A WoW Player's Guide To Warhammer
With Warhammer Online just around the corner, Zonk wrote up a guide which compares it to the current top dog of the MMO market, World of Warcraft. He highlights the fact that despite the appearance of "War" in both names, Warhammer is much more focused on the struggle between factions, in gameplay and artistic style. Warhammer's open beta started on Sunday, doing well in the US but stumbling in Europe. The full version launches on Sept. 18th, but people who pre-order the game will be able to access live servers up to four days before, thanks to Mythic's head-start program. Mythic CEO Mark Jacobs recently launched a blog to answer questions about the game.
Here's what I want from a medieval MMO:
Unlike most players I met in WoW, I find no fun in comparing the size of virtual âoeswordsâ or in optimizing numbers in a game of statistics. I want immersion. The way WoWâ(TM)s world is just some immutable scenario ruined immersion to me.
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There's a few things that standout in this game.
When you kill a person in RvR you get EXP. You get loot (money and items that come from a random pool, not the dead players pockets).
There are repeatable quests for RvR. You join the RvR scenarios (similar to WoW battlegrounds but a faster pace and with more on the line) simply by clicking an icon on yuor screen from anywehere (though your likely to be in a queue for a few minutes before actually getting into the scenario). You have repeatable quests in those scenarios. You truely can level in this game with just RvR.
On the PvE side Public Quests are very well done. Open groups are very well done. In both cases you just walk up and your "part" of something. No need for invites. No more "we don't need a tank, we need a healer" rejections.
Now, the games not perfect, but it's well done. It certainly is linear in many ways (from zones to loot). And it misses the mini-game casual play of WoW. There's no mini-pets or fishing in WAR. Some like that, some dont. But it will have an impact on the total player base.
Anyways, Massively's got a lot of info on the game that anyone interested should check out so not much more I can really say besides it gets a thumbs up so far.
You do realize that Mythic is directly targeting those who like to PvP. That percentage of the market is much less than PvE'ers but it exists. Think of all the FPS out there.
One way to imagine WAR is a FPS MMORPG.
I played DAoC quite a bit and I think Mythic got the PvE/RvR balance right in that game. I spent most of my time in PvE but when I felt competitive I had a decent PvP game to partake in.
WAR is not designed to be the next WoW.
I could've done a 1-to-1 hardware comparison back before Blizzard released a patch that caused WoW to stop running correctly in Direct-3D mode and come out way ahead. I have a friend with an identical laptop running Windows and who plays WoW. My framerates have consistently been higher than his (I also used to run things like UI size and resolution higher, too), but I've noticed a lot more in the way of graphics glitches under OpenGL and sometimes the framerate fluctuates wildly. Cedega & Wine's current implementation of a D3D protocol doesn't seem to be compatible with the current WoW patch level. Hardware does matter; ATI tends to yield poorer performance under Linux than Nvidia.
Then there's anecdotal evidence; aside from some glitches introduced in certain patches which I had to change config settings to mitigate, I can't recall the WoW client ever crashing for me under Wine or Cedega. It used to crash a couple times per week on my gaming box when it ran Windows (only the client, not Windows). After I ditched Windows and got games up-and-running under Wine or Cedega, it became rock-solid stable. Of everyone in guild and raids, I easily have the most stable client/OS. I see that as a big component of performance, since it's hard to say you're performing well despite crashing with relative frequency.
And of course there's that even less-quantifiable gain that relates to the satisfaction of getting an application to work on an unsupported platform better than on most implementations of its native environment.
That depends where you start from. If you use open*L libraries from the start while targeting Windows, with portability in mind. Then OSX and Linux come at little extra effort.
However if you build your game with DirectX then yes, it will cost more to port then you'll get in return. Keeping people tied to their platform is no doubt why MS provide DX for free.
I think with the rise of Ubuntu there could be a market for games on Linux (there probably already is on OSX). But it is still at the chicken and the egg state. No games on Linux means not many gamers using Linux. Not many gamers using Linux means no games for Linux.
What prevents real-life griefers from doing so? For one thing it's a massive task, not easily accomplished by twenty or thirty people (even if they're expert hunters). Another thing is that they would attract attention from local police, then armed militia, and in most places armed militia is more combat-effective than any civilian organization. Just implement that in-game. And if a faction does manage to overcome armed opposition and the sheer amplitude and execute such an amazing feat, then I want to see the ecology ruin and the local economy plunge. Just make it easy to regenerate scenario procedurally (the nethack approach -- things may die, but then you just play again with new things). If the players managed to ruin the whole world, why not have creator gods come up with a new one? Why not challenge these players to destroy the new one too, patching the game to be less and less exploitable -- wouldn't it be much more rewarding to the griefer guild to be known as destroyers of worlds than "those guys who narf n00bs in the town"? Hire some professional writers to come up with convincing explanations, the possibilities are endless.
I know, most gamers are power trippers and your level 99 "hero" needs to be the Strongest Creature on Earth and single-handled trample entire societies and gamers would oppose to be less powerful than guards. I for one wouldn't mind less powerful characters in a more immersive world. Hell, I bet I'd feel more powerful if I could somehow affect the world, however slightly.
Er, because it takes hundreds of people and thousands of dollars to put a 3D MMO online? I did experiment with roguelikes; I hacked a bare-bones ecosystem in a weekend in Ruby, and now I'm (leisurely) playing with fractal terrain in Scheme. By now I'm convinced a simulation-centric (as opposed to stats-growing--centric) MMORPG is feasible; it just wasn't tried yet.
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this could be a blessing in disguise. the lack of mainstream titles by the big studios means that there is an untapped niche market for smaller studios or independent developers.
you won't see indie games with the most realistic 3d engine, but huge resources aren't necessarily a prerequisite for quality gameplay. besides, innovation is generally born from the margins of society rather than the mainstream.
it may not be as profitable a market as other platforms, but surely there are enough potential linux gamers out there for it to be worth the attention of independent game developers. and with the ease of distributing the games yourself over the web, you can bypass publishers and retain all of your profits.