Vanguard Beta In Trouble?
Heartless Gamer writes to mention a blog post exploring potential problems with the Vanguard Beta. The hardcore MMOG in development by Sigil has had some rocky times of late, and it sounds like the beta testers are right up at the top of the list of problems. From the article: "To the detriment of Vanguard, they (Vanguard's community) will protest any implementation that even remotely resembles a mechanic within World of Warcraft. Good or bad, it doesn't matter. If it's something within WoW, they want it O-U-T. Likewise, if you are from WoW, they want YOU out, too. They've already succeeded in driving out many of those testers. They're long gone and I can't say I blame them." Read on for other sites' commentary on this issue.
But quite frankly its really stupid to hate mechanics from WoW cause some of them are REALLY very good. Worse most come from Everquest it's self, which a LOT of the hardcores hold as sacred, WoW just improved on this.
My take. Just get rid of the bad element of beta testers. Or better yet just ignore them when you know they are making a rediculous suggestion. It's their place to find the bugs, not dictate the design of the game.
"Slashdot, where telling the truth is overrated but lying is insightful."
"To the detriment of Vanguard, they (Vanguard's community) will protest any implementation that even remotely resembles a mechanic within World of Warcraft. Good or bad, it doesn't matter. If it's something within WoW, they want it O-U-T."
Even though WoW is fun (and addicting), if I was playing another game it would be rather annoying to see WoW with just another game engine slapped over it. If you want to play WoW, then it is already there and waiting for you.
For those who want to play something different... Well... It would be nice to have sometehing other than the old "kill things over and over to level up to kill bigger things over and over again to level up to kill bigger things over and over again" because that is pretty much the same formula of WoW, EQ 1/2, and every other MMOG known the man these days. (SWG and UO rest in peace)
"I am the king of the Romans, and am superior to rules of grammar!"
-Sigismund, Holy Roman Emperor (1368-1437)
vanguard was to be the saving grace for the worst of the community that left EQ looking for "the vision". shame they realized way too late that the "vision" is still locked away in 1999 and the vast majority of MMORPG gamers to do not want that sort of carrot on a stick type of grind.
... because they think slow grinding and slow traveling is fun.
Shocking, we are hearing reports of them struggling.
ChozSun
ChozSun.com
Way to RTFA.
It's not developers that are doing this, it's the hardcore, epeen waving, fanbois that have the WoW hate-on.
Enter the "IT SUCKS BECAUSE IT'S POPULAR" crowd. Less than a dozen comments in this thread thus far and half of them are people who hate WoW because it's "dumbed down."
Listen up, guys, WoW has 5.5 million+ subscribers because what it's doing is good, not bad. It's not dumbed down, and if - like me - you spent hardcore-style hours raiding to get the best stuff, you'd know that.
But no, like the guys at Vanguard, you can't get past appearance. If it's popular, it must be bad.
ACs are modded -6. I don't read you, I don't mod you, I don't see you. Don't like it? Don't be a coward.
WoW was an awesome game at first. The end-game was lacking, and there were several problems with it (Fedex quests and too much running back and forth with gnoll ears). I am sick of it now, and I dont think I care to play the expansion pack.
Bring on WoW2. Vangaurd would be wise to cater to the 6 million bored ex-WoWers
I think Eve is very much alive and kicking and Ultima Online is shambling along it isn't mutated form. Ultima Online doesn't require massive level grinding... Perhaps casual play for 6 months and hard core for about 2-3 if you wanted to max a character out. The key feature I always liked about UO wasn't that you were constantly grinding but you could go out and do things other than level progression.
"I am the king of the Romans, and am superior to rules of grammar!"
-Sigismund, Holy Roman Emperor (1368-1437)
And the same "I am Jack's Ass" crowd is full of people with an over inflated sense of self importantce who believe that being invited to join a beta test and asked for some constructive feedback makes their voices more important than those of people who have been developing the game for years, and they regularly hold public roasts of any member of the development team who still cares enough to attempt to communicate with them?
I would be shocked and appalled if it weren't for the fact that this is exactly what has happened with every single game relased this century. The same arrogant twits infest every forum, loudly proclaiming that they now own the game and that those pinhead developers had better start doing things their way or else they're going to leave and take all six billion of their friends with them to whatever the next unreleased game is. The only thing that's surprising about this is that the writer says that Brad McQuaid is still trying to give them what they claim they want.
People often wonder just why it is that game developers often don't participate in their fora or talk directly to the players, and why they are often secretive about what they are working on. This kind of thing is exactly why they do that. Having to deal with this kind of abuse on a daily basis will turn anybody into a recluse.
The articles author is dead on. Take your average rabid Apply fanboy x10 and you've got the nut balls who make up the Vanguard community. These players have been pushed from mmorpg to mmorpg as developers quickly realize the kind of game play they worship is not what 95% of players out there want. If you even attempt to suggest changes to the way the envision the game you're in for all sorts of abuse and scorn. They see this as their "last hope" and will do anything to make sure stays that way. Alas, the result is the game supposedly sucks, badly, from what i've heard from beta testers. MS dumping it back to SOE is a sure sign they are struggling. My prediction is the game will not make it to market in it's current form.
*Fortitudo, aequitas, fidelitas.*
Yeah, I think EVE is the best at battling the grind. There are still grinds that can be done. Grind for money. Grind for standing.
/commercialover
I've played many of the larger MMORPG's out there (UO, EQ1/2, SWG, WoW, and EVE). EVE is truely unique. CCP has bucked the trend in a lot of areas and almost all of them work. 1 server. Letting you know the population (which continues to go up all the time). Skills train over time, even when offline. No way to speed up the process (except learning skills that aid in the processes).
Roleplay is a little difficult because there really isn't an Avatar running around. You are essentially your ship. But other than that, the game has a lot to offer. I jumped in late(Jan 06), years after release. However, the way everything is layed out, you don't feel completely useless unless you grind to the top. Because there is no top. You just keep learning skills.
There seems to be some hatred against WoW players. I can only imagine that this is the same hatred that Counterstrike players get. I was in a beta for a couple of more realistic shooters and we had good reasons to loathe CS players. They would get their beta key and instantly demand the game be turned into a CS clone.
If you get a post like "they should do X like they it in CS" or "this game sucks because I am good at X in CS and I suck at it in this game" then there really isn't much you can do.
So the players who like the game as it is fight the players who want to change the game. This nothing new. Just try following a debate on language reform.
The example of a corpse run is mentioned. Corpse run is a penalty for dying. Everquest 2 for instance punishes you with an experience debt unless you go back to where you died and reassorb your ghost. Other games leave your equipment lying out in the wild forcing you to go back to get your loot.
It makes the game more of a challenge forcing you to think about a battle. Not just wether you can handle that boss you need for a quest but wether you will make it back out again.
Without a corspe run you run the risk of players just using dying to get back to the city to sell their loot. Ask Star Wars Galaxies with the Trials of Obi-wan expansion. For that matter it existed before where people would kill themselves to get rid of a doctor buff that was about to run out so they could get a new one.
Kinda ruins the atmo when you got people begging to be wiped out. "Hey you want to go hunt rancors tonight" "Sure, let me just kill myself before we head out okay?" "Eh, right".
WoW for all its success is not everyones cup of tea and it can be disappointing to see every game try to emulate it. Again, look at SWG. It tried to WoW people and is near dead because of it.
So yes forum discusssions can become very heated BUT there is always two sides to a story. The person comments we read in the main article claim that the hardcore resisted attempts to add WoW elements to the game. Eheh, meaning he wanted to make the game into WoW. Is he basically upset because he didn't get to mold the game into his vision?
MMORPG's are very hard games to produce and if the designer doesn't 100% believe in what he wants to do there is the risk that he could start to believe that the tiny vocal minority on the forums somehow represents the majority. On the other hand if he ignores them he risks that they are infact the majority.
You can't please everyone but you sure as hell can upset everyone.
MMO Quests are like orgasms:
You may solo them, I prefer them in a group.
Maybe they should take the strategy of not listening to what the customer says, just like Nintendo (which was also suggested in the linked article). All of this "my way or the highway" from the user base is ridiculous considering it isn't their game and it isn't their work.
... the uh, fanbois, if you will, is that ideal anyway. The turn coat pretty quick, and hop onto the next free thing.
The games should be made to be fun, and when it is, people will come. It seems that games nowadays are made to be a bragging grounds, fun or not. It has to be an overly difficult game that rewards time (and lots of it) to pander to the "still in school" crowd who have that much time to burn.
I'm not sure that making a game specifically for these people
Make it so that gamers are randomly inserted into "guilds/clans/groups" instantly upon logging in the game and from there make it possible to move about or join other groups. That way all new players start off with some sense of the first two letters of MMO.
There is nothing worse than starting a new game and having to go around trying to make virtual friends to let you in their clique. When I pick up a fun looking game that none of my friends play, I just want to be able to jump in and play.
It is the clique-y-ness of MMO's that put a lot of people off. Either make the group huge and assign new players to it automatically based on their character choice, or at least have some sort of initial grouping system to quickly play and build friends.
http://teasphere.wordpress.com - A little spot of tea
Listen up, guys, WoW has 5.5 million+ subscribers because what it's doing is bad, not good. It's dumbed down, and if - like me - you spent hardcore-style hours raiding to get the best stuff, you'd know that.
But no, like the guys at Vanguard, you can get past appearance. If it's popular, it must be bad.
There, fixed it for you.
By your comments McD serves the finest food in town, Coca Cola is the best beverage ever, Reality TV is the best entertainment in history, Internet explorer is the best browser and CNN has the best news service in the world.
Yeah right.
Just because something is popular doesn't mean it is good and just because something is popular doesn't mean everyone should do the same thing. If we did that we would all be wearing the same clothes, eating the same food and enjoy the same entertainment.
Vanguard != WoW and WoW!= Vanguard. At least not right now. Not playing either I can't say I really care all that much.
But I do care about populist toadies like you wanting to turn everything into the same generic mush that appeals to the largest group. Yuck.
Then again, I am arguing with person who probably likes MTV. More fool me.
MMO Quests are like orgasms:
You may solo them, I prefer them in a group.
And yet there are thousands of us wishing we had made it into the closed beta.
Vanguard will be huge. Lots of us are just biding our time waiting for its release. Quite frankly, I say its a Good Thing that they get rid of anything WoWish. The core Dev team has its roots in EQ (989 studios / verant interactive / etc). It is expected that this game will cater to the hardcore gamer, not to the casual one.
But what if they should do X like they do it in CS/WoW/whatever other game you hate? What if it is a really valid suggestion, even for this different game? You should judge an idea based on its merits, not on it's origin.
... it attracts your average housewife gamer (like my wife) your average high school gamer (like my brother) your average college gamer who doesn't have a lot of time(like my other brother) and people who just can't stand the thought of dying and losing XP. It is a softcore MMO. They are catering to the masses, not to the MMO purists (enter me).
Vanguard is going to be a hardcore MMO. This news article is music to my ears. The core dev team has its roots in EQ. This game will be challenging and give you a run for its money. Carrot on a stick? Hell yes.
But no, like the guys at Vanguard, you can't get past appearance. If it's popular, it must be bad.
My guess based on articles I've read is that Vanguard will be similar to EQ. Very open ended. WoW's problem is that the engame converges. Everyone, and I mean everyone is doing those stupid instances at level 60 or raiding a few dungeons. And once you are 60 all that is left to do is get gear. Whereas in Everquest the landmass is so huge and the design is so open-ended, you have a lot to do. (you can also keep grinding, dumping XP into abilities, but I don't know for sure Vanguard will have a system like that). Vanguard should be that open ended, and it is a roleplayer's wet dream.
Vanguard has been advertised as a hardcore-only game since it's inception. I actually like hell levels, grinding and slow travel. It gives me the feel that I'm actually in the world and not just playing a game. I want immersion in an MMORPG, not another game.
There is something to be said for having to wait for 30 minutes for a boat ride from Freeport to Butcherblock with islands to visit on the way. It keeps people more inclined to explore their current environment instead of looking for the fastest way to level up and going to the appropriate zone to do that.
I do hope the game lives up to what it is being advertised to be.
And I'll say it one more time: THEY HAVE BEEN ADVERTISING THAT THEY DON'T WANT THE "WOW" CROWD FOR YEARS. That alone has driven up their popularity with the hardcore MMORPG gamers because honestly, very few hardcore people even PLAY WoW to begin with.
Vanguard is going to be a hardcore MMO. This news article is music to my ears. The core dev team has its roots in EQ. This game will be challenging and give you a run for its money. Carrot on a stick? Hell yes.
The problem with this, is that it will be a commercial flop if it attempts to be that hardcore.
Back when it was (mostly) the only game in town, EQ could be whatever it wanted to be. And it was a vicious, all-consuming grind.
There's just no room to be that way in the current competitive environment.
Let's say, for example, that Valve got tired of working in the next half-life because it was too complex. So they wanted to go back to the "roots" of the FPS genre, like Doom, with tons of dumb-ass baddies.... and they release a game like Serious Sam.
Now, SS was an awesome game -- as a $20 one-off. As a primary franchise? It would flop.
Tastes in gaming change. I loved banging my head against the wall playing Gradius III on my SNES... but Gradius V on the PS2 was just boring. I loved playing Super Mario World to death, especially with those evil levels that you unlocked when you did everything... and spent four hours on the New SMB before finishing it and I haven't turned the DS on since.
Is there room for Vanguard as a niche title? Sure. But if it goes that route, expect second-rate production values and a small user base. The days of EQ Hardcore are gone, and they aren't coming back now that the industry knows how many people are out there willing to play MMORPGs.
Revived my EQ acct to get back in the spirit before Vanguard hits. I have high hopes and I pray I am not disappointed. I agree very strongly with you. Vanguard is catering to the hardcore gamer. That's a point everyone is missing, too many people feel "success" is dictated by having the most players. "Success" is turning a profit and having happy customers that stick around to play :)
Nuts to the article. This guy didn't even read the summary.
They are aiming at the hardcore gamer from day 1. No suprises there.
Instancing is a Good Thing on busy servers. I agree. However I think they are some of the more creative minds creating games right now and I'm excited to see the alternatives they are implementing. Non-instanced housing I think will be amazing, for example. Seeing housing that belongs to players in a city just makes the world that much more real and identifiable.
SOE is the 10,000 ton boat anchor around their necks. I have two reasons to never trust a MMO that is associated with SOE in any way:
Star Wars Galaxies Combat Upgrade
Star Wars Galaxies New Game Experience
It's so bad that mmorpg.com has posted a stickied "Official SOE hate thread" in the forum of every SOE game.
Corporatism != Free Market
Move along... Its only the usual day to day drama in the community.
Beta testers are there to test the game, not design it ... the designers and architects had a vision, and implemented it. They employed beta testers to stress it out and make sure it worked.
This wisdom applies doubley so for MMOs as those hardcore players "play" (I use that term loosely) the game so much different from the average player. Vangaurd was doomed from the very begining, corpse runs and experience penalties were tolerated because there was not another game like EQ at the time. The landscape is different for MMOs now, if your game even gives a hint of some boring, grindlike mechanic gamers have way to many other options that are actually fun. Making a game challenging does create a fun experience for most people however if that challenge is simply enduring hour upon hour of repeated monotony then you missed the point. Anyone can make an undeafeatable challenge (he mister raid encouter have a billion health points) and it is easy enough to flip some numbers in a database to make leveling up take 50 hours as opposed to 5. Making 50 hours of rock solid challenging yet not frustrating fun however is difficult. I would be all to happy to pay you 20$ a month if you can entertain me that much.
Ves
SOE is just doing the backend/billing/etc. They aren't doing the design work. That's Sigil. It is actually going to be a very good relationship, not only because the people know each other well but because Sony is pretty good at keeping servers up and online billing / game cards / etc (unlike that **other** mmo).
(you have to remember there is a distinction between the design/engineering team and the people that do the hosting/admin stuff. Sigil is the former, SOE is the latter)
Roleplay is a little difficult because there really isn't an Avatar running around.
Actually, I'd be inclined to disagree. In Eve, roleplay takes it's form in Corporation Management. So you can't pretend to be a dancing catgirl. Instead, you take a leadership role that requires the player to act the part. Be responsible, smart, and decisive. Or you can choose to be a pirate, ruthless and coldblooded. So you just wiped out someone's work for a month in thirty seconds. He should have payed the ransom.
Interpersonal politics make a huge part of the Eve experience. From forming alliances to elbowing out rivals, the role playing element of Eve isn't dictated by the cute and fuzzy animated cartoon, but by the results your actions bring. The hand-off approach from the creators really pays off when your corp takes over a new zone to bring it's own brand of order. You *can't* script that.
Wich is better? Neither. It is a design choice and will determine the kind of game it is. Yes there are some things wich should be done the same in most games. The move to TCP/IP for multiplayer games was for instance a good move and every game was right for copying it.
Introducing a system to stop cheating would also be smart to follow.
But not every FPS needs to include a warthog just because Halo has one. Not every shooter needs to be set in modern or near future times just because the most popular ones are.
The example of the corpse run is a clear design choice that determines the game you have.
With the corpse run death has a real risk and requires players to be carefull where they risk their live less they will not be able to get back again to reclaim their body.
Without it death becomes meaningless and people will top themselves to save walking back to their town.
Neither is invalid, it is just that they make for very different games.
In away, corpse run is like Counter Strikes money system. Die in that game and you loose that expensive weapon forcing you to work for it again. Other games just give you the same equipment over and over meaning that there is no penalty for dying.
Would it be a good thing if every game used the CS system? No, so why should it be a good thing in a MMORPG?
Oh and another thing. WoW is already WoW, if you make another game that is WoW why should people play yours?
MMO Quests are like orgasms:
You may solo them, I prefer them in a group.
I liked that article, it's too bad they won't mix WoW and EQ...as many mistakes as WoW made they did make some sizeable improvements over EQ as well.
Corpse runs are definately something that should be left in the past.
The government has a defect: it's potentially democratic. Corporations have no defect: they're pure tyrannies. -Chomsky
It's nice to see someone else understand the whole "risk/reward" ratio, or "time/reward" ratio of current games.
As you rightly say, the old UO / EQ days of the early MMORPGS's had the whole risk/reward ratio heavily weighted towards time -- I'll say it was idiotic to camp a mob for 4 hours, just to have one item drop -- I got better things to waste my time on. WoW has changed this to be more rewarding with less risk/time required -- at least up to the mid-game. (Allthough travelling still sucks in WoW, due to the designers complete lack of understanding dead time, but I digress.) As MMORPGs continue to get more popular, this shift isn't going to slow down; more and more casual gamers will demand more reward per given time. Older gamers (30+), just don't have the same amount of time to spend, like they once did (20+), meaning I will vote with my dollar with the games that entertain me the most, given the few hours I play a week.
I'll say tastes in gaming have changed. These days, if I can't play a game co-op, I'm usually not interested in playing it. (There are exceptions.) I used to love FPS's: Quake, Team Fortress, BF1942, Call of Duty, Serious Sam. Having checked out Quake 4 and Doom 3, I feel like the whole soul of a fun game is completely lacking.
--
Game Design is about the unholy trinity of: Realism, Logicalness, and Convenience.
Unfortunatly far too many people (especially player) are complaining about the wrong thing.
McDonalds sells millions upon millions of burgers because they sell what people want: food which is cheap, hot, and tasty.
Yes, you can get better food. But not for the same amount of money, or in the same timeframe. I mean, sure, I can go to a gourmet restaurant, and have a fantastic meal which blows McFood away... but I'll spent more than 10 times what I would at McDonalds, and it'll take a lot longer to eat. Or I could spend about what I would at McDonalds and cook for myself... but that's slow, and there might be other things I want to get done.
- "I'll probably get modded down for this."
'...who doesn't have a lot of time'...
OK, we know you're on crack so we can ignor everything else you have to say.
What's WoW's nick again? Yeah, you got it.
Not a time sucker, my GOD have you been had...how much have they sucked out of your wallet?
No Comment.
Its amazing this game even got into beta in the first place. For a long time, its been surmised that there was nothing to this game other than tantalizing tidbits on Sigil's website, where the marketing release page text far outweighed the source code of the game in length. The whole game was shrouded in "secrecy" which people assumed that because nothing was coded or built, nothing was discussed about it.
Vanguard apparently wants to bring back what even EQ had to do major gymnastics to code around. Guilds spending more time finding third party programs and strategies to ensure other guilds won't progress rather than working on progression. (If you played EQ during the PoP era and were in a high end guild, it was common to make sure one or both Decorins were moved under the world to make sure nobody got flagged for Rallos Zek until the servers got rebooted.) Some people love the PvE racing, but eventually it will become an arms race of who can make the better ShowEQ, MQ2, or other third party utility. If Sigil doesn't police the game well, it may end up an item duper's paradise as well.
Instead of Sigil actually making content, they seem to want to have players fight amongst themselves to try to get through artifically created bottlenecks, as a way to not have to create new content as fast. For example, having a locked high-end raid zone, where the key only is available by killing the Grand Poobah. Of course the Grand Poobah only spawns every xxx amount of days, and this allows the zone to be itemized and built on the fly, even after release, because players are effectively locked out.
WoW is a casual game, so casual I quit playing it after getting a couple characters to 60, and finding that one Uqua plow is harder than all the WoW raiding put together. However, Blizzard engineered the game right, where player griefing is fairly difficult. WoW is a fun game. You can solo, group, raid, and pvp, and have some means of progression, even if its a faction treadmill. Blizzard also does attempt to address issues with the game. Next patch, they are adding a decent raid area.
If Sigil gives WoW fans the middle finger, who are they going to sell to? The dedicated raiders don't make up that much of the gaming population, and unless Sigil charges $200 a month, they won't be making much money from this game. This only hurts Sigil, as if there isn't a good playerbase, guilds and groups can't get a critical mass to keep raids going, and the game gets abandoned.
Of course, Sigil may be intending to sell this game to people in the East who play Lineage 2 and are used to long grinds and very stiff death penalties (In L2 death had a chance of you losing your weapon, and in that game, weapon loss basically means buying another from ebay or rerolling a new charcter.) I'm not disparaging them, they are an insanely lucrative game market, but If Sigil is intending to pitch to that crowd, they shouldn't have been touting they are "Everquest done right." Instead, maybe tout how they are better than L2.
All and all, I do have a suspicion that this MMO from Sigil was intended to be Everquest 3.
Your right, who would ever sit down and play a game of AD&D now that WoW has proven what everyone actually wants to play.
Why must there only be one of something? There is no one way to do things. These are games. Man, what stupid arguments.
No Comment.
it's the hardcore, epeen waving, fanbois that have the WoW hate-on.
Are you sure it's anti-WOW fanboys, or is it Vivendi employees who don't want competition that remotely resembles Vivendi's copyrighted game?
I started the day of (end of november?), I had a level 60 by the new year. I work full time and had a pregnant wife who I spent a healthy amount of time with, I was not racing to get level 60. Sold it and never looked back. However I resurrected my EQ account, I still play the same character I started 4 years ago. Well over 100 days played on him.
... Quick leveling, quick convergence.
... and sold the account for somewhere between the 300-600 mark. I turned a profit :)
Fact of the matter is it doesn't take much time to get your levels in WoW, compared to a "hardcore" MMO like Everquest or even Everquest 2, and then you are stuck doing the same 3 (i think) crappy instances with the same people over and over and over, no experiance gain just a few lame purple items, and then what? Nothing left to do
But to answer your question... $49.99 for the game, I paid for 1 month of access ($15.99?)
Heartless Gamer needs to get rid of the stupid frozen graphic on the left. It turns scrolling on Firefox into a slide show and induces nausia on my 64-bit Fedora machine. Blech...
There's really two issues here.
The first is that Vanguard is not aimed at the same user base as WoW. WoW is clearly a more 'casual' game than EverQuest before it, and Vanguard looks to be designed to be a more sophisticated version of EverQuest's original vision for reward-and-punishment systems, perhaps even harsher. Is the potential playerbase for a game of Vanguard's sort as large as WoW's has proven to be? I've always thought that it wasn't by at least one order of magnitude, perhaps more, and thought that assertions that there was some large community of people that enjoy XP loss and racing to non-instanced raid bosses were flying in the face of all our experiences, player and dev alike, of EQ1. However, if your expectations for population are appropriately calibrated, there's nothing wrong with not having a huge playerbase. If you, as the dev, are satisfied with the artistry and craftsmanship of your game and your game experience, and your players are playing the game they want to be playing (as opposed to killing time waiting for The Next Big Thing), then more power to you. Much as I bash EVE sometimes, there's nothing wrong with it other than offending my (highly personal and idiosyncratic) sense of gaming aesthetics.
The second issue here is the to-me inexplicable assertion, loudly and often repeated, by so many of Vanguard's partisans that their sort of preferred game experience is 'better'. It's true that this sort of 'what I like is better than what you like' is common enough to be banal amongst gamers (even now, wargaming grognards are sneering at us Johnny-come-latelys; nothing we do will ever equal the hate of table-top wargamers for one another). I'm hardly immune myself (see above for my admission of EVE bashing). But certain classes of gamer, and those attracted to the 'difficult' and 'hardcore' aspirations of Vanguard seem very much one of those classes, seem to me to be much worse about it than most. More dogmatic, more aggressive, less tolerant of other perspectives and far, far more strident.
We have a tremendous amount of respect for World of Warcraft, its success, the expansion of the gaming audience for MMOGs, and many of the elements that they incorporated or improved upon from those games that came before them. They've done this industry a great service by increasing awareness and setting a new bar for quality. As EverQuest did, as World of Warcraft did, as every game that has come out in this genre has done, we will iterate on the things that we feel were done correctly, fix the things we think were done incorrectly, and then innovate where we feel necessary -- this is a largely intuitive process, but one where our experience continues to lead us appropriately. Beta Testers are an extremely valuable resource for feedback, but they do not dictate the design of the game that we are building. That design came from Brad & Jeff and the team long ago (the much and oft touted Vision) and will be tuned and reevaluated by the team as feedback comes in -- but the game design is not, has never been, and will not be dictated by anyone other than the developer. Our Beta testers can be passionate about their opinions and they air them when appropriate, as has been requested of them. However, much like here, you take everything with a grain of salt, carefully evaluate, discard the opinions that are inflammatory or without merit, and then weigh the remainder carefully against your own understanding. The Beta is not in trouble, and the community is not the source of all negativity -- rather, they provide us a resource that is absolutely fundamental to ongoing evaluation of the content and systems we are implementing. And frankly, our daily interaction with the game provides us the most accurate perspective in evaluating the status of the game, its trajectory for launch, and its eventual likelihood of success. We're going to be fine. :)
We welcome the conversation.
Zack K.
Director, Business Development
Sigil Games Online
But a game of AD&D isn't a risk.
Even from the perspective of the publishers, releasing another random supplement isn't a huge risk.
Creating an MMORPG of any signifigant scale is a massive risk of resources -- time, money, people, energy and reputation.
People only typically take risks when there's a chance of them paying off.
When the mass of MMORPG players have rejected the EQ stupid-evil timesink grind, it's not smart buisness to go make a new game that is the epitome of stupid-evil timesink grind.
These are games.
Actually, MMORPGs are hobbies. Or part-time jobs. They have characteristics of both.
But they're not just "games" these days.
Then lets be clear in our distinctions here. Are we discussing the viability of game mechanics? Or are we discussing a companies business model and it's ability to generate as much revenue as possible?
Let's not confuse the two.
No Comment.
Someone is actually funding a game designed for the PC that maybe, just maybe, 100k people will pay $15 a month to play.
They'll spend what? $4-12 million just getting the game released and make how many boxes for store shelves.
If the idea is to spend millions designing a game for 100k people I can do that and pocket a few million in the process. With the state of graphics today it's time for a subscription PC based sex RPG... Virtual dating for Vanguard players.
Thanks to eating disorders most chicks are reasonably good looking these days.
You can't seperate them in an MMORPG.
The company is marketing a realized set of game mechanics -- those game mechanics are the product. It's hard to meaningfully seperate a buisness plan from the product that that business plan is selling.
I signed up for the beta last night when they made the in-game announcement, and yea I like it. So nostalgic. But I can't wait for Kunark to be unlocked. Iksars are my thing. Scales and tails.
EQ converged. All good guilds were in the same few instances, usually fighting with one another (until wow came out, then they had to ally). If you weren't raiding you were grinding xp, usually into AA points because you weren't allowed into your guild until you were max level.
Couldn't do many quests without raids. Couldn't do much that was useful but grind as a group, that wasn't fun. PvP in eq was horrifying, you couldn't really do that.
These guys invented "downtime", "camping", "treadmill" and "grinding". The product deserves a quick death.
The problem I see with MMORPGs, is that not everyone can be the hero.
I can't be content with being Joe Soldier in a huge army, I want to be special in the game world (Although, thinking that some celebrities play MMOs anonymously, maybe they want to be 'ordinary' for a change) I wasn't satisfied with leaving Everquest until for one thing I was the first player in the game to do it.(Actually solving a challenge when there was no online walkthrough!)
The other side is that few people are willing to go through the effort of doing something difficult until someone else has shown it can be done (In Everquest, that's reasonable, because new content was usually broken and incomplete. Killing named dragons that have no loot sucks.)
Someday, with hard work, and reading walkthroughs, and buying expansions, you can be as powerful as that super-awesome guy in the shiny armor you saw as a newbie. except he's even more powerful now.
And you could do what the top players do: pee into bottles so you don't leave the computer, use exploits and cheat programs, not go to school, buy 12 accounts, not go to work, buy items outside of the game context, die of deep vein thrombosis when you finally get out of the chair....
After I finally accomplished something unique in the game, it still didn't satisfy me at all, because I knew that the accomplishment was planned, scripted, and coded to be done in exactly that way. It was in no way creative, constructive, or inventive on my part, I was simply following the script as written. Which is fine, but it consumed a large chunk of a very finite resource, that being time in my life.
I still play games, but I will not play a game with 'time sinks'. Instead I play board games with my neices (Settlers of Catan is great), skill based games (like CounterStrike (on no-AWP servers)), or strategy games (Railroad Tycoon 3, Civ 4), and even some non-MMO rpgs (Oblivion)
But anything where you have to wait to have a turn to wait for an attempt to do something with a small chance of giving you a tiny fraction of a goal, for one of the 20+ people on your team...
"The example of a corpse run is mentioned. Corpse run is a penalty for dying. Everquest 2 for instance punishes you with an experience debt unless you go back to where you died and reassorb your ghost."
Not any more. No more corpse runs in EQ2. Now you get 10% equipment damage and a small amount of debt (less than 1% of level). Honestly I've never seen the debt be really a serious problem. I don't think I've ever had more than 2% debt. City of Heroes had much harsher debt penalties (I think they've reduced it since launch however).
Sometimes my arms bend back.
Games such as WoW are one giant safe zone really. Not counting the "pvp" in it, the fact of Instances takes out alot of such things. This is why games such as Shadowbane, Neocron and the upcoming Darkfall excell at player versus player. Open ended maps where your clan can control towns, you fight other players almost from the start of the game for the rest of the game, no truly safe leveling. The "danger" adds a level of fun, excitment and randomness to it. Theres no Go Here, Kill This and return all in safety. You have to watch your back, you have to time spawns and fight others off for them.
Depending on how Vanguard implements the pvp if any, the no Instances thing for drops/loot would be awesome. Such mechanics have already worked in the aforementioned games. And granted most of those don't have anywhere near the amount of people WoW does, they still have loyal followings and the best pvp I've seen in MMO's.
Aw Frell this
Good maybe it will end up being a decent game even with them going back to SOE . WoW is full of complete idiots and morons who only think a game is as good as sitting through hours and hours of raids to get one item for themselves while giving the other 15-35 people in the raid the shaft. Along with all the douchebags who think the only way to play a class is by what the guides say talentwise and screw you if you have a different template that works for you instead of them.
Yet another MMO coming out, with the exact same features of every other MMO. I for one am looking forward to Age of Conan, finally an online ARPG, where the game is not "click on target, hit 4,2,1,5 repeat" I am not sure if this will be the end all be all of MMOs but at least they are trying something different (and I know on slashdot different is good, if it comes from Nintendo that is).
Oh, I wasn't saying it doesn't exist. Roleplaying is great in EVE. I was mearly stating that its different than most other MMORPG's where there is an actual Avatar running around. It just takes a little bit to get used to. Although, for MUD/MUSHers its not that big of an adjustment
Let me guess, your the prick in the gameplay section who keeps posting a new doom and despair thread every 30 minutes on the Vanguard forums about how Vanguard isn't doing enough to suck like WoW right? Seeing as how I'm one of the long time members on the Vanguard forums, I know exactly what you are talking about - because I'm one of the people avidly avoiding playing WoW under a new name. I'm not opposed to suggestions from WoW, I played WoW right into the top end - I am however opposed to Vanguard being WoW because WoW sucks balls. Please, if you don't like what Vanguard is trying to be, there are too many new MMO's in the works to count right now, if WoW isn't sucking your balls hard enough go try Warhammer Online, who are desperate to emulate WoW. Everyone I know from 6 years of high end EQ, can't contain their joy at what Vanguard looks to be (and that is, a home for the MMO hardcore, nay - diamondcore) - I don't want Vanguard to change a bit, and the biggest detriment I see to it is people like you and your constant apocalypse predictions on every cardboard sign on every street corner.
You won't enjoy Vanguard, Vanguard doesn't need you, most Vanguard fans would prefer if you ceased to exist, please, please, please, forget Vanguard from your vocabulary.
Bullshit.
WoW for case in point.
No you can't sell something that people have zero interest in, but the game is not what it is marketed as or purported to be by the company that created it.
The game was very carefully designed to suck you in, and require just enough of your time, to get you hooked and keep you paying that monthly fee...these decisions were absolutely NOT made by a group of people sitting around going, what is the BEST rpg we can put together given this IP. A large number of the mechanics and balancing in there are PURELY designed to optimize the funds they suck out of their customers wallets.
Charging FULL PRICE for the boxed game, which is useless without adding on monthly fees, holy shit it's one of the most expensive games EVER PRODUCED. Yeah, and that's purely a function of what it took to produce the perfect game for it's costomers. Wrong. That's what it took to produce the perfect game for it's shareholders.
There are games that are purely designed to make the best game possible. There are games that are purely designed to generate revenue. And there are a lot in the middle.
I don't know about you, but the very best games I've ever played fall in the first category. WoW ain't one of em, by a LONG shot.
No Comment.
I remember when I got WoW when it first came out. I played it and had a grand old time. People were friendly and helpful, kind and respectful. I'm assuming because everyone was new and figuring out the game. Yet for some reason (it happens with EVERY GAME, esp MMO's), when people get knowledgeable of the game they're patience dies and they become self-absorbed grinding bastards. It seems this attitude is spilling over into Vanguard, and it's just in the BETA! Maybe this breed of MMO pseudo-llama is corrupting our games...
Why do we have no tolerance when we hit 60?
Okay, umm, what?
I was following the conversation up until your post.
This is probably the exact same crowd, which will approach any new MMO with the following Logic:
I hate X because it doesnt have Y from Everquest.
This game would be much better if it was Everquest.
In short, Hypocritics and Kainophobists.