abilities as they become available, or simply watching as your avatar filets a bunny, DDO is a click-fest worthy of either Diablo game."

    This is somewhat misleading. While you *can* play click style, there is an auto-combat option as with nearly every other MMORPG. It is dissimilair to some in that most monsters don't much care for dying and so you have to make sure you stay within swinging distance.

    "D&D monsters aren't like the villains of Diablo; They jump around, move out of range, and generally do their best not to get killed. That means that in addition to repeatedly clicking on your opponent you're going to be trying to follow their movements. It's all too dang chaotic to be truly fun."

    My group doesn't really run into these problems that much. Since the game includes collision detection, mobs can not just run through players. Thus if you pack fighters into a doorway with sheilds up, you don't have to worry about the mob running through. On the same note, if you surround a mob with well placed players, they have a very hard time getting away, something which I found woefully missing in most MMORPGs and was quite happy to see appear in DDO.

    "If they don't, they can strike from hiding and possible score a sneak attack for massive damage. Rogues can even do sneak attacks in combat by using the Bluff skill to throw an opponent off balance."

    Technically rogues get thier sneak attack damage any time the mob is not currently attacking them. This is one of the changes which I found somewhat hard to aggree with, sadly without flanking, it was the only option.

    "A group comfortable with each other, with voice chat in use, will have a good deal of success. Pick-up groups, though, are at even more of a disadvantage than in most games simply because things happen so fast."

    A good solid 80% of the pick-up groups I get in have all players with voice chat enable and normally 75% or more of the players use it (you have to enable it to be able to hear other people talk, but you do not have to have a microphone to enable). With voice, I hardly think that pickup groups are really at that much of a disadvantage if the players have some familairity with thier characters and someone disides to fill the leadership role. If they don't, then I doubt they would be doing well in any game.

    "Rest shrines are usually nearby these areas, allowing characters to regain hit points and mana mid-dungeon. Besides these rest shrines, the only way to heal HP in-dungeon is with a potion or clerical spell. I hate hate hate almost everything about these design decisions."

    Just a small clarification here, you can only use rest or rez shrines once per crawl, per shrine (some levels have multiple shrines). I can almost agree that the lack of regeneration is a pain, however I end up being swayed by the fact that it adds quite a bit of challenge and strategy to the game. In my mind it is similair to games like Resident Evil that go stingy on the ammunition to force you to think about every bullet shot. I can easily see how thie would be a point of contention though. Not to mention it's pretty hard to translate 8 hours of rest in PnP to an MMORPG.

    Well thats about it. I just figured I'd chime in and toss my two pence about, though I doubt anyone wants to hear em'.

    1. Re:Impressions of his impressions by Arkhan · · Score: 1

      I don't know if you'll follow up to see this comment, since you posted as AC, but in case it helps you:

      DDO does notice flanking and take it into account.

      I've been experimenting with it and now try to do it frequently, as it is a real help to the melee types.

      If you and another party member are both attacking the same mob (in melee) and standing roughly on opposite sides of it, watch your d20 attack rolls. You will notice your attack bonus mysteriously rises by +2, as it should, for flanking.

      Anytime my wizard isn't actively casting, I try to wander over and flank a monster for my tanks/rogues who are in melee combat. It really helps them land the hits, even if I never do any damage.

      (I don't know if flanking applies to sneak attacks in DDO yet.)

  64. Too funny... by pigs,3different1s · · Score: 0

    It cracked me up to see this post. It looks eerily like something I'd write myself.

    --
    "Put your message in a modem, and throw it into the cyber-sea." - Rush
  65. Pissed off... by Anonymous Coward · · Score: 0

    The author sounds like he's basically pissed off that DDO isn't WoW.

  66. Re:An MMO that requires character dexterity? Great by SJMinkoff · · Score: 1

    Where I feel the problem lies is this: The game seems to ignore CHARACTER dexterity in combat, and instead relies more on PLAYER dexterity. There is a difference. I am not in the peak of health (as my character is supposed to be) nor am I trained in combat (as my Fighter is supposed to be). I am also constrained by a very artificial interface (KBD/mouse/monitor) instead of being actually in the room. The role-playing implies that I am NOT my character and he is not me, but that the character is a separate role that I am playing, and should be as little restricted by my abilities as possible. Maybe it's just me, but RPGs just shouldn't be action/FPS (first person spellcasting) clones. It seems to me that the game mechanics and your character's skills should matter more than your manual dexterity.

  67. Any computer game by D&D Creators... by bill_kress · · Score: 1

    ...pretty much sucks. I think it has to do with trying to conform to rules built to simplify and decentralize battles and DM Maintenance when those goals are not at all interesting or useful on a PC based platform.

    I've never played a good game from TSR, but I played them--pool of radiance, etc... the combat was always yucky and the depth of the character, compared to those of other RPGs (Say M&M or Bards Tale), was pretty minimal.

    The feel was generally pretty poor too, but I assume that has to do with their contractors more than the fact that it was created from the company that owned D&D.

  68. What about Planet Shift by Anonymous Coward · · Score: 0

    What's your take on Planet Shift?

    1. Re:What about Planet Shift by Golias · · Score: 1

      What's your take on Planet Shift?

      My take is, you might have just saved me fifteen bucks a month by sending me that link. Thanks, AC!

      --

      Information wants to be anthropomorphized.

    2. Re:What about Planet Shift by Golias · · Score: 1

      Okay, now I've tried it.

      My "take" on PlaneShift is the same as for every other Open Source MMO I've ever tried:

      1. Full of promise.
      2. Not very complete.
      3. Might never be.

      I'll check back in a year or so.

      --

      Information wants to be anthropomorphized.

  69. Re:An MMO that requires character dexterity? Great by ArmedLemming · · Score: 1

    "It's hard for me to imagine the mindset that sees this as a good thing. "Less people will like the game! Yippee! We'll make less money!"

    I don't think every gaming programmer is out there for the bottom line. I'd venture to say there are a lot of them plying their trade for the love of it (which of course can be abit idealistic).

    "Realism is not the goal of a game (especially a fantasy game!). The goal is fun..."

    I basically agree with you here. However, I think you'd hear the word "realism" used by the designers when describing the mobs AI and gameplay. Why else would they make a mob that moves away/around when you attack it? The way I see it, they're trying to inject a little realism into the (fantasy) experience.

    "Anyway, the entire point of an RPG is that the fighting skills belong to the character, not the player. What you're looking for is an MMOFPS, like Planetside. Those are cool in their own way, but that's never been what D&D has been about."

    Perhaps this is how they're trying to get their game to stand out from the rest of the pack? The review sort of reinforced that this game seems to be (in some respects) in between the types of MMOs we're used to. After having played MMOs for many years, I kind of see this as a breath of fresh air (but fully acknowledge that the jury's out on whether this style of MMO will be financially sound in the long run). Hopefully it does well enough to either inspire or build other similarly engineered that are able to appease the player-skilled crowd *and* the character-skilled crowd. It's a difficult balance but with time maybe it can be done?

    And as for SCA, I like the idea of it, but it's not my bag... :)

    --
    Two fish swim into a wall, one turns to the other and says, "Dam".
  70. Casual = Solo? by Why's_This_Fish_So_B · · Score: 1

    This review makes the repeated assumption that "casual" players are those who want to play alone, and that the alternative to this is "hardcore" players who grind content and look for the end-game.

    The assumption colors the review, particularly the conclusion, where the reader is urged to ignore DDO because 'hardcore' people will be bored and 'casual' people will be stuck.

    I think this assumption is a huge mistake. Time-in-game and group-willingness are separate axes, not polar opposites on a single scale.

    There are people with lots of time, but who prefer to solo in MMOs. IMO these will be unhappy in DDO; they can't solo, and after grinding fast in groups they don't like they'll be bored.

    There are people with lots of time who prefer to group. They may or may not be happy. Some who are accustomed to the 'grind' strategy will be bored; after zooming to the end they will find nothing. Others may decide to try every possible adventure; they may not be bored. As the review noted, Turbine appears to be offering new content at a refreshing pace.

    People who have little time and prefer to solo will be particularly frustrated. Although not every adventure requires a huge time committment, DDO does require grouping, and nobody can guarantee an instant party.

    People with little to moderate time who prefer to group will be very very happy with DDO if they like its style. They won't feel shafted as in games where the top-end is the 'real' game and those who don't grind are left behind, and they'll be assured that their fellow players know how to work as a team, because nobody will have gotten to level X by soloing.

  71. Re:What about dual boot intel macs or Darwine? by Anonymous Coward · · Score: 0

    It might surprise you to hear this, but there are one or two G5-based Macs floating around out there.

  72. Maybe if they... by GmAz · · Score: 1

    I would try it if they gave a free 30-day trial like WoW did. Thats how I got hooked on WoW.

    --
    Click Click Bloody Click PANCAKES!
  73. Re:An MMO that requires character dexterity? Great by lgw · · Score: 1

    Don't get me wrong, I don't object to the idea of a fantasy MMO "FPS". Heck, I enjoyed Planetside for a while. It just shouldn't be called "D&D Online" - interesting idea, wrong franchise.

    I've been playing P&P RPGs for 25 years (and most of my group for longer than that - my GM learned D&D from a guy who learned it from one of Gygax's group, very early on), and had hopes that DDO would make some attempt, however feeble, to capture that experience. Story driven, not click driven. One day I'll write my own, but you'll never see it, because it won't be a franchise like D&D. It's a shame to see the power of the franchise wasted.

    --
    Socialism: a lie told by totalitarians and believed by fools.
  74. Article misses much of the point of DDO by Arkhan · · Score: 5, Insightful

    It feels like most of the negative reviews of DDO I have seen thus far on the net are from people in two groups:

    1. Those who dislike MMOs, but love PnP D&D, and are upset that DDO does not have a human gamemaster who can generate infinite variety and choice of path.

    2. Those who are in love with a current MMO, and are upset that DDO is not "EQ with D&D terms" or "WoW with D&D setting".

    What has the g/f and I (and several of our friends) sucked into DDO is that it addresses so many of the things we did _not_ like about other MMOs. Boring combat? Gone. Lack of strategy? Gone. Easy mode? Gone. Time sinks? Gone. Downtime? Gone. Rogues as uber-warriors instead of thieves? Gone. Static play environment where nothing changes? Gone. Dungeon as "scenery" that is 99.9% noninteractive? Gone. Dungeon as "place to stick 1000 monsters to slog through"? Gone.

    This review, in particular, seems to come from someone who not only has not played the game much, but also has not read the manual or explored the interface. Truthfully, it sounds like someone who has read all of the complaints on various discussion forums, and is summarizing them, without ever having played the game itself.

    The review complains of the "inhumanity" of the Warforged. I think that was the point. They are very inhuman and little distinction is drawn between male and female. This was enough to turn my g/f off of playing one, in fact -- but that's okay! The Warforged are different! Here we have a character who can come built-in with his own armor and other benefits from day one, but suffers the inability to actually wear "real" armor that others wear. It is interesting and different. That's a good thing.

    The review complains (repeatedly) about the click-fest that is combat. (Tell that to the millions of people happily and madly clicking on Diablo for the past 10 years.) The click-fest is _optional_. The very first icon on your default toolbar is auto-attack. Don't want to click? Click once.

    Single-click combat is actually useful in DDO, because the game allows (forces?) you, the player, to take an active role in combat. Your character does not block. You do. Your character does not tumble or evade. You do. If you don't, neither does he. Single-click combat allows you to more precisely time your swings between your opponent's swings and spend more time blocking or evading his attacks.

    If you're playing the game by running straight up to an enemy and right-clicking on him til he dies, you're going about it all wrong and will enjoy less combat success than someone who advances carefully, choses a defensible position, blocks, tumbles, tries to set ambushes, etc.

    The article states incorrectly that a natural 20 is a critical hit. It is not. A natural 20 is an automatic hit and nothing more. Each weapon has a critical hit range, which can be 20 only, 19-20, 18-20, etc. If you roll in that range on the die, the computer makes a *second* die roll. If the second roll hits, you score a critical. If the second roll misses, you score a normal hit.

    "It is all too dang chaotic to be truly fun." The chaos is the *reason* it is fun. DDO captures the feel of real combat in a way no other MMO has. Monsters can not walk through each other. They can't stand on each other to attack you. They can't walk through you, either. Want to have the fighter block a doorway with his body while the mage stands behind him (in safety) and fires spells over his shoulder? It actually _works_.

    The monsters are intelligent. Rogue-ish monsters will hide, sneak around the back of the battle, and try to sneak attack vulnerable characters... but you CAN see or hear them coming, if you're paying attention, and intercept them (or light them on fire, my favorite).

    The game rewards planning and coordination.

    The environment is truly dynamic! Because everything is instanced, the game can really respond to events. Traps are common, varied, and devilish. Monsters

    1. Re:Article misses much of the point of DDO by Uranium+-+235 · · Score: 1

      Very well said. It's depressing to think that so many of us as gamers are trapped into a single-track mindset that 'WoW is good - this is not WoW - Therefore it's not good'. As someone posted over on the DDO forums, the review written here sounds exactly like this:

      "It's pretty, but it's not World of Warcraft. I like World of Warcraft, and am accustomed to how World of Warcraft plays. The parts of this which are like World of Warcraft are good, but the parts which are different (from World of Warcraft) are obviously bad decisions. I'm going to go back to playing World of Warcraft, and if you like World of Warcraft like I like World of Warcraft, you should just keep on playing World of Warcraft instead of this game, which is not World of Warcraft."

      This idiotic mindset is prevelant in other games too. Dystopia, the mod for HL2, has had people complain that it's not enough like Counter-Strike or Unreal Tournament. God forbid we get a game that isn't another clone.

      What's especially interesting is that people are quick to complain about 'clone' games without taking a good look at their own favorite games - World of Warcraft - I played for a year. I quit because I realized I began to hate it. Now that I look back on it, WoW is just an EQ clone. I'm not saying that as an EQ fanboy, but it's simple fact. The grinding. The loot-based gameplay. The raid content. All of those are fundamentals of EQ rebundled.

      Now that people want more of WoW, they're complaining that there aren't more WoW clones?

    2. Re:Article misses much of the point of DDO by jgerman · · Score: 1

      A-freakin-men. The rusher and grinders are the ones that are complaining. You know, the "hardcore" guys, the ones that can't play for shit but sure can grind.

      This is a game that rewards good grouping and teamwork more than any other I have ever played.

      --
      I'm the big fish in the big pond bitch.
  75. Well, guess who's making that! by Kittie+Rose · · Score: 1

    All you have to hope is that the MMORPG makes it's way over to Nintendo revolution, where the D20 attatchment can sit right between your Proton-Gun/Ghost Trap and Golf-stick(mind the windows).

    --
    EpiAdv - if you like Pokey the Penguin, try this comic!
  76. Re:An MMO that requires character dexterity? Great by LordPhantom · · Score: 1

    Sounds more realistic to me. Perhaps this game will filter out the less diehard players and leave only the more serious gamers? I wonder if the MMO player-base has grown enough to sustain a game like this where it requires more skill and dedication (as in you'd have to be pretty dedicated to play this game if it's as boring as you've said it is)? Actually, I'd like to think it has, and additionally, I'd like to think that this game wouldn't change much to accomodate the people who want a fantasy MMO where you don't have to be particularly good, you just have to know when to hit the attack key...

    What?!?

    Skill and Dedication! Let us not forget that games are suposed to be fun. People simply will not market a subscription game with a monthly fee to only the hardest of hardcore gamers on the scale that DDO is going to be marketed.
    Consider this - just because it takes skill does not mean it's fun. Just as in the real world there are many things that take skills of some sort that are not fun, this also applies in games. For example:

    Fun for programmers:
    Writing a cool new algorithm that is useful to many people, coding game engines, etc.
    NOT fun for programmers:
    Entering data into a spreadsheet because the PHB dosen't understand Excel

    Fun for mechanics:
    Building a performance car.
    Not fun for mechanics:
    Rebuilding a "performance" Ford Aveo


    Fun for gamers:
    Playing a quality game that meets all expectations in terms of graphics, gameplay and so forth
    NOT fun for gamers - playing a game that has made arguably made the controls obtuse on the altar of "hardcore" gaming

    Don't get me wrong - a game requiring skills is great, but most MMORPGers don't seem to be online to have a dexterity contest, neat as the idea might be. Implying that "this is as it should be" in D&D online is like a tabletop GM stating that "you rolled an 18 - you will do major damage to the barbarian cheif, but only if you can throw this egg through that bucket 50 yards away over there ". Strategy should improve damage, dexterity just isn't what people are looking for in these games. Nor should they be.

  77. My conclusion by Anonymous Coward · · Score: 1, Interesting

    I've heard that DDO has been getting less than favorable reviews, but this is the first review that I've read.

    Firstly, it seems that the developers have been as faithful as they could to D&D. This is not a Good Thing(tm). D&D has several flaws (some horrible) which seem to have been magnified by the conversion from books to bits. Even a well designed RPG cannot be ported without some concession to radically different play environment.

    Now that there is DDO, everyone that has played regular D&D can make an apples-to-apples comparison about how online and tabletop games differ in design and gameplay.

    I personally won't play any MMOG until one is developed which is capable of instantiating a living society, with an economy driven by the entire population (where 90% or more of the inhabitants are NPCs controlled by advanced AI). The Sims is the closest thing to this as far as I can tell, but there everyone is essentially an NPC. A fantasy setting plus Sims gameplay plus MASSIVE (the software written to control the digital extras in LOTR) is what I want to see, but this is at least five years out.

    1. Re:My conclusion by Uranium+-+235 · · Score: 1

      To be honest, complaining that the game differs too much from the pen-and-paper game is idiocy. People seem to forget that the most recent edition of the rules is version 3.5. D&D 3.5 / 3.0 / 2.0 / AD&D are NOTHING at all like the original rules written up by Gary Gygax and friends thirty years ago.

  78. Level of Abstraction by podperson · · Score: 1

    The problem with missing isn't that it won't happen, but that it happens in a twitch game for reasons out of your control. My problem with D&D has always been that it is too abstract for a role-playing game (and a lot of its rules don't make sense either as rules or in terms of what they represent in the world).

    If you're playing a twitch game then you should miss because you aimed badly or mistimed your attack (this is why you miss in Quake).

    The idea of interpreting "intimidate" and "diplomacy" as being taunt and detaunt skills is hilarious. What it really points to is that they don't implement physics or combat well enough to prevent monsters from murdering squishies using realistic tactics (if you want to kill him you'll have to go through ME.)

  79. Im the casual gamer by Anonymous Coward · · Score: 0

    I like to play MMO game as well as Table top games (i.e. GURPS). But more to the point when I play a MMO game I usually don't have a string of two hours to spend playing all in one sitting.

    Between taking care of the laundry and cooking dinner, and periodic breaks to take care of the honey dews at home I have a hard time with most games that force grouping to advance or play. I do on occasion find that I can get a block of hours to play maybe once every two weeks or so, but for games where the number of hours spend playing really equates to what you get out of the game I cannot dedicate the time to a game like this.

    Now I am playing Guild Wars which is very well suited for my play style, if I need to party with a group there are NPC's to flesh out your group. Or if I have the time I can usually get into an adventuring group fairly quickly. And most missions take less than 30 minutes so I don't have to keep half my day clear to get somewhere in the game.

  80. Now we know that Zonk... by geekoid · · Score: 1

    ... Has been roleplaying for about 5 years.

    Sorry, it was to easy to let pass. ;)

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  81. It's more than the combat, guys by GMFTatsujin · · Score: 2, Interesting

    Okay, so my major problem with MMORPGs isn't with the clickity-click of combat. Heck, it's not even with the thin verneer of "role playing" that floods the chat channels.

    It's that there's almost nothing else.

    All the wacky skills that don't have to do with combat, healing, or trap discovery? Pretty much gone.

    What about the weird ones like Jump and Climb that let you really motor around the terrain in bizarre ways? How about Forgery or Disguise, for getting past those pesky guards? What about a Balance check for stealing across a tightrope held precariously across the chasm by the sharp steel of my grappling hook as part of the intricate plan I worked on for three months to steal the royalty's jewels right out from under their noses?

    D&D, the archetypal tabletop role playing game, has its roots in being *imaginative*, and one expression of that lays in finding creative ways through situations. When playing with humans, this is not a problem; humans can improvise, so the DM can make a judgement call on whether some creative action is plausable or not.

    Computers, however, excel at running scripts and never deviating from them. I can't be creative in a MMORPG unless I can change the script. The only one I've heard of that really encourages that sort of on-the-fly redefinition is Second Life, but here's the other thing: I can't change the script intuitively, like, on a whim. Instead, I have to learn the freaking scripting language.

    Not being Neo, I'm stuck in the role playing world as programmed. And that blows. I fight, or I select from a few pre-programmed conversation trees, or I get nowhere.

    Like WOPR, I've decided the only way to win is to not play the game.

  82. Poncy bards? by Chris+Mattern · · Score: 1

    > All of the D&D iconic classes are available (even poncy bards),

    You see, that's why I like Final Fantasy, where the bards are always spoony! :-)

    Chris Mattern

    1. Re:Poncy bards? by Anonymous Coward · · Score: 0

      Urrrr-HURRRRRR HURRR HURRR hurrr HURR hurr rhr uhrruwehfhkfds DEET-DEE-DEE!!

  83. Operant Conditioning Using Positive Reinforcement by 98percentChimp · · Score: 2, Funny

    Everyone keeps talking about what they would like out of an MMO. The bottom line is that Turbine is a business. Blizzard is a business. And we are predictable animals.

    So what is WoW?

    It's a simple psychological mechanism designed to get you to constantly re-use it. It's called operant conditioning using positive reinforcement. You take simple actions, you get a reward. You take the action again.

    You press the button, you kill 10 whatevers or collect 10 thingamajigs, and you get experience and an item. You eventually get a little more powerful, and you go kill enemies that are proportionately more powerful as well. Sometimes they don't even look different, they're just called wolves instead of starving wolves!

    Blizzard has used positive reinforcement delivered on a semi-fixed ratio schedule to condition 6 million people to pay them $15 dollars a month. Their ratio for reinforcement appears to be the most optimal of the current crop of MMO's, judging by their number of subscribers.

    I applaud Blizzard, really. I've given them some of my money and time, so I'm just as much a dupe as anybody else. The scheme is brilliant:

    Pay $15.
    Press the button.
    Get the reward.
    Repeat.

    When this hook nabs you millions of subscribers and jillions of dollars, why would you make a game that actually appeals to more traditional, table top role playing fans?

    Gamer Population = Farm Status

  84. An MMOG Newbie's view of DDO by Serra · · Score: 1

    I had never played a MMOG before DDO came out, but have played many tabletop D&D sessions along with some computer rpgs (FFVII, Neverwinter Night , nethack). Both my husband and I were super excited about DDO and bought it the day it came out (we didn't play during the preview period). After a weekend of playing, it is difficult to describe our disappointment with this game.

    As the article said, the developers made some hideous design decisions; Having to wait around in a laggy tavern for a full minute or two as my character healed being one of the most annoying. Although the graphics were lovely, the actual game didn't feel interesting.

    One of the most important aspects of an rpg (IMHO) is building your character's skills and equipment. It was an odd decision then to give your DDO character a reasonable weapon at the very start of the game. I usually like being able to say "Oh, if only I could afford this 1 gp long bow!" But no, the game gives you one right away so you don't have to work for it. Secondly, the ranks and level increases seemed very far between even for a starting character. Killing monsters in dungeons just for the heck of it isn't so fun to me. I want to be working for something.

    In fact, the entire game just isn't fun. To mangle a quote, "I can't define fun, but I know it when I see it." And DD0 doesn't have any of it.

    Another problem I had was picking a (not min/maxed) rogue for my first character. I ran through all the training quests and at this point the game still looked pretty awesome. I was quickly killed in the first real dungeon after using up all my healing potions (not surprising since I'm a pretty casual gamer) which shouldn't have been too much of a problem. However, there is essentially no way to get more healing potions until after you have finished the introductory quests and you _have_ to do the first quest solo. It took me about 10 more tries to get through the first dungeon as a rogue. I probably couldn't have finished it if I hadn't looked on the forums and gotten some tips. By this time, my husband' fighter had finished the next three quests and had gotten out of the intro area. I'm all for games being challenging, but shouldn't the intro areas let you get your bearings a bit? It was like no one had play tested a rogue (or as others in the forums complained, a wizard).

    After playing through a few more quests, I decided to make a new character in a different race/class. Unfortunately, you _have_ to run through the exact same 5 intro quests with no changes every time you start a new character before you are allowed out in the "real world". This seems awfully tedious and strongly cuts down the replay value.

    Several times over the next week, my husband and I would say, "Well, maybe it is a good game. Let's try it again." So we would play for another couple of hours before giving up in disgust. I could keep complaining, but upon hearing my description of DDO last week someone introduced me to this other MMOG called World of Warcraft... ;)

    1. Re:An MMOG Newbie's view of DDO by Uranium+-+235 · · Score: 1

      This might be better off in a DDO discussion forum, but rogues aren't the lame damage-machines they are in every other game. They're very hard to play, so if you're new, don't bother with one.

  85. Dude! by geekoid · · Score: 1

    That's what the sleep spell is for.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  86. Re:An MMO that requires character dexterity? Great by seebs · · Score: 1

    If it requires player dexterity, it's not an RPG. In an RPG, success and failure are functions of the character.

    --
    My blog: http://www.seebs.net/log/ --- My iPhone/iPad app: http://www.seebs.net/seebsfrac/
  87. Here's why you need solo content by Quince+alPillan · · Score: 1
    I don't mind the lack of solo content. Really, you are playing a MMO game. Why do people have this overwhelming need to go online and play a game where thousands of other people are playing, and not work with any of them? What's the point of it? And who played D&D in whatever form (D&D, AD&D, 2e, 3, 3.5, whatever) with just one DM and one person playing one toon? I wouldn't have wasted my time as a DM creating content for a single person and a single toon. And I hate to see MMO developers waste time creating solo content for a game designed to have thousands of toons online simultaneously. Also, solo content tends to get abused by multiple player groups doing the content because it's easy. I say, no thanks.

    Here's why you need solo content.

    I have five friends that I game with all the time. We've been friends for years and have played every popular MMORPG. Unfortunately we're all in different timezones. All times that follow are in my local time.

    John is a college student, and can play from 11:00AM to 2:00PM. He refuses to wake up earlier than that, as he has afternoon classes. He gets home around 9:00PM and doesn't go to bed until 3:00AM.

    Jake is a freshman in high school. Other than the occasional burst of immaturity, he's ok. He gets home at 3:00PM and his parents force him to go to bed at midnight.

    I have a full time job and get home at 6:00PM. I can stay up until midnight without losing any sleep.

    Sue is Jake's mom and a housewife. She gets the kids ready for school in the morning at 8:00AM, but after that, she has nothing better to do all day (unless she's running errands) until 3:00PM when Jake gets home and then plays online with Jake. She usually stays on about an hour later than Jake does (1:00AM).

    Samuel lives in England and works late at night, but comes home around 8:00PM and usually stays on until midnight unless he falls asleep.

    Don is also in high school, but lives 3 timezones away and comes home at 6:00PM and can usually stay on until 2:00AM.

    Now, because I'm sure this is all confusing, I've drawn a little graph to help you understand.

    zzzzzz 8 9 10 11 12 1 2 3 4 5 6 7 8 9 11 12 1 2 3
    John jjjjjjjj [iiiiiii] jjjjjjjjjjj [iiiiiiiiiii]
    Jake kkkkkkkkkkkkkkkkkk [iiiiiiiiiiiiiiiii]
    Quince qqqqqqqqqqqqqqqqqqqqqq [iiiiiiiiiii]
    Sue ss [iiiiiiiiiiiiiiii][iiiiiiiiiiiiiiiiii]
    Samuel aaaaaaaaaaaaaaaaaaaaaaaaaa [iiiiii?
    Don ddddddddddddddddddddddddd [iiiiiiiiiiiiiii]

    Please ignore additional characters. The [iii] is the allotted timespan.

    Now, as you can see, we all have different work/school schedules and times that we can play. We can usually all play from 9-12, but there are many times when one or two of us can't play with everyone else. A MMORPG that forces us to all group together means that we can only play the game for a few hours at a time, and if for some reason (like life) we can't play the entire 3 hours, that's even less time that we can enjoy the game.

    Now do you understand?

    1. Re:Here's why you need solo content by PortWineBoy · · Score: 1
      Now do you understand?

      No, actually I'm infinitely more confused :) however I believe there is one simple reason to have solo content in MMORPGs. Players want it. I like grouping, I like my guildies but most of all, I like that I can log on at any time and not need to find a group if I want to level. I can grind, I can quest...I think other players like this too. I can be part of the herd, or I can wander away. Freedom to let people choose how to play is one of the many factors that have lead to WoWs success.

      --

      this sig deleted by another sig

    2. Re:Here's why you need solo content by Quince+alPillan · · Score: 1

      My point was, even though I may have friends that I play online with, they may not be online all at the same time. I've been in guilds before, but there's usually too much drama going on to make the game fun.

    3. Re:Here's why you need solo content by PortWineBoy · · Score: 1

      I know, I got that. I even agree with it (and your point on guilds)...I was just amused with your chart. :)

      --

      this sig deleted by another sig

  88. Re:Operant Conditioning Using Positive Reinforceme by sgt101 · · Score: 1

    Nope.

    WOW and other MMORPG's are user designed experiences that have evolved to appeal to a large group of people.

    Think about it :

    Mods : player contributed
    Teamspeak : player contributed
    Guild chat : player contributed
    Parties : player contributed
    Guild websites : player contributed
    Forums : player contributed

    These are the things that I have come to most focus on in the over all experience in WOW, I think many, many players are exactly the same.

    --
    --------------------------------------------- "In the end, we're all just water and old stars."
  89. Psssst.... by geekoid · · Score: 1

    you might want to talk to this guy...
    http://infernix.net/wowban/

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  90. you are in a maze of twisty little passageways... by Anonymous Coward · · Score: 0

    my indigo is only running irix 6.0 and doesn't have a cd drive. sniff...

  91. Re:"Experience points are only handed out at the e by ronwolf · · Score: 1

    Welcome to the world of The Elder Scrolls... Oblivion comes out in a week.

    The only way to level your character is to use your skills or go to a trainer and pay for lessons. Want to get better at picking locks? Pick some locks...

  92. No by geekoid · · Score: 1

    It's about getting the girls!

    If there are any girls, I want to do them.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  93. Re:Operant Conditioning Using Positive Reinforceme by 98percentChimp · · Score: 1

    I used to think the same way.

    The team play, guilds, etc. were the features what used to appeal to me most about the game. But every day I watch my roomates come home from work and get online until they go to bed. And every Saturday/Sunday morning I watch them get up and get online for most of the day.

    They're in a guild. They post on the guild forums. They run the high end instances in large groups. But what do they spend most of their time doing? Farming. Farming for rep. Farming for some "blueblossommithrilsilk" that they need to transmute to "essenceofitem#27" to sell for virtual currency. They're farming for recipes. Farming for that last piece to their tier two epic armor set #24, with bonuses to stats 2 and 3.

    Despite the accoutrements that accompany the grind, they're still just in the grind. They're pressing the button and getting the reinforcement with all of their spare time. Everything else is just fluff. And that fluff is required for people to believe that what they're doing is really anything other than participating in reinforcement zone #36 for the 42nd time so that Mage #3 can get finally get reward, I mean chest piece, #7.

    That's where the phrase "farm status" comes from. A guild runs MC over and over again without it ever being a challenge. Without it ever failing. All so that additional guild members can fill out their inventories (The reward for pressing the button for 3 hours as the de-curse bot, or the heal bot, or whatever).

  94. wha? by geekoid · · Score: 1

    First
    " if you didn't play daily you lost out on way too much and it was hard to either catch up with friends or find a new group."
    then
    "DDO is just fine to pick up once a week, easy to use, quick to group,"

    first, your frieds can still have out leveled past you in DDO. Thats an issue with how much you play, or not ahve charaters just for when you are all on together.

    I have never spent more the 15 minutes looking for a group on WoW.

    as much as I hate character cock waving, I feel this is relevent. I have a 60 level character, 47 level character and others of lower levels. Just pointing out that I ahve relevent experience.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    1. Re:wha? by Anonymous Coward · · Score: 0

      as much as I hate character cock waving, I feel this is relevent. I have a 60 level character, 47 level character and others of lower levels. Just pointing out that I ahve relevent experience.

      Just to reassure you, please note that there is no chance at all of anyone being impressed by your having high level characters in some MMORPG any more than they would be impressed by you saying that you once watched all the James Bond films or something. There's nothing wrong with it but it's not an achievement either. How could anyone misinterpret it as "cock waving"?

  95. pictures? by zlyoga · · Score: 1

    When I heard about this I sort of had assumed it'd be text based I was kinda suprised to see pictures in this article and learn this. Pictures are limitations. The ccool thing about D and D for me was that it is a lot more open to the imagination.

    1. Re:pictures? by geekoid · · Score: 1

      Yes, Doom would have been better without pictures as well.
      As would Art museums.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  96. Re:An MMO that requires character dexterity? Great by ArmedLemming · · Score: 1

    I agree with your definition.

    However, I leave open the definition of "functions of the character".

    How does one manifest/materialize the statistic/function of dex? If a mob's hopping all around trying to make you miss, and your dex is too low to keep up, what's preventing the game designers from incorporating your character's lack of dexterity into its ability to track and whack a mob? To me, it's still well within the functions and definitions of the character. They've just chosen to extend how it works.

    If that disqualifies it from your definition of an RPG, fair enough, but to me it's still well within the RPG definition. (EQ did stuff like this with runspeed abilities you could tweak at high levels that would allow you to run away from or chase down mobs (without having a runspeed modifying spell cast on you) that normally you wouldn't be fast enough for. I'm not sure if you consider EQ to be within the RPG genre, but seems like a decent example to me.)

    I think that if they were to stick with the standard way of creating an MMO, they'd have to lean too heavily upon their brand name to stand out. They're trying to be different -- for better or worse. The market will decide. (and I'm really curious to see how it reacts...)

    --
    Two fish swim into a wall, one turns to the other and says, "Dam".
  97. DDO: I'll agree with that by Anivair · · Score: 1

    I have to agree pretty much entirely with this article. I've been playing D&D for years. I've constructed multiple gaming worlds, some of which are alive and bustling with other people having taken over the running of games in them. I played in Eberron from the onset and I like it. I playtested DDO for these reasons and I thik they thought my experience with D&D and other RPG's was a good thing. And that's why I didn't like it. I like roleplaying. I like it a lot. But what I like about it is the roleplaying, not the hitting an ogre with my sword. I want to care about the other characters, the NPC's, the world, and I want to have an impact and this game lacks that entirely. Also, there's nothing to do but dungeon crawl and I hate dungeon crawls. Bummer. Overall, while this is the single best looking MMORPG ever and I really wish that I loved it, I was so bored I stopped the playtesting a few weeks in and went back to WoW. Dissapointing, because I was really into this game from the word go on all the boards and what not. I was relly excited. It seems ot me that every time somehting somes out with teh D&D name on it that isn't an RPG, I get very excited and hopeful and then it blows. Oh well.

  98. Re:"Experience points are only handed out at the e by geekoid · · Score: 1

    "Good, I say. This is keeping in line with pen-and-paper D&D, the idea that there is offscreen training and what-not involved in actually "levelling up" "

    While I have no problem with this, the idea that you can't learn and utilize new things while on an adventure is silly.

    Back when I fenced in tournments, (a long time ago kids) I new move occured to me during a match which I utilized during that same match, and it worked very well. Point in fact I beat every opponent.
    I would say you can 'level up' during an adventure.
    How many times have you been working on something difficult, and then suddenlty get it whil doing the work? once again 'leveling up' while doing something. Not going back to some training center to ponder deeply upon all the things you experienced only then to 'get it'

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  99. Ranks? by crossmr · · Score: 1
    what is this ranks crap? Levels are broken up by ranks? Did they think people just wouldn't stand for constantly increasing their virtual pen fifteen at a frantic pace it just wouldn't interest them?

    We have enough of those games. How about a developer step up and create something thats actually worth getting into. A persistent and huge world so that the players can truly shape and play in it. Its not a roleplaying game if the roleplaying does nothing to further the game. D&D is the poster child for what people think of when they think of roleplaying games. Its the ambassador to the masses and they just urinated all over it.

  100. Re:Operant Conditioning Using Positive Reinforceme by slackartist · · Score: 1
    I think you have to give some latitude for folks who like a challenge. Your point is well taken-- item-wise WoW encourages livestock behavior: devote loads of time to joining a herd of 40 others and eventually you'll get a shiny item. Or set of items.

    There are other ways to play the game, however. 5-man instance-running isn't so bad. It can be fun and even net you some rewards, though not the uber gear. Good tactics in PvE and PvP can pay off, though sadly much of the game design of WoW puts the game experience "on rails" so that farming becomes, as you say, the paradigm.

    It's not a very hard game, but kinda nifty in its way. You can seek the challenge instead of the gear. I do and its pretty fun.

  101. Edumacation inside by Vlad2.0 · · Score: 1

    Are Mac users born stupid, or do they just become stupid after buying Macs?

    http://en.wikipedia.org/wiki/Return_on_Investment

    1. Re:Edumacation inside by Moofie · · Score: 0, Flamebait

      *yawn*

      Is that really the best you've got?

      --
      Why yes, I AM a rocket scientist!
  102. Nothing New Here by Anonymous Coward · · Score: 0

    Why not just play Neverwinter Nights? It's really fun, and lots of modules can use the D and D rules with up to 96 players, I believe.

    http://nwn.bioware.com/

  103. The Colbert Report on D&D Online by FleaPlus · · Score: 2, Funny

    A week or two ago I was watching the Colbert Report (a spin-off of the Daily Show), and was highly amused by a little fireside chat by Colbert about the release of Dungeons & Dragons Online. Here's a transcript (and video):

    Earlier this week marked the introduction of Dungeons and Dragons: Storm Reach a new on-line version of the popular swords and sorcery game. I myself played a lot of the D and D way back when. Actually I once met Len Lakofka at Gen Con Ten.
    [pause] Anybody?
    [applause]

    I'll never forget when I lost *Faraneeth, my level 21 Lawful Good Paladin. Heh. I know, that's redundant. He was on a campaign searching for Tenser, wizard of the Circle of Light, on rout from the *Shel-du-mar valley to the *Filronian Peninsula. He got cornered by a Displacer Beast and a Mind Flayer and he failed to save against Psionic attack. See, he'd already lost a lot of hit points battling a Beholder and the cleric in the party couldn't regenerate enough hit points with his Heal Light Wounds spell. All in all a sad day in *Badabascore.

    But I gave up D&D in 1984. My parents were concerned I was being possessed by demons. So one summer they sent me to an exorcism day camp. Eight weeks of sailing, casting out the devils within me and making lanyards did the trick. Oh, and I got a girlfriend.

    Anyway, it is the end of an era. And as the cyber-elves and the e-wizards log onto the digital dungeon, I sadly place on my shelf these now obsolete polyhedral dice. The good news is with D&D now on the inter net, the social outcasts of today's junior high schools are relieved of the agony of any human contact.

    Enjoy your magnificent isolation.

    Don't forget to bathe.


    There's definitely a good bit of that which had to have been written by somebody pretty familiar with D&D. I was pleased to find that Colbert himself actually played for a few years back in high school, as mentioned in this Onion AV Club interview:

    AVC: You were into Dungeons & Dragons as a kid, were you not?

    SC: Yeah, I really was. I started playing in seventh grade, 1977. And I played incessantly, 'til probably 1981--four years.

    AVC: What's the appeal?

    SC: It's a fantasy role-playing game. If you're familiar with the works of Tolkien or Stephen R. Donaldson or Poul Anderson or any of the guys who wrote really good fantasy stuff, those worlds stood up. It's an opportunity to assume a persona. Who really wants to be themselves when they're teenagers? And you get to be heroic and have adventures. And it's an incredibly fun game. They have arcane rules and complex societies and they're open-ended and limitless, kind of like life. For somebody who eventually became an actor, it was interesting to have done that for so many years, because acting is role-playing. You assume a character, and you have to stay in them over years, and you create histories, and you apply your powers. It's good improvisation with agreed rules before you go in.


    On a tangential note, Colbert is the only person/source I can think of that successfully managed to predict 5/5 Oscar winners. Heck, he even got Crash.

  104. Re:An MMO that requires character dexterity? Great by seebs · · Score: 1

    If it depends on my ability to click accurately and quickly, then the character's abilities may be a limit on my ability, but my ability is also limiting the character, and that's not coherent for an RPG. It's not my job to have combat reflexes.

    If the game won't let me (actually fairly clumsy, I have to say) play a graceful, agile, rogue, then it's not D&D.

    --
    My blog: http://www.seebs.net/log/ --- My iPhone/iPad app: http://www.seebs.net/seebsfrac/
  105. Re:Operant Conditioning Using Positive Reinforceme by 98percentChimp · · Score: 1

    You are correct. Things aren't as black and white as my original post. There are entertaining portions of the game, such as PVP and other challenges. Even the large farming instances look like they're probably fun when you're first figuring out how to finish them (I never went that far into the game myself, so I don't know for sure).

    I was speaking more to the heart of the game itself. Lots of other video games pose challenges and include fun aspects. But there is a reason that when you type "/played" in WoW, it spits back a time that is measured in minutes, hours and DAYS.

    If I asked one of the people I know who play WoW to type /played, they'd get a value in excess of one month (Maybe 2 months for some of them) in total play time. That's at least 30 full-24-hour days spent in game. Most video games have a play time measured in hours.

    There has to be some reason that MMOs have such huge numbers of paying subscribers who dedicate so much time to the game other than a repeatable challenge or player-vs-player combat. Other video games have repeatable challenges and player-vs-player combat and many of the other same features. But no other type of game has so successfully implemented the psychological concept of operant conditioning with such a well designed schedule of reinforcement.

    If I am correct, and that is the primary mechanism for WoW's success, then you will not see major manufacturers truly attempt to emulate a classic, table-top RPG experience. A classic RPG is flexible, and allows for enormous amounts of reconfiguration based upon the imagination of the players themselves. If you implement that flexibility, you remove the schedule of reinforcement that so successfully conditions people to continue to pay and play.

  106. Huh? by Anonymous Coward · · Score: 1, Interesting

    Somehow in the brave new electronic frontier, these qualities are translated into meaningless grind quests, chaotic click-fest combat, and swearing over voicechat.
    ------------------
    Sounds like WoW to me... Seriously, you must be a grade a WoW fanboi or something. I played WoW for like a week and couldn't make myself log in again.
    Sure it's popular, but then so is McDonalds. It looks like a disney cartoon and is pretty much a caricature/cliche cutesy mmorpg, with all the monsters having exaggerated hands and feet. It strikes me as very 13 years old. The WoW storylines are seriously weak compared to DDO's.

    DDO vs WoW - Pros:
    interactable environment: In WoW it's pretty much treasure chests. DDO has traps, underwater passages, secret doors, puzzles, etc etc etc. All the stuff that WoW doesn't.

    Storyline. The entire city of stormreach has storyline quests that are all related. In WoW it seems a lot more random and not tied together. You kill 10 of these or 30 of these for a quest reward. Go here and talk to this guy so you can fly somewhere and kill 20 of these. That's not a grind? In DDO, stuff like that is a subquest or part of the overal goal. In WoW it is the goal.

    Content: The game went gold 2 weeks ago and a new content patch is coming one month later. You are talking about lack of content?

    Blizzard was still trying to get their massive scalability issues worked out 4 weeks in. Content wasn't even on the radar 4 weeks into release. Bashing DDO for lack of content is downright unfair. Not only that, I'm a hardcore gamer (as much as a working adult with a kid can be) and I still haven't seen more than 1/2 of the existing content yet. Granted I got to 5th level in beta, and had to start over, then needed to wait for my box to arrive after release. I have a l4r4 wizard, l3r1 cleric, and a l3r3 rogue already. 12 new dungeons are due on April 1st. New content one month after launch is nothing to sneeze at...

    I think you need some perspective my man... WoW has 3 years (or whatever) of content development behind it since gold. DDO's been gold for 2 weeks...

    About the combat:
    You bash it for being chaotic? What do you thing real life combat with a bunch of kobolds would be like? Think they would stand in front of you in an orderly fashion while you beat them down with your macro? I think WoW's combat is completely retarded. DDO's combat is more real time and actually requires some skill beyond macro programming. I guess if you have no coordination and tend towards panicking it's a little hard to deal with... The AI is phenomenal compared to any other game I've played, including wow.

    I got a trial account for WoW again while I was waiting for DDO to go gold and get shipped to me. I couldn't wait for that DDO box to arrive...

    -AC

  107. spoilers in party mode by SaberTaylor · · Score: 1

    > I am sure most players that had extended beta time like I did, knew every nook and cranny of the
    > WaterWorks dungeons.

    yeah, something I noticed in the forums was that in voice chat, other party members would describe every nook and cranny of the dungeons.

    not sure how you could prevent against that. something that i've been complaining about with crpg's (nwn, morrowind, etc) is the lack of secret doors, but repetition ruins the whole idea of secrets.

    --
    If you need text styles to communicate then you don't have a message.
  108. I am by Anthracks · · Score: 1

    Coming from WoW (who isn't these days?), I would definitely be hesitant to play any game that required grouping. Even at peak time, depending on what quest or instance you're trying to complete, it can take upwards of an hour to get a group of just four other people together. Forcing grouping seems to be basically giving the finger to people who don't play at peak hours. Although maybe the fact that everyone has no choice but to group would make finding partners easier.

    Also, pickup groups of random people more often than not turn into horror shows that last hours and accomplish little. I routinely wind up in groups that fight through death after death to finally reach the final boss, then a key group member says "aw crap, my mom is making me do homework, sry guyz :( *log off*".

    Perhaps it will be an amazing game for people who have a group of friends all on the same regular schedule, but I do not, so there's really no incentive for me to try DDO. I love being able to jump on to WoW for half an hour and actually accomplish something on my own, although I guess that changes dramatically at the level cap.

    --
    Rock over London, Rock on Chicago. Wheaties: Breakfast of Champions.
  109. I bet the game will play a lot like this: by Kittie+Rose · · Score: 1
    --
    EpiAdv - if you like Pokey the Penguin, try this comic!
  110. Grouping by Anonymous Coward · · Score: 0

    I tend to agree with most of what you've said here but I think there is something additional worth mentioning. I've been playing the EU version for about a week now and I also play WoW. One thing I think is really good is that it's very easy to find a group. When playing the lower levels of WoW it's very difficult to find players that want to group. In the uppper levels of WoW you really need a guild grouping to get through the higher level instances as pick-up groups are never organized enough. In DDO you NEED to group and they've given you a very useful searching tool to enable you to find groups. I play a bard and perhaps because of her healing skills my perspective is slightly skewed. However, I find I get unsolicited group invites nearly as soon as I enter the game. So I think it is unfair to make the claim that it's hard to find groups because as compared to WoW, DDO has made it much easier to find groups.
    One additional comment is that I have seen no roleplaying thus far. I'm starting to despair of roleplaying even existing in the word of MMORPGs.

  111. Re:Operant Conditioning Using Positive Reinforceme by Why's_This_Fish_So_B · · Score: 1

    The odd thing is that MMOG players are so successfully conditioned to the press-button, get-reward, repeat mentality that they execute it frenetically even when the game design specifically provides for varied challenges!

    Take WoW for example. Yes, people 'farm' rep and 'farm' that but the whole design is set up so that you can enjoy yourself doing different and new things all the time. Nonetheless, vast numbers of people 'grind' instead of play.

    Or, consider DDO, since this article is about DDO. The game is set up to mark an adventure completed when you finish it, so that players experience everything that's been created for them in a variety of adventures.

    What do I read on the DDO boards? A vast number of players are doing one mission ("Water Works") over and over and over. Why? Is it fun, challenging? No. These players have mastered it, it's just a matter of rote. They do it because it's very efficient, they can repeat it over and over again and get their XP reward.

    To what end? DDO is specifically set up *not* to give you the "you're at the top, now you're ready for the 'real' game (of PvP or raiding or just lording it over others)" as in most MMOGs. You get to the top and there's nothing there, by design.

    Doesn't matter. click click click, grind grind grind.

    It's perfectly possible to have a good challenging experience in DDO, or WoW, or any of the other MMOGs, but you have to get away from the well-conditioned rats first.

  112. Apple on Intel: will it mean more MMORPGs? by Lifelike · · Score: 1

    Im no tech-head, but how will Apple's decision to move over to an intel chipset influence whether MMORPGs are released for the system, will it potentially solve the DirectX bottleneck, if that is indeed what is stopping OSX development? I guess if nothing else mac users could install windows on their machines and use it to play windows-only MMORPGs, no?