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Tabula Rasa Goes Live

After a lengthy wait and a substantial retooling, Richard Garriott's Tabula Rasa has gone live. The New York Times is running a piece looking into the history of Garriott's interaction with MMOGs, while Wired had a chance to speak with the 'General' getting a better sense of what the game is about. "'It takes 30 minutes to an hour just to meet up with your friends to start playing' in most MMOs, says Richard Garriott, the new game's executive producer. In contrast, Tabula Rasa, a PC game that will be released Nov. 2, was designed to appeal to the average Joe who's probably not interested in learning what "gold farming" or "damage over time" means and just wants to amuse himself by saving the universe. It's a calculated shift designed to move beyond the hard-core gaming crowd and court the mainstream audience that has made Nintendo's Wii such a surprise success. And it isn't particularly remarkable, except that Garriott is the man largely responsible for inventing the MMO model in the first place. "

19 of 64 comments (clear)

  1. Interesting review by racerx509 · · Score: 4, Funny

    The escapist reviewed a pre-test beta for the game a few weeks back. Yahtzee had some "interesting" things to say about it....
    http://www.escapistmagazine.com/articles/view/editorials/zeropunctuation/2326-Zero-Punctuation-Tabula-Rasa

    --
    13 year old white supremacists are shitty web designers.
    1. Re:Interesting review by illumin8 · · Score: 2, Insightful

      The escapist reviewed a pre-test beta for the game a few weeks back. Yahtzee had some "interesting" things to say about it....
      http://www.escapistmagazine.com/articles/view/editorials/zeropunctuation/2326-Zero-Punctuation-Tabula-Rasa
      Absolutely favorite review ever! I was in the beta and he really is spot on about his arguments. Richard Garriot gave so much hype about this game not having the typical MMO grind, but yet when you play it, you find that one of the first quests is "go kill boards and collect their hides..." WTF? That is like every single MMO ever invented.

      I'm sorry but this game fails. If you want a fun hybrid MMO/Shooter, try Hellgate London. Now that game is a lot of fun and hella addictive. Sure, every RPG/MMO/whatever has stupid quests, but Hellgate London is so much fun that you won't really care. It's like Diablo (made by some of the same people) where the quests don't matter so much, it's more the hack-n-slash (or point-and-click) fun of killing hundreds of mobs.
      --
      "When the president does it, that means it's not illegal." - Richard M. Nixon
  2. Re:Try before buy by MrDoh! · · Score: 5, Informative

    Played the beta, played the 3 day head start, and got to say, I'm enjoying it so far.
    Compared to existing MMO's, this is /really/ quick to get into.
    My main game is EQ, and it's true, can spend hours getting things sorted, farming to prepare for playing 'for real'. This is 'log in, select character, go'. Never stop killing stuff, the grind for xp is very well hidden away.
    Graphics look great, sound is good enough to make me want to keep it on and not turn it off instantly like most mmo's.
    Now, it /does/ feel like it's a single player game sometimes that other people just happen to also be in running around, but that's probably why it's quick to get into, there's alot you can do without a group.
    I tried City of Heroes for a bit, that knocked me out for presentation, ease of use, but had little to keep me interested after early teens. I was worried at first in TR as I had that same feeling of 'this is fun, quick to play, great!' and worried that I'd hit the wall of grind/repetitiveness any second, but so far, so good. Plenty of missions/scenery to look at, and the lore of the portals between worlds offers them the chance to spice it up a bit. Seeing big Bots walking around with Chain guns for arms is also giving me incentive to hope that I'll get to drive one soon.

    So, yeah, give it a bash, we'll see how it lasts at the mid-high game, but so far, it's had a pretty good start.

    Just the memory leaks/crashes after a few hours of play that's the downer atm, sure to be patched soon, but considering some MMO releases (even after 8years), it seems a highly tuned and working game.
    Most of all,
    Fun!

    --
    Waiting for an amusing sig.
  3. The changed the game significantly from BETA by Shivetya · · Score: 2, Informative

    From BETA to live and most of the game changed.

    Besides the obvious "all this crap is broken" cries...

    they made grouping almost a must for many activities. Instances? All mobs are "elite" now... and you better hope you can actually do the quest provided you can find people - many needed drops are not there.

    Most landscape mobs had their difficulty moved up significantly. Basically, what people were enjoying in BETA for difficulty level and need to group isn't there anymore.

    Error or on purpose? Who knows, but I know a lot of pissed of TR fans... some rapidy approaching "former"

    --
    * Winners compare their achievements to their goals, losers compare theirs to that of others.
  4. Re:Richard Garriot, The Lord British by loafula · · Score: 2, Funny

    Ahh the days... I used to hide outside of Moonglow and plant tinker trapped boxes to blow up curious passers-by. Then I would plant tinker traps in their backpacks and watch as the would-be looters met the same fate. Then I'd just loot everyone myself. Those were the days.

    --
    FOXTROT UNIFORM CHARLIE KILO
  5. Just What I needed! by JeremyGNJ · · Score: 3, Informative

    I'm a pretty hardcore Richard Garriot fan. I have always played his games, from back with Ultima 4, and I played Ultima Online for the first SEVEN years.

    That being said I was worried about this game. For as much as I knew almost anything he makes is very good quality (almost!), I am now in my 30's and am married with a child. I was pretty sure I wouldnt be able to ever play an MMO again without risking divorce.

    The pleasant surprise is that Tabula Rasa is NOT like other MMO's. It has most of the same game mechanics and "objectives" as other MMO's, but the big difference is that you actually CAN jump in and play for 30-60 minutes and get something accomplished (and have fun at the same time!).

    This fits into my schedule. This is just what i needed in an MMO.

  6. Re:Try before buy by arkanes · · Score: 2, Informative

    If this is what turned you off of WoW, you might want to remember that WoW was revolutionary for how little grinding it required, especially for leveling, compared to previous MMOs.

  7. The problem with the idea of a casual MMO by SmallFurryCreature · · Score: 4, Insightful

    It doesn't work. You can kick a ball for 5 minutes and call it casual soccer. You can't run a 5 minute run and call it a marathon.

    Somethings just take time and a adventure is one of them.

    One part of an adventure is that you go into dangerous lands, far from your home and safety, battling against increasing odds until finally you reach your goal.

    That takes time.

    Doesn't mean ALL games have to long drawn out affairs, but a chess game without the full set of piece just ain't a chess game, playing patience with only 10 cards will go a lot quicker but is hardly to be called a game anymore.

    Take for instance distance, how far should a target zone be from a player. A 1 minute hop? A five minute walk? A 30 minute hike? A days worth of travelling? Or a venture that takes even the most rabid player days to accomplish.

    WHAT give the richer gameplay. Sadly most MMO's seem to think 30 minute hike that has maybe 1 minute worth of gameplay but feels like days is the best option.

    Lord of the Rings Online suffers from this, the entire world seems far too small, to the point of being silly. Enemy camps are so close to city they are within arrow range of each others. With the front a few minutes walk away, live continues on peacefully in bree. etc etc.

    At the same time quests have you going all over the place.

    The worsed of what I listed above, long travel but no sense of adventure.

    Back to an old maligned game, Star Wars Galaxies, pre-doc-buffs. Live was dangerous back then and equipment expensive. Once in a while, some brave idiots, eh adventures, set out to hunt rancors, gathering people at a space port for a dangerous mission. Travelling there was a short trip through space (instant travel) but the space ship only left once every 30 minutes. This gave a real sense of preparing for a journey. Miss that ride and you would not make it.

    Once you arrived you were on a planet so dark and hostile it had only two small outposts. Some rich but clueless companions would attempt to mount their speederbikes, the more experienced would call them idiots and tell them to put it away or loose it. Speederbikes just serve as extra roughage on Dathomir. Forget about being dismounted, you could loose that expensive vehicle in an instant. Disabled and now probably miles from your mates. You hunt rancors on foot.

    Now it depended, were you after money OR were you looting for resources, back then people still cared and that meant a trip to rancor valley. An well deserved name, for a large area to the NW. Better have picked the right spaceport to travel to, or now you had a long distance to traverse to catch up with your group.

    If you were lucky, you could buy some last minute supplies from the local bazaar at outrageous prices (I know they were outragous, I put them on there, Ah, sweet money) but with a 30 minute wait there was no hopping back for supplies. You were either ready or left behind. Catch up? Sure kid. You do that.

    Then you sat out on a long journey, trying to avoid most things, fightig when needed trying to not attract more. Resting from time to time to wait out poisons and re-orgnaize equipment. If the medic was running out you hoped the ranger was good enough to have the biggest camp available so he could craft new stims with the harvested materials. If not. Well, continue on with what available, to costly to return now.

    And then rancor valley, every way you looked, rancors, with just a handfull of giant beasts who you could count on not to attack you, they provided safety of a sort, since they would attack any rancors that came close, as long as you made sure not to accidently attack them.

    Then the long hunt would begin, trying to find the right ones, perhaps circling out a young one for a beast master to train. Avoiding the most lethal ones and always on the look out for some force users like nightwitches and more dangerous foes.

    Once you were done with the hunt. Well know you have to make your way back, low on supplies

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

    1. Re:The problem with the idea of a casual MMO by BadMrMojo · · Score: 5, Insightful

      While I'm sure we all share the utmost respect for your memories of imaginary deeds, I personally disagree with the notion that the level of inconvenience is the ultimate level of difficulty. I'd rather enjoy a brief, challenging scenario/quest/mission/run/raid/whatever than a lengthy, tedious, repetitive one.

      While the atmospheric value of lengthy and demanding preparations is clearly illustrated by your post... does that actually make it fun (with fun being the traditional reason for playing games)? For some, sure. For others, not so much.

      It's the simplest and most overused method of scaling difficulty. It doesn't matter whether you're walking for hours to get to the right zone (or back for supplies), collecting hundreds of drops for a recipe or just killing ten rats repeatedly until you can get to the level where you're magically allowed to kill ten dire rats. I am truly saddened by the fact that difficulty is most typically made "hardcore" through excessive annoyance.

      It's still purely artificial inflation - exactly the type that you claim to despise. I don't care whether you consider it "hardcore" or not, there's plenty of room to accommodate multiple levels of commitment to imaginary universes.

    2. Re:The problem with the idea of a casual MMO by Mattsson · · Score: 3, Insightful

      Exactly what made me stop playing both WoW and every other online RPG I've tried.
      They're not challenging. They're repetitive. The difficulty lies in standing the boredom of reaching a certain level, killing a certain amount of something, gaining certain object, reaching a certain reputation, etc, etc.
      If killing one wolf isn't particularly hard, killing two thousand isn't hard either, just boring.

      --
      /.Mattsson - My native language is not English, so please don't whine over linguistic errors. (That's lame anyway...)
    3. Re:The problem with the idea of a casual MMO by aztektum · · Score: 2, Interesting

      That's because RPG's in the video game sense are based around the mindless statistics management of the pen and paper variety.

      Video games are an in-between medium. The computer can handle all the stats for you. The play experience should be a balance between interacting with the play world and "rewards" for doing so. That's the CORE of even a pen and paper RPG. Action A x 2 = Prize A, Action B x 4 = Prize B, etc etc. Game makers tend to fall back on translating PnP straight to the video game realm. It's easier and helps you meet deadlines.

      How do you make an MMO, with a premise that keeps people plunking their "quarter into the machine" in return for a base level amount of amusement? That's a tricky one, because everyone's "base level" varies. There is the casuals who just need to "take a break from the world" for a few and the "hardcores" who probably have no life outside their basement (jk).

      The lure of the MMO for the casual can be summed up somewhat by "consistency". For a nominal fee per month, they can fall back on a reliable piece of entertainment that will usually offer a diverse enough experience to justify the expense. Sure there have been online games that have been free for decades that would satisfy that itch... but it can be a pain to find a good server, cool people to play with, yada yada, MMO's offer somewhat of a fix to those headaches by offering a "one stop shop".

      You run the risk that casuals will get bored if you don't add enough things over time (which could be a few days, weeks, months, can't please everyone of them though. I'd stick with a weeks to months demographic, usually you can sprinkle a little in here and there to keep enough of them interested). WoW does this pretty well and I think it's what mainly attributes to it's success.

      Hardcores (there's a couple obvious sub-divisions in hardcore too, the one's in it for bragging rights and the RP type) blow through the casual stuff and need new ways to feel they have a "place" in the game world. The problem with servicing hardcores is they also tend to be the segment of your game population that is hardest to please. If you introduce more "casual" play content they will bitch you're pandering to lamers with no dedication. If you give 'em what they want, they take it and bitch about it not being enough.

      The only one who struck a balance that seems to work well "enough" is Blizzard. The "problem" with WoW is they are kind of a one-trick pony. Their strength is how they handled class advancement (and within that, the ability to have relatively diverse skill sets). The early missions get you enough levels to feel enough satisfaction to keep going (this is important to casual players). The pacing slows in the middle levels, but you have enough access to diverse areas, gear, activities to keep enough people interested.

      The end game is where WoW turns into nothing but a matter of looting and bragging rights, basically an online penis flailing session. This can turn off casual players who get bored and those RP types who want more of a "world" to live and breath in. WoW's implementation of crafting and "social" activities specifically impacts, IMO, the RP type of players (at the base level, they pretty much want a graphical chat room + sandbox. I'm pretty sure that a lot of these people would like to escape reality as a whole, but i digress)

      A combination of methods would be required to make an MMO that would dwarf WoW's numbers (not to mention huge adjustments in social trends, which strangely may be easier than some of the technical hurdles, based on today's methods anyway.) You need advancement to come fast enough (not just through leveling) for casuals to stay interested, but not too fast for hardcores to burn out without reaching the top echelon.

      "End Game" content I think requires the next large paradigm shift in MMO's. It tends to not pay out enough and you'll get people that bail halfway up the ladder, or some that get to the top and go "That's it?" right before clicking the unsubscr

      --
      :: aztek ::
      No sig for you!!
  8. Look for me online by jacobw · · Score: 4, Interesting

    You can find me in this game.

    Well, OK, maybe not me--but you can find a NPC with my name. What happened is, one of the game designers is on another website I frequent, and as you can imagine, you have to name a LOT Of characters when you're writing an MMORPG. He asked for volunteers who were willing to donate their names to the cause. I stepped forward, and the result is that one Corporal Sager Weinstein can be found fighting for humanity, somewhere on the planet Areiki.

    The best part: another friend of mine also has an NPC named after him, but he's a lowly Private. I outrank him.

    I do not intend to let him forget this.

  9. God, now what? by Impy+the+Impiuos+Imp · · Score: 3, Funny

    > It's a calculated shift designed to move beyond the hard-core gaming crowd and court the mainstream audience

    The childishly and embarassingly easy World of Warcraft is the "hard-core gaming crowd"?!?!?!

    Good god, what would this new game entail? Portable guards who look like Gort from The Day The Earth Stood Still, following you around to kill your rat if it looks like the rat is going to win? Auto flying-carpet back to your body in the unlikely event the rat gets a quadruple-crit just before Gort decides to take action? Everyone born as the King's son or daughter, and sent out into the world with the Gleamming Armor Of Indestructibility and the Singing Sword of Assramming, both of which are in fonts that glow a golden shine with flecks of rainbow in it?

    --
    (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    1. Re:God, now what? by charlesbakerharris · · Score: 4, Informative

      Hard core = "willing to spend all sorts of time", not necessarily "talented" or "smart".

  10. Re:Try before buy by ultranova · · Score: 2, Insightful

    How is the grinding compared to WoW? That's the only other MMORPG I've played and, although I played it for a pretty long time, eventually the ceaseless repetitive grinding for every-damn-thing is what drove me away.

    Every MMORPG is always going to have grinding. It's like the labyrinths in old adventure games: there to make the game longer.

    Take a typical JRPG game, one which takes around 100 hours to play through if you aren't in any particular hurry. Play two hours a day, and it takes 50 days, or two months with occasional day out, to exhaust the content. Now, how long did the game take to make ? I'd imagine it took more than two months.

    So what does that have to do with MMORPG's ? Well, it means that content takes time to make. In order to have people stick around while you're making the next expansion, you need to give them something to play; and since the new content is not finished yet, the only thing available is the old content. Thus the players are made to play the same quests through again and again, in other words, grind; not because of either malice or stupidity of gaming companies, but simply because it is impossible to create new quests at the same rate as the average player can play through the old ones.

    For this reason grinding will likely always be an important part of MMORPG genre. The other possibility is a simulation type environment where new situations are created by the gameworld mechanics and player interaction, but that also gives the game makers less control, and is therefore risky.

    --

    Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

  11. Re:Try before buy by Minwee · · Score: 2, Funny

    Obviously that would be all of the _other_ games made by Blizzard.

    You know, Ultima Online, Everquest, Dark Age of Camelot, Asheron's Call, Anarchy Online, Horizons, City of Heroes, Star Wars Galaxies...

    After this I think I'm going to go out for a pizza at Taco Bell.

  12. Re:Try before buy by srmalloy · · Score: 2, Interesting

    I have to admit that I got a chuckle every time I entered Foreas Base (IIRC) and listened to the M*A*S*H-like PA announcements. And the skill tree and Logos components that need to be acquired in particular combinations for the various abilities are an interesting goad to get players to go out and explore the world, rather than just camp a particular resource. However, since everyone has access to the same Logos abilities within the limits of their specializations, with armor and weapon skills tied to the specializations, and only the basic models of each weapon and armor available from the quartermasters, with better gear acquired from drops or crafted, it makes Tabula Rasa just another loot-based game, although the variability with which the different mobs drop items that are used in recipes, it will limit the type of spawn camping that I read about in WoW. And the constant minor upkeep costs of keeping your gear repaired on top of having to buy (or craft, but I never got enough recipes for ammo to be able to craft all the ammo I went through) all your ammunition.

    And while being able to make 'paint' to color your outfit, all armor of a given type has the same appearance and paints the same parts of it, so despite the individual color choices, everyone still looks pretty much the same in the same armor, and having to buy the components and craft the 'paint' can leave you with the option of wearing the better leg armor that you just got in a drop, and have it be a generic color because you're out of the color your old leg armor was painted, or keep wearing the old armor until you get a recipe to make the color you want and either get drops for the right pigments or buy them from a quartermaster. I guess I'm just spoiled by the variation and flexibility of the City of Heroes/Villains character designer,

  13. Learn from the past by wzzzzrd · · Score: 2, Insightful

    I mean, let's take super mario. There were also levels you must complete, skills you can pick and an increase in difficulty over time. The difference: you had to do ONE difficult thing again and again (attempt to clear that level) to advance as opposed to do one simple task (click 4 times and kill that dire rat) AGAIN and AGAIN. It both takes time, but the first thing is MUCH MORE FUN.

    --
    On second thought, let's not go to Camelot. It is a silly place.
  14. You mention some good points by SmallFurryCreature · · Score: 3, Interesting

    But you do seem to have an issue with people escaping reality. Sorry mate, but that is entertainment for you. 6 billion people can't be wrong. ALL entertainment is about escaping reality. It is why people read books, watch movies, even listen to music.

    HOW you do it, well that is matter of taste, some people swoon for a romantic movie where people never have morning breath, some people thrill to action movies where people never are hold accountable for their actions. It varies and same with game players, some prefer to play roles different from what they are, other prefer to turn into a super soldier and win a war single handed.

    Tastes differ.

    The biggest problem MMO's face it the translation from SINGLE player to MULTI player. MMO's do not have savepoints or a pause.

    Think a moment about this. When the phone rings and forces you to escape your break from reality, you can save any single player game. YOu can ever drop out of a simple multiplayer deathmatch, but do so while grouped with other people and you are wasting their time while they wait.

    MS Flightsimulator is a game that allows you to fly all over the world, if you fancy it, you can do a transatlanctic crossing in realtime. Might be a bit boring, but who are we too judge. However the game does NOT dictate that you do those 8 hours in one sitting. You can save when you want, pause when you want so if you fly those 8 hours in a single day, a weekend or a year, the game does NOT care. It even provides speed increases so you can it in less time.

    An MMO can't do that. By its nature it can't just stop the world to suit the schedule of a single player.

    This really ain't all that odd, if you are taking part in a soccer match, the referee won't hold up the entire game because your phone is ringing. And sorry if you are running a marathon, leaving it to walk your dog will get you disqualified.

    Ultimately gamers must themselves decide what time they are willing to commit, but then also accept the consequences. Do not expect to be taken on a raid if you can only spare 5 minutes. On the other hand accept that the number of people who can spare hours on end, are going to be a minority.

    Again, this ain't odd, even in most real clubs, the amount of time invested in club activities varies widely. Yet in real life we accept that if you can only spare an hour a week for a club, you do NOT run for a leadership position.

    Choices, make them but also learn to live by them.

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.