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.
I'm sure they'll mourn the loss of all five of you Linux gamers.
And all the tens of dollars you bring with you.
The beta launch was handled horribly by GOA, the account activation was opened just a few hours before the servers went live and it completely collapsed. It wasn't just the numbers it seemed to be thoroughly broken. There's a reason you allow a few days before launching to let people sort out their accounts and keys.
However now that I'm in I'm enjoying it. The public quests are brilliant fun, the scenarios (think WoW BGs) are easy to get into and the classes are varied and have creative play mechanics.
remains to be seen if I'll still think it's great at level 30 when grind sets in but it's incredibly promising at this stage.
"PvP is a much more important part of..."
Ok, so they got a focus group together, and looked on the internet, and people said "More, better PvP!"...
Too bad the niche hardcore players are the only people who speak up in those forums. Here's a big hint to everybody making this type of game: All those casual players that make Warcraft and Diablo crazy, stupid successful.... They play for the co-op and social aspects. They don't PvP. People who post on internet forums and create feature wishlists for these types of games (probably 90+% of the people who read this) aren't representative of the bulk of players no matter how vocal they are, or how important they think they are. If you cater to those players, and "being the next WoW" (in terms of paying playerbase) is your goal, you will fail.
And your laundry list of "features" pretty well demonstrates the difference. People play MMOs to have fun with other players. What you would make a good solo game for a micromanager.
Just consider your "ecology"
So what happens when a griefer guild shows up and slaughters all the wolves and bears in your forest? How do prevent this or can they even?
economies: much as I hate to admit it (I like the idea of a player economy as well), player based economies are actually very destructive to game enjoyment. The "Auction Hall" global market with instant results just provides massive encouragement for goldselling services and the resulting rampant inflation. The more resources and money supply is controlled by the publisher, the more the econommy winds up in control of the goldsellers.
If it is so darn "not difficult", why haven't you written your own game and have a few hundred thousand subscribers already?
However, the idea of allowing players to have a real impact on the game world is a good one, but once again darn near impossible in an MMO. Making real changes requires that new content be constantly generated to replace that which is no langer valid. Example: THe players have finally ended the zombie chicken infestation at Farmer Brown's. No longer will zombie chickens trouble the farm. Ever. So what new content do you propose for the beginning characters? Perhaps they could work on the rat infestation over at Farmer Smith's? What if someone gives Farmer Smith a pregnant cat(reproducing)? Oh the ecological horrors - plus the destruction of more content intended for beginning players.
Just ramp up those examples for "end game" content and you get a glimmer of the problem. It just takes too long to come up with new storylines/adventures. So players making real changes in games like this will be best done as solo games.
Or the games will have to have multiple "sub-games" built into them to keep folks occupied. (See Eve Online) which does have a failry robust and involved (although unfortunately corrupt) economy and PvP system.
You either believe in rational thought or you don't
I started reading your post, and the Mac vs PC ad music started playing in my head.
Then PC guy asks Mac guy what he's playing over there.
Mac guy responds, "Oregon Trail, it's totally awesome!"
PC guy says "Oh really? I'm playing all the new 3d games. In spite of your lame attempts to undermine me by beating old perceptions like a dead horse, I still hold a significant market share over you. As such, nobody wants to support you. Sure, you're popular among trendy college students with rich parents, but you'll eventually be sold when they drop out of school because they spend too much time on digg. "
Mac guy starts crying.
PC Guy: "I'm sorry, that was a little harsh."
Mac Guy: "No, it's not you. Alice died of tuberculosis."
Cue Mac VS PC ending jingle.
Similes are like metaphors
I was in the WAR closed beta for a couple of months, and now in the open beta. Much about the game has already been covered so I'll skip it, but I have a few things to say.
First of all, I do love the game.
WoW did well with a (relatively) unknown lore and translated it into something sophisticated that touched the whole game. WAR does the same with its great lore set. Architecture, monsters, speech text, the ways the classes play, it all fits very well.
The graphics in the closed beta were bad, texture wise at least. In the open beta, they're significantly better. Hardly any graphic settings are changeable in game currently, so I figure they had a crappy default on the closed beta, a slightly better one now, and when you can tweak it to use your full system, it will be able to rival AoC.
The main point about WAR is, it is two games. It is a PvE game - you can do quests, public quests, instances, raids and never even go RvR enabled, if you so choose. It also has a full RvR game - scenarios, RvR enabled areas, RvR quests (from doing PvE activities within RvR areas, so actually killing players as an objective), a beautifully designed tiered RvR hierarchy, the lot. You can sign up for a scenario at Rank 1 and go right into PvP if you so choose, never looking back. Of course, the strength is when you do a little of both and have a lot of fun.
So far my impression is the RvR stuff is stronger, but the PvE is pretty damn good too.
Crafting, I've had a play with. I'll need more of a look. It feels a bit limited compared to WoW's "become the best blacksmith and make a fortune" ideal, but both innovative and with a fair element of chance that things won't come out as planned.
The interface was great in the closed beta, but not much handholding. They've added that in now and it's easy to get around and the early quests seem as graceful a learning curve as WoWs, but perhaps even more fun - more dark humour and some cool ones (shooting ballistas at NPCs etc)
It's worth mentioning again the classes and the beautiful way some of them work. Bright Wizards and Disciples of Khaine are my favourites. The first is a caster who the more spells they unleash, the more damage and crit they get, but the more chance to blow themselves up (and their teammates) too. The Disciple of Khaine is a healer, but their mana is generated through doing melee damage combos. No more standing at the back spamming Renew. It encourages, nay, requires, strategy rather than tactics.
Speaking of strategy, tanks intercepting attacks make formation hunting *very* powerful. The healer is hiding behind the tank? You can't hit him, target him, lob a fireball, chances are the tank intercepts it. And you can't just run through him. Finally! :)
In my second ever scenario, while a large skirmish was going on, a few of us outflanked the enemy and *ripped them apart*. The way it should be.
Overall the beta launch has been smooth. Even in Europe, where I play. I was in the WoW open beta as well, and it was nowhere near as smooth as this. People do forget that, a couple of years on. It's been playable almost all the time, which hey, is pretty good for a beta.
Speaking of beta, one thing I was impressed with was during closed beta, the level of interaction required from players. Lots of surveys on performing actions (how was that last quest, last scenario, etc) and looks like the developers have been very good at picking things up.
Overall, I think it's great. May not be for everyone, but I'm having a lot of fun.