Vanguard Dev Talks About the Game's Future
Massively sat down with Thom Terrazas, producer for Vanguard: Saga of Heroes about what the future holds now that the game has had time to stabilize after a rocky start. Terrazas talks about some of the upcoming content, and explains why they chose to develop in the direction they did. "A lot of the requests are a mix of high-end content requests. You know, keep delivering higher end content so that progress doesn't stop for our players. In addition there are many requests to fix current content. Those are the two things that the players have requested the most." He also provides some general information on their ideas for alternate advancement. "... the idea is you can build your character out so it's a bit more specialized in things like damage, or mitigation, or spell damage. So you can specialize any way you want. We're working on that now, and it's something we're looking to launch in the raiding portion of Pantheon. So if you really love your character and want to specialize in something more, be a little different then the rest of your class, then AAs will be coming with the second part of Pantheon so you can customize your character further in the higher level."
Aw man, I thought this was going to be about the Atari 2600 Vanguard. I was wondering whatever happened to those guys.
So, let me get this straight, at a time when WoW has got another couple of million players by going less specialized, so healers or tanks can still kill stuff when soloing and damage dealers don't get two-shot... Vanguard actually plans to make people _more_ specialized?
I have to wonder what _is_ with Vanguard and trying to do everything the other way around than what most people like. Is this some kind of ellaborate prank played on the publisher? Plain incompetence? Being unable to learn from past mistakes? Or just a case of keeping listening to the wrong crowd?
There seems be a group of people who've played WoW for 3 years, then got bored (which isn't anything wrong and abnormal), but can't seem to realize that the change is with them not with the game. Mixed with the usual human inability to deal with multiple variables, so if they like X then everything about X is great, and if they dislike X then every single trait or aspect of X is pure shit and an offense unto God. (Where X can be a game, a person, a company, etc.) So now they've flipped around to "everything about WoW sucks", including everything that kept them there in the first place. And I dunno why I get the idea that Vanguard chose to listen to precisely this segment, without applying much critical thinking.
At any rate, whatever the reason, it's kinda funny. It's like they're _planing_ to make a game that sucks ass end-to-end, and oh looky, they just got another idea how to make it worse.
If any of the Vanguard devs are listening, I humbly submit the following ideas to the same end:
- be the first MMO with DRM. I'm sure you can convince someone at Sony of that idea, given their past record.
- give the customers free wedgies.
- periodic player wipes. It worked great for MUDs to keep the population low, I'm sure it can work for you too.
Keep up the good job, guys. I'm sure with enough hard work and dedication you can even become worse than Anarchy Online ;)
A polar bear is a cartesian bear after a coordinate transform.
Actually, you seem to:
A) assume that owning the MMO market is a for ever. WoW started from zero once too, and people predicted it won't do that great competing with EQ1 which owned the market. With EQ2 right around the corner, nobody expected WoW to do that great. Even the publisher only allocated funds for a couple of servers... resulting in the hideous queues to get in, as 100x more people wanted to play it than anyone estimated.
WoW _will_ eventually be dethroned too.
B) assume that there isn't room to grow the market. Again, people said the same about WoW back then. It had been years since any MMO had done more than steal some players from another MMO, so the total number of players looked static. (Seriously, look at the MMOG charts.) But then it turns out that making it more accessible for casual gamers has enlarged the market by an order of magnitude.
I see no reason why another game can't do the same.
C) forget that people do get bored and leave any game after a while. Last I've heard a statistic, it was an average of 6 months per player. Sure, it's still a Gauss curve, so some people leave after the free month, some stay around for years, but the average was half a year.
WoW sheds a million or two of players per month, who look for another home. Then we try a bit of EQ2, a bit of COH, and end up right back on WoW. A game would just have to not suck much to make a good living out of such people who, yes, liked WoW but got bored after a while.
Even briefer: we're talking about a game, not about Windows. Windows is something that just runs your programs, so if you already have it, might as well keep it. A game is something you have to actively play, and people get bored eventually of doing the same thing. Same as in any other game.
D) Going in the opposite direction is hardly a way to achieve any of the previous possibilities. Even if you don't plan to dethrone WoW or enlarge the market, aiming to actively suck for the millions of ex-WoW-ers around, seems pretty stupid to me. That's a lot of people who have already decided they like MMOs and _are_ looking for a new MMO to play. Any reason to actively try to hold them off?
A polar bear is a cartesian bear after a coordinate transform.
500K is not chump change. 500K is more subscribers than anything but WoW and Lineage have ever seen at peak. People really need to stop grabbing these numbers out of the air.
That must have been a short conversation.
Mostly because nobody has ever made a game with truly infinite content. (Even random generated maps eventually start to look like more of the same, once you figure out their rules and mob placement.)
So eventually people have done all the quests, seen all the zones, did their share of grinding the same "endgame content" a hundred times, etc. They eventually get bored and move on.
Since you mention X-COM: ok, they were great games. But now imagine playing X-COM for years straight. Same maps, same enemies, you just cycle through them one more time. And one time more. A thousand times. You get bored eventually, don't you? That's all I'm saying.
A polar bear is a cartesian bear after a coordinate transform.
I don't think that WoW grew a userbase that wasn't already there. While it is true that a large number of players came to a genre that they wouldn't have 2 years before, I think that WoW caught a lucky break in a number of factors, the first that comes to mind is this:
Network/computing potential. Prior to WoW, broadband wasn't as widely available, and it is now doing nothing but expanding. Computers also struggled to play games unless they were specifically built for such a purpose. As WoW arrived, it was designed, and took advantage of the introduction of newer, cheaper game-capable machines. It no longer took $1500+ to build a machine that could play WoW.
In short, they capitalized on a market that existed but just didn't have anyone trying to sell to it.
Out of modpoints but really liked a post? 1BDkF6TtmmeZ3yqXbz9yhdYVqRYnwFoXDj
I tried Vanguard for a few months shortly after it came out. It seemed like it could be really fun, lots of potential there, but it crashed more than any game I've ever played. More than Morrowind, even. And there was no protection so that your character wouldn't get slaughtered if your game crashed, so it was frustrating. Also, I think I picked the worst race possible - it was the ones that look like cat people (so I could be a necro). They were 'kill on sight' to the people in all the major cities of their own home continent, and also that home continent was horribly, horribly unfinished.
/.'ers play that could say if things have improved?
But...if they've made it this far, they must be doing something right. I may have to give it another shot.
Any
Unpleasantries.
I was really hoping to hear they'd implement something new and cool, but AA's are just a rehash of old EQ.
Or lack of there of... Can I end that with a preposition?
Looking at this thing you can really tell when the game was launched, and when the free month ran out. And there is no reliable data since. Not a promising sight for a WoW-killer.
Now explain The Sims Online please. The Sims had sold more copies than all warcraft games combined. TSO flopped quickly anyway.
Well, gee, all those Star Wars games on just about every computer type ever made, must have not existed in your alternate universe. The first IIRC was in 1982 on the Atari. Followed by several on the NES and SNES, which were _the_ number one gaming platform in their time.
On the PC? Let me see, several XWing and TieFighter games, Rebel Assault, Dark Forces, the Jedi Knight series, Force Commander (an RTS too, since you credit those with the success of WoW), Force Commando ('nother RTS), Rogue Squadron, and at least a dozen other games if we stick to just those _before_ SWG.
Sorry, SW was a major franchise in computer gaming too. It wasn't that which limited the appeal of SWG.
A polar bear is a cartesian bear after a coordinate transform.
Seriously. I dove into Vanguard for a year before I quit. The game had amazing graphics, worked extremely well even on my mid- to low-level graphics card, it didn't seem to have any feature missing, from swimming to flying mounts to a plethora of different races, it had a unique crafting system, it introduced the extremely interesting diplomacy content, there were quests around every corner. I could go on.
But they forgot to make the game fun.
They spent a ton of time focusing on features and graphics and the technical aspects of the game, but I was never really drawn into the gameplay. The storyline was disjointed, confusing, and uninteresting. Soloing in combat was extremely difficult, and getting a group together was hard (though this did improve toward the end of my year). Crafting, while initially interesting, didn't significantly change when you advanced and it became dull and repetitive. And they all but stopped developing diplomacy, the most unique aspect of the game.
As much as I wanted to like the game for all of its features, graphics, and technical aspects, I just couldn't keep playing. It just wasn't that much fun.
Help me fix my brother's injured butt!
"Vanguard - Saga of Heroes" is not fun. Vanguard doesn't even have 50k players let alone 500k.
Thanks to eating disorders most chicks are reasonably good looking these days.
Well, I see you make basically my point: a license will only get you so far either way. In the end, if people like your game they'll play it and provide word of mouth advertisment to their friends. If not, not.
Everquest is probably the best illustration of it: it was based on no franchise whatsoever, and for a while it was king of the hill. It overtook both UO (which had the very strong Ultima name) and wasn't surpassed by SWG (which had a huge following in computer games, though as you correctly note an even bigger one outside of it.)
A polar bear is a cartesian bear after a coordinate transform.
I played since beta, lasted until a little while after they merged some servers, took a break for about 9 months, then came back to it. It is much improved from the original launch. There is finally some high-end content that is rather enjoyable and complex -- not all encounters are pure "burn" fights and require instead a lot of strategy, timing and cooperation by 18 to 24 players. And as mentioned above, expanding the level cap by introducing AA's will make the grind much more worthwhile than killing an entire populations of high-end mobs.
;^). I wound up migrating my PvP toons over to a PvE server, got hooked up by a friend into a heavy raiding guild, and haven't looked back on my decision. The raids are far more challenging than PvP combat in this game ever was. But for those who want a taste of it, the devs introduced an FFA PvP arena on the PvE servers.
... just don't get too attached to your characters unless you want to convert the trial into a full account -- no transfer of toons between accounts is available.
Plus, as mentioned elsewhere, the new Isle of Dawn "tutorial" will level you up to the max of the first tier for all professions -- you can leave the nexbie area after completing the last combat quest or you can stick around until you are a level 10 adventurer, 10 diplomat, 10 crafter, and maxed out on tier 1 harvesting as well. The adventuring, crafting and diplo quests are all inter-related when it comes to the story line as well. When you finish the combat questline, you get an item that grows in power as you rise in levels -- existing players have to go to ridiculous lengths to get a similar item.
Plus, the Isle has some silly, fun features that you can't get on the mainland, like Slappy's whistle.
Sure, there are still problems. Bugs still related to ones from launch, bugs introduced with the new content. And there are the eventual nerfs of favorite character abilities, but the devs do pay attention to the player base, even if they can't fix an issue immediately.
If your main interest in an MMO is PvP, then this probably isn't the game for you. Originally, there were two types of PvP servers -- Free For All and Team PvP (similar to SWGs Imps and Rebels, but based on the race of your character). I loved the team-based PvP, but when Sony merged servers the one remaning PvP server went FFA. Plus, overpowered classes have a much more dramatic effect on game play in PvP than in PvE, IMO (too many TLAs, I know
If you want to give it another look -- get the 14-day trial and give it a look. That way you won't have to spend money for a month if you decide you don't like it
To date no MMO has designed a world that is as large or vivid as what Blizzard has done. Most MMOs utilize zoning while moving from one zone to another where as WoW incorporates seamless transition not to mention the amount of quests, npcs, instances is truly remarkable. I hope Blizzard will work in true successor to WoW or something new rather than more xpacs.
I'd subscribe to 3 or 4 MMOs if they cost $5/month. At $15 they'd better have as much content as WoW to keep me interested. And none do.
WoW has *enormously* more content than every other MMO I've tried.
I really liked Tabula Rasa, shame it's being shut down.
Did they fix the dead-end rabbit trail that is diplomacy advancement?
Did they make the game attractive to solo players as well as parties?
Did they improve the horrible client performance?
Lastly, does Vanguard now have any cool (and working) features or unique (and working) game mechanics that are NOT already in one of WoW, WAR, or LotRO? If it does not - there is no reason to play Vanguard because those three games are all already much better than Vanguard in every feature that Vanguard has.
If any of the questions above could be answered other than 'Yes', fuck off. Vanguard has no business developing anything new until they "fix that shit!"