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An Early Look At DC Universe Online

Joystiq got the opportunity to spend some time playing an early version of Sony's DC Universe Online . Though the MMO won't be released for perhaps a year, the developers seem to have created a solid foundation for an entertaining and innovative game. GameDaily is running an interview with Marv Wolfman, a comic veteran who recently joined the DCUO team. From Joystiq: "DCUO is very much an action MMO, with few game mechanics decided by the roll of the algorithmic dice. The game controls much like most third-person action titles, with standard light and heavy (charge-sensitive) attacks, a jump action and an interact button (notably, used to pick up cars). Super moves are mapped to the same four face buttons (when using the PS3 gamepad; a keyboard and mouse will be compatible with the console version, too) and are activated using L2 and R2 toggles. In total, up to eight super moves are easily accessible at any given time. Our character could fire ice balls and freezing rays at opponents, melee them with blocks of ice, or conveniently freeze them inside larger blocks, for example. A simple targeting mode (accessed by holding R1) locks the game camera onto an opponent for focused attacks. ... DC Universe Online isn't trying to strictly clone today's success models. SOE is making genuine efforts to build what could be the best superhero game ever conceived, and we're excited to watch it grow."

9 of 60 comments (clear)

  1. As an occasional EQ2 player . . . by geniusj · · Score: 4, Insightful

    It'd be nice to see them have some sort of success again. Or anyone, really. It's depressing to see only one large player in the market. Bring on the innovation. Anyone. Please.

    1. Re:As an occasional EQ2 player . . . by Drogo007 · · Score: 2, Insightful

      Define Success.

      There's several MMOs out there that are surviving quite nicely. You don't need to have a multi-million-subscriber base to be successful. As long as the company can pay the bills and keep bringing new content to the players, I'd call it a success. By that definition there's probably a couple dozen successful MMOs out there.

      Bad Analogy Time: Just because the Mom & Pop store on the corner doesn't have the revenues of Wal-Mart doesn't mean it's not a successful venture. As long as they make enough to pay the bills and fulfill whatever financial goals they have - who's to say they're not successful?

  2. Underwhelmed by Jekler · · Score: 3, Insightful

    Maybe this is a step in the right direction but I'm severely underwhelmed by what qualifies for "innovative" when it comes to games. I don't find WoW to be significantly more advanced than EQ1. Better graphics, sound, and animation but the gameplay is just as hollow and repetitive as any other MMO (all of them being a GUI on top of a landscape of random number generators). There's a lot of complaints about bots, but any game a bot can play is mind-numbingly simple, bots can't even play age-old board games like Go, Backgammon, or Chess very effectively. If a designer has done an even halfway decent job of designing an interactive 3D world, a bot shouldn't stand a chance at success. Anything in 3 dimensions should be far more complex than Go, because a 3d world itself can contain the complex board games. I think the designers forget about things like spatial awareness or presenting players with non-trivial decisions that require an understanding of morality, metaphor, or abstraction. Instead, every task in these damn MMOs is supremely suited to perfect repetition (e.g. use these skills in a certain order, on a certain number of creatures, repeat) and repetition is about the only thing computers/bots excel at.

    Anyway, I just don't think this DC game is going to be as "innovative" as people believe. I'll be surprised if it's even 1% more advanced than WoW. I understand they're trying to do an action MMO thing, commendable, but I know somewhere down the line they're going to cave in and make the thing like DDO, all the drawbacks of a physics system combined with all the drawbacks of a dice-rolling system, none of the benefits of either.

  3. I'm all for an action based MMORPG by CrazyJim1 · · Score: 3, Insightful

    There is a lot of room for super hero action MMORPGS. I used to look at the situation like the game Magic Carpet 2 where you could do a lot with destructible terrains. My favorite thing in Magic Carpet 2 was to summon a volcano, then tunnel a hole in it to fight someone inside. It is the scale of battling someone else at an epic level that really gives you a thrill. The problem will be balancing the thing for like PVP. Super heroes were never balanced which was painfully obvious the day Superman came to chat with Aquaman about how swimming isn't the same as flying.(just made that one up)

    Anyway, I was in the run for making an action MMORPG there for a while, but I lost interest in the whole affair. I think another couple hundred hours of work and I could have released a Tekken style clone except instead of just 2 players, you could have 1500. I have very little interest in the artificial dice rolling of CRPGS anymore. The only reason the dice were in Dungeons and Dragons to begin with was they couldn't simulate an actual battle. Turns out computer games are good for simulating battles.

    Bring on the action MMOGs! I'd even play PlanetSide 2.

  4. Oh for crying out loud by Sycraft-fu · · Score: 4, Insightful

    I get a bit tired of these ennui posts with regards to online games. "Oh they aren't as complex and varied as real life, they are so stupid." Please, come off it. They are designed to be fun, that's all.

    As for your use of bots as a metric, that is a very silly one. For one, computer programs are EXTREMELY good at some of the games you mention. I can, for just $15, get a program for my computer that will play chess at the grand master level, should I wish it to (Chessmaster 11). That means that it'll beat the crap out of me, and just about anyone else out there. While there are players in the world who can play at that level and thus beat it reliably, they are few and far between. For most people in the world, the program can continually scale it's AI up to a level that is a challenge for them, and then to a level that they can't handle.

    Now compare that to a WoW bot: The player moves their character to an area, gives the bots some basic parameters, and it then wanders around semi-randomly killing and looting monsters. They are screwed if they run in to another player, they can't fight with any efficiency. I've encountered glider bots before and they act as though I'm not there, unless I do something that the game identifies as aggressive. Then they proceed to treat me like a mob, which is useless and results in them begin dead in a hurry.

    If this were taken in a chess world it's be like a program that shuffles around your pawns randomly. Yes such a thing is easy to make, doesn't mean the game is easy or that the program is any good at it.

    WoW is extremely complex, as are other online games. There's a whole lot to it, including fighting against other humans. Especially when it comes to human interactions, you do get in to all sorts of complex situations. Some are related to game mechanics, like what do you do to counter various tactics. Others are related strategic considerations, like how to best deploy yourself to achieve an objective. Heck there's even social/moral considerations, like should I kill that low level guy or might he in fact have a level 80 druid character that will come and beat me up for an hour if I do? This is just all PvP (as in playing against other people) examples. There's plenty of PvE (as in playing against the computer) examples too. A spatial awareness one, since you mention it, would be a fight where dangerous goop spits out of the floor, and only part of the room is safe. You have to be aware of where you are and move as the safe zone changes, and do so while fighting the boss.

    If you want a game that is as complex and varied as life itself, well then prepare to never be happy because it can't happen. Computers aren't that advanced, and there isn't the money to design and implement that sort of thing even if they were. However that doesn't mean that online games are a lot of fun.

    Also the basic simplicity that leads to greater complexity is one of the things that a well designed game does right. Some of the all time classic games, computer and non-computer, are classic precisely because they are so simple at the base level but complex at the higher levels. Tetris or Go would be good examples. Not much to the basic rules, but a lifetime can be spent mastering them.

    So that MMOs have simple aspects isn't a bad thing, it allows for players to get started easily. If you took someone new to WoW, or especially new to video games, handed them my login, put them up against other players, and said "go" they'd get overwhelmed. They'd have no idea what to do, how to play, and it'd all come too fast. However, strip out all but a couple basic abilities and have them go kill computer monsters that are highly predictable, well then can get started on that and learn.

    There's plenty to good online games, if you are interested. However good ones, in particular WoW which is why it is so popular, also keep things very simple at the low levels. If all you want to do is some hack n' slash type gaming, but with friends in a persistent universe, well then it'll do that for you. If you want things that are more complex, well then go to it. There's lots there. You figure out the aspects of the game you like and the level at which yo wish to play it and do so.

  5. Console-tied MMOs by aapold · · Score: 2, Insightful

    What is it with the trend towards designing MMOs with consoles in mind? Age of Conan supposedly was made with the idea of porting it to consoles... Champions Online is being co-developed for Xbox 360 and now this one as well, with the PS3 controller. Hell its even spreading to non MMOs, now Witcher is going to be redone for consoles, and they're having to scrap the combat system and redo it for controllers..

    I think designing around such a model is going to hinder somewhat what you can allow in a game. But the console market is just a holy grail out there, everyone thinks if they can just combine the rampant success of World of Warcraft and apply that to the larger console market, they'll be crapping gold bricks for years to come...

    Basically such interaction is going to mean being limited to certain numbers of active powers that you load onto buttons of the controller (whether or not it is an actual controller or they are mapped to keyboard keys) at a time (or adding a mortal-combat style combos to activate them), and having chat geared sharply to voice chat. Now, look, while I know voice chat has a big role in things like parties, raids, etc, general chat is not it. The idea of something like a barrens voice chat is just an abomination. You take out the focus of a text chat and it really hinders an important element IMO...

    --
    "Waste not one watt!" - CZ
    1. Re:Console-tied MMOs by elrous0 · · Score: 2, Insightful

      Because the first developer to actually produce a WoW-level success on a console *WILL* be crapping out gold bricks. Right now, unlike with PC MMO's, there isn't much in the way of competition for console MMO's. The first developer to produce a halfway decent one will probably get mad crazy rich almost overnight. I'm just surprised more developers aren't trying. The fact that the KOTOR MMO is going to be PC-only absolutely astounds me (considering that the VAST majority of the KOTOR sales were on the Xbox, not the PC). There is WAY more potential to make serious bank on a console MMO right now than on even the best PC-only MMO, and you wouldn't have to face down a bunch of juggernauts like WoW to do it.

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    2. Re:Console-tied MMOs by drsquare · · Score: 2, Insightful

      What is it with the trend towards designing MMOs with consoles in mind?

      A bigger market + lower possibility for bots/exploits = massive profits.

      everyone thinks if they can just combine the rampant success of World of Warcraft and apply that to the larger console market, they'll be crapping gold bricks for years to come...

      I think the Halo developers had a similar idea of combining the rampant success of PC FPSes with the larger console market, and last I looked, Halo shits gold bricks. Whoever makes the first good console MMO will utterly rake it in.

      Basically such interaction is going to mean being limited to certain numbers of active powers that you load onto buttons of the controller (whether or not it is an actual controller or they are mapped to keyboard keys) at a time (or adding a mortal-combat style combos to activate them), and having chat geared sharply to voice chat. Now, look, while I know voice chat has a big role in things like parties, raids, etc, general chat is not it. The idea of something like a barrens voice chat is just an abomination. You take out the focus of a text chat and it really hinders an important element IMO...

      Yeah, everyone says things like that about every genre that ends up being developed on consoles. There are still hardcore PC gamers who say that the FPS will never work on a console due to the controller not being as good as mouse and keyboard. But for some reason the developers can't seem to hear such complaints over the noise of their fleet of Bugattis and Ferraris.

  6. Re:Why it will fail... by Endo13 · · Score: 2, Insightful

    Honestly, based on what I've heard so far, I don't think either of them will do better than City of Heroes. The downfall for both of them will be making them for consoles. I'm sorry, but MMOs just do NOT lend themselves well to consoles at all. You're much too restricted on what type of combat and powers system you can use.

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