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Why BioWare's Star Wars MMO May Already Be Too Late

Since the announcement of Star Wars: The Old Republic, many gamers have been hopeful that its high budget, respected development team and rich universe will be enough to provide a real challenge to the WoW juggernaut. An opinion piece at 1Up makes the case that BioWare's opportunity to do so may have already passed. Quoting: "While EA and BioWare Austin have the horsepower needed to at least draw even with World of Warcraft though, what we've seen so far has been worryingly conventional — even generic — given the millions being poured into development. Take the opening areas around Tython, which Mike Nelson describes in his most recent preview as being 'rudimentary,' owing to their somewhat generic, grind-driven quest design. Running around killing a set number of 'Flesh Raiders' in a relatively quiet village doesn't seem particularly epic, but that's the route BioWare Austin seems to be taking with the opening areas for the Jedi — what will surely be the most popular classes when The Old Republic is released. ... the real concern, though, is not so much in the quest design as in BioWare Austin's apparent willingness to play follow the leader. Whenever something becomes a big hit — be it a movie, game or book — there's always a mad scramble to replicate the formula; in World of Warcraft's case, that mad scramble has been going for six years now. "

328 comments

  1. Rdd by Bram+Stolk · · Score: 1

    Red dead redemption in SW skin will do very well.

    --
    Bram Stolk http://stolk.org/tlctc/
    1. Re:Rdd by somersault · · Score: 1

      Except that wouldn't be an MMO.

      There are Star Wars mods for GTA:SA, don't know about GTA IV (which uses the same engine as RDD).

      --
      which is totally what she said
    2. Re:Rdd by butalearner · · Score: 2

      Except that wouldn't be an MMO.

      Now you're getting somewhere. All these comments and not a single one actually says the truth - they failed as soon as they decided to make an MMO. They have said there is enough story for KOTOR 3-12. You know what would have made more money than this MMO? KOTOR 3-12. If Bioware wasn't releasing other cool stuff I'd be even more pissed that they trashed the best Star Wars-licensed games ever.

    3. Re:Rdd by stjobe · · Score: 2

      No, they failed when they bought up Mythic to get some MMO-experienced developers for SWTOR. Mythic, for chrissakes! The ones that made the oh so popular Warhammer Online, which has lost 90% of their release subscribers in the two years it's been out.

      WAR is a lingering niche game in addition to being a bug-ridden, unbalanced, gear-dependent PvP mess with some of the worst developer/player communications I've ever witnessed.

      It's not boding well for SWTOR...

      --
      "Total destruction the only solution" - Bob Marley
  2. Tabula Rasa by Bensam123 · · Score: 5, Insightful

    This is why Tabula Rasa was so amazing when it came out, but suffered from poor advertisement and development direction. Even the team for it didn't know where they were going to go with it and openly admitted it.

    Everyone wants to be the next big hit to take down WoW so if they go that path they're going to be compared and scrutinized against something that is entrenched and has an army of people backing it. It's quite sad that one of the best games as far as MMOs go was killed off early and left for dead (by politics between NCsoft and Richard Gariott no less). Whoever thinks sending themselves into space is a good advertisement for a game should at the very least have their motives questioned.

    CEOs point at a metric and say 'make it earn money like that game', developers just 'baaah' and follow suit because they just want their paycheck and their name on a product no matter what it is. Unfortunately the gaming industry is a chicken and the egg. You can't get money without a name, you can't get a name without a good title, and you can't make really hit titles without money. Either the old generation needs to die off and the internet savy need to take over or someone with really good business sense needs to step into the video game industry or things will die more so then they already are (I wonder if Google wants to start a gaming business...).

    1. Re:Tabula Rasa by Opportunist · · Score: 3, Interesting

      TR suffered from a number of problems. Actually, it should go into textbooks as an example what you can possibly do WRONG in an MMO.

      Lessons to learn from TR:

      1. When you have a famous developer, do something he is known for.
      Lord British is known for Ultima. For NOTHING else. When someone hears Garriot/British, he expects fantasy. Likewise, taking Sid Meyer and having him make a shooter will not attract an audience. People have some expectations when they hear a name.

      2. Choose your guns and stick with 'em.
      TR went from a fantasy game to a sci-fi game, then halfway back. Every time you're wasting code, artwork and time, and every time you're losing followers. Take a few looks at TR previews at the 2004 E3 (youtube will aid you) and you'll see a game that had NOTHING to do with the final product.

      3. Release a game when it's done.
      As a result of 2, the beancounters will shove it out the door long, long before it's done. TR was finished and ready for release JUST when they shut it down. Anything before was a beta. Half finished quests, broken balance and zero content are not what keeps people playing.

      4. Make sure the classes deliver what their package promises.
      It should go without say, but TR proved it doesn't. The medic was originally the ultimate killer while his healing abilities were at best useless. The sniper was a great close range fighter while his sniping gun sucked. For pretty much every class you could be sure that their "signature ability" or weapon stunk, but using one of the weapons or abilities that allegedly only lend themselves to leveling 'til you get that "signature" stuff was partly SO overpowered that it was simply not funny anymore, due to the combination with various skills. And due to the class specialization trees, it often meant that 2 classes played identically, because what set them apart was equally useless.

      But it can all be rolled up into one single problem that killed TR: DO NOT release a game before it is done. You might try to cut your loss, but in the end, you're throwing away the game. TR had the potential to be good. Not great, certainly no WoW killer, but it was fun enough to attack and defend those bases to keep people playing and paying, even without any sensible content around it.

      What broke its back and drove people away was that it was in a state of a very early beta at release (hell, they redesigned half the skills of the classes 4-6 months after release, and I don't mean "tweak", I mean "whole new skills") and that Garriot and NC fell apart, not to mention that NC wanted to promote their new love child Aion and drive the remaining TR players there.

      Why, though, I should trade a base defense/sci-fi game against a WoW clone is beyond me.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    2. Re:Tabula Rasa by Bensam123 · · Score: 1

      I'm gonna go out on a limb here and say that the game wasn't meant to turn into what it did based on who made it, but rather that it's the product they ended up with after they put everything together. The trouble is they never knew what they had and they managed to kill it off right when they saw it mildly successful. It was one of the most brilliant blunders to ever happen IMO, just not to the right people

      Putting that aside, I never knew Richard Gariott before I saw his name on a box for Tabula Rasa. I honestly think no one knows him, like most game designers, and the only notable name in the gaming industry that my friends can actually recognize IS Sid Meier. If you start talking studios that's a bit different (Blizzard, Treyarch, Bioware, Infinityward).

      Sticking to things had little to nothing to do with the final product. They ended up with something good, they didn't take it and run with it, instead they started catering to the crowd they thought they could get the most money from (which is what most MMOs do). The last update was focused mainly on end game and PvP which was something the people they would attract with their game dont care about. Like I said, they didn't know what they had.

      Yeah, TR died too early, it was the sad result of big wig politics and a development team that didn't know what to do with what they had. Putting that aside, I quite enjoyed the gameplay and quests wasn't why you played TR. There was nothing quite like playing with friends and holding a CP against odds. The last stand genere is something game designers don't fully understand and are barely starting to grasp (Firefall is something to look forward to IMO though).

      I'm not entirely sure when or where you played, but snipers could pretty much one shot anything and spies raped everything in close combat, especially with motor assist armor (think literal ninja). Good games don't need to have mirror balance. A lot of people seem to think X class should be perfectly equal to Y class in almost all regards, that doesn't necessarily be a case. I was reading the comments on a TF2 article the other day and people were talking about how the game has absolutely no balance; I would argue it has very good balance, just most people don't understand it.

      Points aside, Minecraft was released in alpha and it's doing pretty darn good. I think a lot of people (once again) have preconceived notions that a product will always remain the same. People pay $15 a month for continued development of a product and if they don't like that, then they can cancel. Though, I believe the expectations were to hit the ground running and catch up with WoW (at least perceived by their investors).

      I honestly never played beta and my experiences are from the retail game. I found it quite a bit of fun. I'm not sure what experiences you had in the beta and how it drove you away, but the pull factor that made me play it a lot was still intact when I started playing it. IMO companies should be able to redesign classes completely if they want to (without changing the name of the class), you're paying for them to keep the game fresh. It just seems like another preconceived notion of what a game SHOULD and SHOULDN'T do.

      I do believe TR could've been amazing in a completely revolutionary fashion, the development team wasn't in the right mindset and the investors got cold feet. Keep in mind TR was and still is the only survival MMO...

    3. Re:Tabula Rasa by Lazy+Jones · · Score: 1

      1. When you have a famous developer, do something he is known for.

      That will hardly make someone like RG a worse choice than no famous developer at all...

      2. Choose your guns and stick with 'em. TR went from a fantasy game to a sci-fi game, then halfway back

      While that may have led to excessive development cost (the story is well known), it's not something that affects success at release.

      3. Release a game when it's done.

      That may be a good suggestion, but the current fashion seems to be to do large, semi-public beta tests and if EVE is a benchmark for success and staying power, it means that it certainly doesn't have such a big effect as you suggest. EVE has never been free of major bugs/deficiencies in its 7 years, such as the lag in large fleet fights (for the past couple of years the most pressing issue), with such epic fights being one of the game's main attractions.

      Apart from the pitfalls that may have contributed to TR's downfall to some degree, it also had its strong points: innovative combat system, fun base fights, the fact that it was sci-fi and not fantasy etc. ...

      Overall, I'd say the factors you mentioned contributed less to its demise than that it was released while WoW was still relatively new and growing and probably much less than the internal troubles between RG and NCsoft. It was a big mistake to close it down when even Vanguard got a second chance...

      --
      "I love my job, but I hate talking to people like you" (Freddie Mercury)
    4. Re:Tabula Rasa by will_die · · Score: 1

      Sid released 2 flight sim/shooters both of them really good. F-15 and F-19 (or was it called F-117).

    5. Re:Tabula Rasa by rainmouse · · Score: 1

      TR suffered from a number of problems. Actually, it should go into textbooks as an example what you can possibly do WRONG in an MMO.

      Yes the list can go on about the things wrong with this game. My partner played an all female guild and they wanted to migrate to a new game. They all got TR in first few days of release and after a few hours they were all bored. Basically their main complaint was its a 'boy game' full or army stuff and soldiers and held nothing of interest to girls. Given that wow had (at oct 2010) 12 million players with a recent census claiming 16% female population, TR has cut off almost 2 million potential players by seemingly exclusively targeting males players with their product at launch, not counting how many horny nerd players went else where when they realised the only female characters were guys in e-drag.

      on a side note regarding point 3. I'm not sure there have been many, if any MMORPG's that were actually released without thousands of bugs and issues. WOW for one was shocking bug riddled in the first week of release.

    6. Re:Tabula Rasa by VGPowerlord · · Score: 1

      on a side note regarding point 3. I'm not sure there have been many, if any MMORPG's that were actually released without thousands of bugs and issues. WOW for one was shocking bug riddled in the first week of release.

      Worse yet, WoW didn't have any excuse for the majority of its launch issues. The ran an open stress test that still limited the number of people in it, the servers couldn't handle that load, and they still proceeded to launch the game two weeks later.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    7. Re:Tabula Rasa by Brummund · · Score: 1

      Actually, it was called both F-19 and F-117. When the game was released for the C64, the official name of the plane was not yet known, so Microprose called it F-19. When the Amiga version was released, they changed it to the official name, F-117.

      I think he was involved in Gunship as well, and probably a lot of other games from Microprose.

      Good times, indeed. :)

    8. Re:Tabula Rasa by AlamedaStone · · Score: 1

      ...their main complaint was its a 'boy game' full or army stuff and soldiers and held nothing of interest to girls.
      exclusively targeting males players
      the only female characters were guys in e-drag.

      I felt a great disturbance in the Force when I read this, as if millions of feminists cried out in terror and were suddenly silenced.

      --
      "All these years believing you're the signified monkey, only to find out you're just a big hunk of nobody cares."
    9. Re:Tabula Rasa by I8TheWorm · · Score: 1

      Oh, you jerk (for reminding me)... I really miss that game. The only thing missing at and soon after launch was endgame content, but to me that was to be expected and "coming soon."

      NCSoft's rapid shutdown after Garriott got space-goofy on them left me holding a grudge.

      --
      Saying Android is a family of phones is akin to saying Linux is a family of PCs.
    10. Re:Tabula Rasa by I8TheWorm · · Score: 1

      You're right. However, NCSoft had suffered through $10MM of mostly wasted funding. While I see lots of games release too early, I don't necessarily disagree with NCSoft's decision to release and at least slow the bleeding.

      Engineer actually worked as intended though... dropping turrets while on the run from an OP medic was kind of fun.

      NCsoft never learned anything from SOE though. When you drive players from one game, a great many hold a grudge and don't return for the next epic.

      --
      Saying Android is a family of phones is akin to saying Linux is a family of PCs.
    11. Re:Tabula Rasa by Anonymous Coward · · Score: 0

      Lord British is known for Ultima. For NOTHING else. When someone hears Garriot/British, he expects fantasy.

      Get off my lawn, kid! Origin did just as much sci-fi as fantasy back in the day. Hell, there was a space shooter segment in Ultima I!
        Kids these days. Now pardon me, the Kilrathi are ready to negotiate their surrender.

    12. Re:Tabula Rasa by snuf23 · · Score: 1

      Sid Meier started out with flight sims in the early 80s, well before Civilization. Spitfire Ace, Hellcat Ace and Solo flight as well as the submarine simulator Silent Service. The first game with his name on the box was Pirates though.

      --
      Sometimes my arms bend back.
    13. Re:Tabula Rasa by Chris+Burke · · Score: 1

      Worse yet, WoW didn't have any excuse for the majority of its launch issues.

      They had a great excuse! It was 6 years ago, and standards were vastly lower. Unpolished, buggy MMOs were the norm of the day, including ones that had been out for years, and people somewhat expect more problems at launch time. So compared to what was out there, sure the WoW launch was buggy but it wasn't so bad that it turned people off. Wait, did I say excuse? I meant reason why it didn't matter.

      But today, when WoW is polished and standards for MMOs are much, much higher... Now every MMO that's buggy and unpolished at launch gets compared to WoW, and found lacking. Now, it matters. Now, a WoW-like launch would look really bad.

      WoW is a perfect example of being in the right place in the right time with the right idea, and it's a strategy Blizzard has pulled off several times -- take ideas from the first few generations of a generations of a genre, polish the hell out of it, trounce the competition by being more polished, and raise the bar for anyone who tries to follow.

      --

      The enemies of Democracy are
    14. Re:Tabula Rasa by Opportunist · · Score: 1

      Well, Spies were originally insanely overpowered, with a one-hit weapon and the second best armor in the game, almost like Medics who could bypass almost any armor with their injectors and oneshot them from afar with a one second shot delay. Sniper guns were originally indeed "one shot - one kill" weapons, but usually only useful if you either faced single opponents (which was rare enough) or had a group to deal with the rest of the enemies that charged you while your sniper gun was still busy "aiming".

      And I'm not saying make all classes equal. Actually it's far more fun if some classes outmatch others against certain enemies while having troubles with others, or if pure "assistant" classes exist (but they have to be needed, else they're certainly NO fun to play them). But I do expect all classes to be playable and their "signature" ability to make sense. The Grenadier class in TR was pretty much messed up until the end. Their signature weapon, the flame thrower, was a very bad joke (insanely expensive to fire with little killing power), generally the saying was "you need a Medic to play a Grenadier. Or some other source of money". Because Grennies couldn't sustain themselves. No, not even after the machine guns started firing one tier lower ammo.

      As stated before, a year after release, when they decided to shut it down, TR was ready. It was not finished and not polished, but definitely ready for release. Sadly, they pretty much dropped it right when it was mature enough for prime time.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    15. Re:Tabula Rasa by Opportunist · · Score: 1

      Well, having played pretty much all classes, I can say that if Engineers worked as intended, pretty much all classes but Spy and Medic were sorely underpowered. In other words, the Engi was just as badly balanced as Medic and Spy. Drop five (dirt cheap) turrets on the ground in the middle of an enemy base and collect the loot while hiding behind a crate to make sure nobody touches your precious armor or XP multiplyer (which resets when you wait 'til your shields regenerate). From level 30 to 50, an Engi (originally) leveled WAY faster than even a Spy, simply with base attack/defense and a constant 5x XP multiplyer.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    16. Re:Tabula Rasa by Opportunist · · Score: 1

      Just 'cause Garriot owned the company doesn't mean that Roberts lets him poke his nose into WC...

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    17. Re:Tabula Rasa by I8TheWorm · · Score: 1

      True that, but I was more interested from day 1 in PVP (which was pretty unrefined). However, having to buy the ammo for the turrets meant being broke at lvl 50.

      Those were all very tweakable problems though, and had TR been given time to mature, I'm sure we'd be talking ingame about how out of balance the classes were back in the day.

      I spent a little bit of time helping out on the swgemu project... and have wondered if there was any value in trying to do the same for TR. Unfortunately, there wouldn't likely be enough client code to implement multiple races, and definitely not vehicles as was rumored.

      --
      Saying Android is a family of phones is akin to saying Linux is a family of PCs.
    18. Re:Tabula Rasa by Opportunist · · Score: 1

      1) Yes it could well be a worse choice than no famous developer. People who get put off by fantasy MMOs or hated Ultima (like me) will not consider the game with the name Garriot attached to it. I got there by accident when a friend (actually an ex-boss of mine) mentioned the game and that it's a sci-fi game. Else I would have dismissed it as "yet another Garriot fantasy game, prolly 78th fantasy MMO from the right".

      2) It can affect success. Same as with the famous name. If you look at the 2004 E3 trailer, and are (as detailed above) put off by the idea of yet another fantasy MMO, you will toss the game and not even consider following its changes. It's not too usual that a game makes a 180 turn in its setting.

      3) EvE is a very, very unique matter that can't be used as a measuring stick for other, more conventional, MMOs. One of EvE's key assets is its uniqueness. Ok, there's Perpetuum now, which smells a lot like a "EvE on a planet" clone (let's be serious here, it IS EvE on a planet...), but EvE has little competition in its playing field. Also, CCP has done a few things right with EvE, and anyone who has followed the game's 7 years history will know that they had a more than just bumpy start, lots and lots of setbacks, a tiny player base... in other words, any big publisher would have pulled the plug on it years ago. If anything, EvE is an example how you can make money by "plodding along", without caving in to the whiners and not wanting to be a WoW killer. That's actually the cornerstones of EvE's success. But using it as the counter example against "release when you're done or your game will fail" is not really working out. It's SO far away from the rest of the MMO market that you could almost consider it a genre by itself.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    19. Re:Tabula Rasa by Opportunist · · Score: 1

      Races is a matter of graphics, which can be hacked together. The textures in TR contain quite a bit of slack and placeholders that can be recycled. Some vehicle code is there since you could pilot a walker.

      The problem I see is more one of legality. When you consider the way the game died, I doubt that NC would want this to resurface again, they want it to be dead and buried and preferably soon forgotten. This wasn't just a game that was shut down because it was unprofitable. This was a game that was axed because it SHOULD die.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    20. Re:Tabula Rasa by I8TheWorm · · Score: 1

      Well, the way swgemu did it was to not at all alter the client code. Instead, all they did was write server code to support the client. At some point along the way they got SOE and/or LA's blessing to continue as long as they didn't do anything that would compete with the modern version of the game.

      I disagree with the reasoning, although revenue certainly wasn't what they thought it would be. Both Garriotts parted with NCSoft on not-so-good terms, and I think a large reason for the shut-down in such rapid fashion was political.

      City of Heroes revenue has been dwindling for years, and I think the last I saw of an estimated user base was around 30k. TR had an estimated 50k when it was shut down.

      --
      Saying Android is a family of phones is akin to saying Linux is a family of PCs.
    21. Re:Tabula Rasa by Opportunist · · Score: 1

      And this is why I think NC would instantly ram the copyright spear into any project trying to resurrect the game. The decision to axe it was certainly not one of economics, or at the very least not one of economics alone.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    22. Re:Tabula Rasa by I8TheWorm · · Score: 1

      I think I finally agree with you again :)

      --
      Saying Android is a family of phones is akin to saying Linux is a family of PCs.
  3. Realtime Trainwreck Analysis by Tei · · Score: 5, Insightful

    Could you imagine a universe, where successive Pacman clones are more expensive, so the last one will cost 150 million dollars?
    Thats the MMORPG business for you. Cloning a formula that seems to work, in a very expensive way, for a public that is progressively more bored of the formula.

    What make that hurt here even more, is that we don't want BioWare to die. Did a lot of great games, and we are really pleased of his work. These people really got talent and the exact formula of RPG fun.

    To be honest, we don't know at this point if the game will be a success or not.

    --

    -Woof woof woof!

    1. Re:Realtime Trainwreck Analysis by MareLooke · · Score: 2

      The problem I see with Bioware nowadays is that they seem to have an increasing tendency to just go where the money is over innovating or staying true to their past, they just repeat a succesful formula over and over (currently this seems to be Mass Effect). Their DLC "strategies" for Mass Effect and Dragon Age only seem to confirm this, as well as Dragon Age 2 basically turning into a Mass Effect clone.

      The complex combat combined with a lot of freedom and an engrossing story and character development have always been what has drawn me to RPGs and, in fact, are what make an RPG in my opinion. However the combat systems get increasingly dumbed down to be playable on controllers, sacrifing nearly all of the tactical aspect that was still available in Dragon Age for more shooter/adventure style combat. Character development also has been diminishing steadily in favor of predefined characters, both story wise as in the ways you get to tweak your character. The games they produce now are less "real" RPGs and more adventures, which doesn't make them bad games (at all), but it leaves us, RPG fans, out in the cold, and judging from the sales of Dragon Age there's still quite some of us around.

      Because of Bioware's past I had high hopes of ToR, but after playing through the Mass Effects, seeing how they handled DLCs (ripping out core content from ME2 that provides a lead in to ME3 and selling it as a DLC? Bad mojo...and don't even get me started on the crap quality of the vast majority of DAO DLCs) and are handling Dragon Age 2 it seems they only really care about $$ anymore. Also the vast press response with fear that ToR would be too "different" from other MMOs didn't help any, so they just stuck to (or got told to stick to) the tested and tried WoW formula. Except that that won't work, cloning WoW and hoping it'll be more successful than the original is doomed to fail. The only way to eat away at it's vast market share is to innovate and do things differently, their original goal of bringing the RPG back into the MMORPGs had a lot of us hoping, unfortunately it seems Bioware no longer innovates and just goes where the morons in management (or Electronic Arts?) tell it it should go.

      I guess we really have to look to Obsidian if we want any innovation at all, if they only could produce a finished game for a change...

    2. Re:Realtime Trainwreck Analysis by SCPRedMage · · Score: 2

      Oh, please. Before you jump to conclusions based solely on your own gaming preferences, why don't you do some actual research before you declare that an entire genre is "dying".

      You know, like asking Netcraft?

      --
      My sig can beat up your sig.
    3. Re:Realtime Trainwreck Analysis by Dunbal · · Score: 1

      Amazing how they're dying while still experiencing growth, huh? We must have a different definition of "dying".

      --
      Seven puppies were harmed during the making of this post.
    4. Re:Realtime Trainwreck Analysis by jollyreaper · · Score: 4, Insightful

      Could you imagine a universe, where successive Pacman clones are more expensive, so the last one will cost 150 million dollars?
      Thats the MMORPG business for you. Cloning a formula that seems to work, in a very expensive way, for a public that is progressively more bored of the formula.

      Well, that's the real problem. Storylines were added to provide some context to the play mechanic itself. Doom2 was the last storyless shooter I enjoyed. I didn't find another shooter that sparked my interest until Half-Life and it was that addition of story that sucked me in. I'd compare it to what happened with movies -- people used to be satisfied watching kinescopes of simple activities and were amazed by a train coming out of a tunnel on the big screen. After the novelty wore off they started having to supply storylines to give those moving pictures meaning. The exception to that rule, of course, are the casual games, the ones that are basically where coin-op arcade games were at in the early 80's. Something like Angry Birds has as rudimentary a storyline as Donkey Kong but the play mechanics keep people coming back. But something huge and complex like an RPG, it had better have a good storyline to provide context to everything or I'm completely bored. Dragon Age bored the snot out of me. I know I'm the minority opinion here.

      The thing is, there's only so much storyline in even a poorly done single player RPG. You play, you grind, you reach the end, you move on to the next game. The insidious thing with MMORPG's is they have you play the same bits over and over and over and over. Which might be fine if those sections were fun games in and of themselves but that's just it, they're not fun. That's why people pay gold farmers so they can get new gear and go back to the fun stuff.

      Honestly, I don't see where people find the time for this sort of thing. People enjoy MMORPG's, there's even successful web comedies about that sort of thing. http://www.watchtheguild.com/ But I'll tell you what, it's depressing. I just find it like watching a show all about alcoholics drinking themselves to death. There are really people who live like this.

      --
      Kwisatz Haderach
      Sell the spice to CHOAM
      This Mahdi took Shaddam's Throne
    5. Re:Realtime Trainwreck Analysis by drinkypoo · · Score: 1

      People enjoy MMORPG's, there's even successful web comedies about that sort of thing. http://www.watchtheguild.com/ But I'll tell you what, it's depressing. I just find it like watching a show all about alcoholics drinking themselves to death. There are really people who live like this.

      That's how I feel about all sitcoms. It really struck me when I was living in a geek house near downtown Santa Cruz that threw massive wild parties that I realized that I was more interesting than the dipshits on TV. Cured me to the point where if I had to be in a certain place at a certain time to see a TV show I could give it a miss. Now I'm a rental viewer. I just barely have the bandwidth for streaming so I only use netflix on PC (it has the biggest buffer of all options save youtube, which has time limits even when someone has uploaded what I want to watch.)

      Sure, lots of people on TV have more money than I do, but I can probably count on one hand the number of sitcom characters that seem like someone I'd want to hang out with.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    6. Re:Realtime Trainwreck Analysis by Opportunist · · Score: 2

      The grind is not the problem. That it is boring and offers no immediate goal is.

      Take the average FPS game. Take and Battlefield, any CoD, any MoH, and tell me that playing map after map ain't "grinding". You're doing the same stuff over and over, in the same spots over and over, and still, you do it. Why? Because it's fun!

      There's no "new content" or "new quests" in those games, is there? You eventually get better guns or unlock additional options, grenades, whatever, you gain ranks, so there is some "leveling" aspect to it, too (just before someone complains about "an entirely different genre"). What matters is that playing has to be fun!

      And that's quite possible. Create short term goals, like taking over a fort and holding it for a while against attacking NPC armies (yes, I'm referring to TR again, a game that made the grind actually fun). Diablo is a huge grind too, yet people like to play through it over and over because they enjoy the sight of whole armies of enemies falling before them.

      Simply take a look at other genres and find out how to incorporate them into your MMO! There are games that people play without dangling carrots in front of them. Just because they like playing them, even though they're the same every single time they play. Find out what it is that makes these games fun and imitate it!

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    7. Re:Realtime Trainwreck Analysis by Rogerborg · · Score: 1

      Well, it's even worse, since the only high score table that matters is the World Of Pacman one, that all your friends play.

      If Old Republic actually launches as free to download, free to play, then it stands an outside chance of getting the required numbers. Making a profit will have to be step 3. If they try launch as a $50 box with a $15 subscription fee, well, at least it'll save them the expense of buying many servers.

      --
      If you were blocking sigs, you wouldn't have to read this.
    8. Re:Realtime Trainwreck Analysis by Drakkenmensch · · Score: 1

      Could you imagine a universe, where successive Pacman clones are more expensive, so the last one will cost 150 million dollars? Thats the MMORPG business for you. Cloning a formula that seems to work, in a very expensive way, for a public that is progressively more bored of the formula.

      And just like the real cloning business, for every one successful Dolly there are dozens of genetic failures that die of internal organ failure within a few weeks.

    9. Re:Realtime Trainwreck Analysis by somersault · · Score: 1

      Cloning a formula that seems to work, in a very expensive way, for a public that is progressively more bored of the formula.

      I've never been a big fan of RPG mechanics. Sure they're addictive, but I think it just creates a very elitist atmosphere where the "best" players are actually just the ones with the most free time to waste rather than the most skillful.

      I think MMOs are a great idea though. We need more MMOs in other genres than simply RPGs. Imagine GTA with hundreds of players per map, divided into gangs. I would have started playing Eve if I hadn't found out about it having a levelling up system. Having to collect money, that's fine. Having to level up AI team-mates or whatever? Fine. But having to waste time pretending to improve the skill level of a character that you directly control? What's the point in that?

      --
      which is totally what she said
    10. Re:Realtime Trainwreck Analysis by Luckyo · · Score: 1

      "Dying" seems to be the new word for "very few people I know do/have/play it, and I'm not interested in it, so it doesn't matter!". Essentially a new way of stroking one's ego.

      Examples: Nokia and symbian. MMOs and WoW. Laptops and desktops. Etc.

    11. Re:Realtime Trainwreck Analysis by realityimpaired · · Score: 1

      you mean like this one?

      I've been following that since it was announced. Really looking forward to it. And because it's being developped by Ragnar Tonquist (the genius behind The Longest Journey and Dreamfall: The Longest Journey), I'm quite happy to wait until they release it. I will be giving it a go, and so far, everything I am finding out about it is promising. :) (though admittedly, I am a bit of a fangirl, particularly when it comes to urban fantasy... that said, there's very few people in gaming today who are as adept at storytelling as Tornquist, and if it were any other developper I would not be willing to wait.)

    12. Re:Realtime Trainwreck Analysis by Caraig · · Score: 1

      Okay, that? That looks damn awesome! I'm surprised nobody ever tried to do an MMO like that before.

      I'm going to keep an eye on it. Thanks for sharing that link, this looks like it could be fun!

      --
      "I am an Adept of Tantric VAX."
    13. Re:Realtime Trainwreck Analysis by gad_zuki! · · Score: 2

      In Battlefield I am not doing the same stuff over and over again. I am fighting against live players. They are always doing something different and I'm always reacting to the dynamic environment we players create.

      In an MMO I'm killing 50 womprats for exp and some quest prize. Its almost 100% deterministic. I could write an app that plays WoW for me and does a great job,, please feel free to google "glider." I couldn't write an app that can play Battlefield for me. With live players there are too many variables, too many strategies, etc. In MMOs I just cast one of my only assault spells and drink a healing potion when need be. In BF I need to think about what the objective is, where the enemy is, if I should perform a defensive role or offensive role, if I need to take out armor, if my squadleader has sent an order, if I can get armor, if I can get a heli, how many tickets we have left, where to plant mines, where snipers might be hiding, whether i'll need a tracer for armor, etc.

      Please don't make the very distinctive MMO grind a symptom of all games. Its not. The MMO grind is a thing unto itself. Its a shame that to get remotely challenged on an MMO you need to play P2P exclusively or get into a difficult dungeon or instance. There's a reason why these games appeal to a certain obsessive/OCD-type personality. It rewards non-thinking, easy work, and provides a built in social aspect.

    14. Re:Realtime Trainwreck Analysis by Desler · · Score: 1

      Examples: Nokia and symbian.

      Except that in the case of Nokia and Symbian there are hard facts that show that Symbians market share has gone from a dominating ~60% to under 40% and it continues to lose share every quarter.

    15. Re:Realtime Trainwreck Analysis by BobMcD · · Score: 1

      Well, it's even worse, since the only high score table that matters is the World Of Pacman one, that all your friends play.

      If Old Republic actually launches as free to download, free to play, then it stands an outside chance of getting the required numbers. Making a profit will have to be step 3. If they try launch as a $50 box with a $15 subscription fee, well, at least it'll save them the expense of buying many servers.

      Rumor had it that they were already sunk up to the 300 million mark back in October. If this game launches as anything BUT a 50/15 game, I'll be stunned. In fact, I'm betting on more like 70/20. They think they're making something profoundly better, have sunk a lot of money, AND they have Lucas to pay in perpetuity. 'Cheap' isn't going to factor in, I don't think.

    16. Re:Realtime Trainwreck Analysis by Luckyo · · Score: 1

      Yet are still growing in absolute numbers by single-to-double digit percentage annually. I.e. anything but actually dying.

    17. Re:Realtime Trainwreck Analysis by ZaMoose · · Score: 1

      Imagine GTA with hundreds of players per map, divided into gangs.

      Such a thing exists: APB. It flopped at launch and was acquired by another MMORPG company with an eye towards re-launching as a freemium game.

      --
      I wish I had a kryptonite cross, because then you could keep Dracula and Superman away.
    18. Re:Realtime Trainwreck Analysis by VGPowerlord · · Score: 2

      In an MMO I'm killing 50 womprats for exp and some quest prize. Its almost 100% deterministic. I could write an app that plays WoW for me and does a great job,, please feel free to google "glider." I couldn't write an app that can play Battlefield for me. With live players there are too many variables, too many strategies, etc. In MMOs I just cast one of my only assault spells and drink a healing potion when need be. In BF I need to think about what the objective is, where the enemy is, if I should perform a defensive role or offensive role, if I need to take out armor, if my squadleader has sent an order, if I can get armor, if I can get a heli, how many tickets we have left, where to plant mines, where snipers might be hiding, whether i'll need a tracer for armor, etc.

      People write bots for FPS games all the time. Granted, the AI for those bots depends entirely on the person who programmed them, whether AI pathing points are in maps, what logic they use in certain situations, etc...

      Speaking of MMOs, they're not always the "kill 50 womprats" type. In fact, bots for MMOs very rarely, if ever, do quests. Simply put, there's too much variety in quest types, plus you can programmatically tell whether the character gains exp from killing a specific enemy or not. Therefore, MMO bots just kill enemies for XP and items.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    19. Re:Realtime Trainwreck Analysis by Anonymous Coward · · Score: 0

      This is just Bioware Austin, something that EA created solely to work on this game. Bioware Edmonton is still making Mass Effect (and Dragon Age?) and still being awesome.

    20. Re:Realtime Trainwreck Analysis by somersault · · Score: 1

      Hmm, I do recognise the name. I think they'd do a lot better releasing for consoles. There are not many console MMOs out there yet, so a half-decent one would make a boatload of cash. I think the only one I know of so far is Final Fantasy?

      --
      which is totally what she said
    21. Re:Realtime Trainwreck Analysis by Tridus · · Score: 1

      Lots of people seem to try to do console MMOs, and it rarely goes well. Part of the problem is the "massively" part on a horribly memory starved system like the Xbox... and where do you put those 30GB of patches when Xbox Live limits your patch size and so many people don't have hard drives in their console at all?

      Square managed to do it once, before WoW. Their more recent attempt has been such a disaster that they still aren't charging people the monthly fee to play it.

      --
      -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
    22. Re:Realtime Trainwreck Analysis by Tridus · · Score: 1

      Its also by the same people who did Age of Conan, which is terrible.

      --
      -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
    23. Re:Realtime Trainwreck Analysis by Patch86 · · Score: 1

      The insidious thing with MMORPG's is they have you play the same bits over and over and over and over. Which might be fine if those sections were fun games in and of themselves but that's just it, they're not fun. That's why people pay gold farmers so they can get new gear and go back to the fun stuff.

      Sometimes the dull bits make the good bits better.

      I used to play EVE Online. One of the most distinctive features of EVE is that there are severe consequences when you die; your ship blows up and you don't get it back, you lose your equipment, you can even lose skill points.

      This made battles thrilling. When you're locked in 10 minutes of energetic combat with a human foe, your heart is pumping and your adrenaline swirling. The reason for this is because you know the investment of time and effort that you've put into your set up, and you know what you stand to lose. If you had unlimited money ("cutting out the dull bits so you can get back to the fun stuff") it wouldn't be anywhere near as fun.

      One of my all time best memories of the game was once when I was trying to ship the majority of my kit out to our new Alliance base in 0.0 security space (PvP territory) in my very last surviving battleship. Halfway there, I was ambushed by an enemy raiding party. I throw the alarm up to my Alliance mates, who throw together a raiding party of their own and head in my direction. I proceed to dip, duck, hide and sprint across 15 mins of open space, under constant pursuit, fighting running battles, before finally dragging my battered craft to the relief of my rescue party.

      If I had known I could pop back into existence with a fresh ship moments after my fiery virtual death, there would have been no excitement there at all.

      But then, different gamers will have different tastes in what they find fun.

    24. Re:Realtime Trainwreck Analysis by kaizokuace · · Score: 1

      but you can only measure growth from the past till present. Future projections are useful but not the exact answer. Things don't move linearly always. Growth doesn't happen forever. Looking at quarterly earnings, or company growth quarter to quarter doesn't give long term answers, especially publicly traded companies which are essentially required to think in the short term.

      --
      Balderdash!
    25. Re:Realtime Trainwreck Analysis by Graff · · Score: 1

      In Battlefield I am not doing the same stuff over and over again. I am fighting against live players. They are always doing something different and I'm always reacting to the dynamic environment we players create.

      Play it long enough and you end up doing the same stuff over and over again. There's only so many different ways you can assault a base or defend an area. Even when people come up with different maps there's only so many different scenarios that can be created. Eventually even a good FPS with lots of interesting maps becomes repetitive.

      The trick is to just give good value for the money. If you build a good system that allows for a lot of creativity without too much complexity then the players will be able to play for enough time to make the game worth it. This goes even more for a subscription service, if you can refresh things and keep it interesting then people will be happy to plunk down the subscription fee. It really doesn't matter if it is PVP or PVE, although PVP tends to stay fresh a while longer since there are usually more players being creative than developers creatively building environment.

    26. Re:Realtime Trainwreck Analysis by gad_zuki! · · Score: 1

      >People write bots for FPS games all the time.

      They write aimbots, not player bots. You cant just run a bot, wlak away, and be level 50 like you could with Glider.

      Face it, the level of strategy in an MMO is fairly low. The dynamics of a typical MMO are all about grinding and leveling - two very repetitive tasks. Playing against humans is always going to be more challenging and allow for a varied experience. MMO gameplay is all about being stuck on the rail and being guided ham-handedly through the grind. The skinner box can't offer too much variety or it wouldn't work.

    27. Re:Realtime Trainwreck Analysis by VGPowerlord · · Score: 1

      People write bots for FPS games all the time.

      They write aimbots, not player bots. You cant just run a bot, wlak away, and be level 50 like you could with Glider.

      Um, no. Hell, just google "Call of Duty bot" and check the results.

      Bots are fairly common for FPS games. It's just that most of them are intended to be NPCs and show up in games as such. Engines like Source even have AI Node files for maps so that the bot AIs know how the map is traversed. These same types of things are built into the Unreal map format.

      Player bots would just be external programs that operate on the same principle, but they would pretend to be a specific player instead of identifying as a bot.

      Since FPS games have keybinds, a bot can just emulate these keybinds rather running through the program. The problem is making the AI smart enough to properly interpret what the host computer sends back to it and respond to it appropriately.

      On a similar note, I've heard that Glider does much more than just kill enemies. For instance, it can also follow flights paths back to a capital city, go into an auction house and list things up for sale automatically. It can also likely sell junk items to vendors, repair armor, run back to the corpse if the player somehow died (and resurrect).

      It likely can also attempt to engage PvP players on PvP WoW servers... you did know WoW has PvP servers?

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    28. Re:Realtime Trainwreck Analysis by Opportunist · · Score: 1

      The reason for this isn't that you're fighting a person. A bot can be quite good, as any FPS player can tell you, if the person programming it is good. Of course, it has to be unpredictable and adaptable. If the bot notices you're sitting somewhere (it's trivial for a bot to do that, much more so than for a person, especially if the bot is controlled by the server that logically "knows" where you are), the bot can adapt and choose its position accordingly. Of course the bot has to be fair (i.e. doesn't use the equivalent of wall- and aimbots), but it is quite possible today to program bots that act quite "smart" for FPS games. You can even create bots to cooperate and act as a team (something most random teams in FPS sorely lack, as you certainly know). I spent a while in game AI programming, it is a quite interesting field with a lot of room to work in, provided you get the CPU time you can make bots incredibly smart, smarter than many, many players I had the questionable "honor" to play with.

      The reason why MMO grinds are boring compared to FPS "grinds" is that MMO combat is usually very static. Stand and deliver. Cover, position, aim and tactics usually play a minor, if any, role. Stand up, click target, fire down key sequence, rinse, repeat.

      It is possible by now to break this limitation. Games that try to blend the MMO and FPS genres, to varying degree and with varying success. And I think that this is the way ahead. Both are very well liked genres, and many FPS games include some kind of character progression today where you unlock various weapons and goodies.

      And then the "grind" becomes interesting. Because grinding becomes essentially a FPS game. Against bots, most of the time, granted, but even that can be quite entertaining for many people. Think of Left 4 Dead, pretty much a multiplayer game with a heavy focus on cooperative teamplay rather than PvP. What makes L4D fun is that you're up against vast, VAST amounts of enemies that you slaughter, with a few special enemies strawn in to spice it up.

      Imagine this as an MMO. Think people would mind the "grind"?

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    29. Re:Realtime Trainwreck Analysis by Anonymous Coward · · Score: 0

      I think you're overselling TR. I played it and enjoyed it once through, until around level 30ish when the grind in the game became unbearable, but like most people eventually left because the game's ability to sustain repeated actions over time lost its novelty....it was still a grind even if it was fun the first couple of times, it was still unbearably boring the next fifty.

  4. Are those pictures photoshopped WoW screenshots? by Anonymous Coward · · Score: 0

    For the first screenshot in each article, I had difficulty telling if someone hadn't just photoshopped a Jedi + lightsabre onto an actionless WoW screencapture.

    Contrary to my previous position, I now think that WoW clones are a really good idea. Producers, please, if you have no insight or creativity, please attempt a WoW clone, bankrupt yourself, and get the hell out of the industry.

  5. This could have been predicted years ago... by dave1791 · · Score: 1

    ...by reading Damian Schubert's blog and his posts on the mud dev2 mailing list.

    He is the lead designer for the combat systems on that MMO and his views are straight up conventional.

  6. Try a Guild Wars 2 approach by Feinu · · Score: 5, Interesting

    I think after six years it's safe to say that trying to beat WoW at its own game is futile. If you want to surpass WoW as the world's leading MMO, you can't just copy their model.

    The approach that ArenaNet appears to be taking with Guild Wars 2 is more sensible. They've thrown out many things which could be considered as fundamental in an MMO, but are actually limiting or frustrating. This includes things like grinding, quests that have no impact, text based plot and more subtle concepts such as the DPS/tank/heal arrangement.

    If any game is capable of surpassing WoW, my money would be on GW2.

    1. Re:Try a Guild Wars 2 approach by Anonymous Coward · · Score: 0

      Being corporations, they are afraid failing by trying something new and untested, so they go the "safe" route, which is copying a formula that has proven to work.
      What they don't realize is that they are already dead, because of playing "safe" in a world where people are already bored of the seeing the same formulaic gameplay.

    2. Re:Try a Guild Wars 2 approach by Anonymous Coward · · Score: 0

      Except that Guild Wars already was a success.

    3. Re:Try a Guild Wars 2 approach by geminidomino · · Score: 1

      And Guild Wars 2 is abandoning many of the things that made the original so unique among MMOs.

    4. Re:Try a Guild Wars 2 approach by Machtyn · · Score: 1

      To your point. Everquest was king. What did Blizzard do with WoW to take the crown? Did they copy the style, the gameplay mechanics, the grind? Nope, it saw where Everquest was weak (lots of sitting time waiting for mana, long grind to get to top levels including loss of XP for death, etc.) Blizzard also had a known entity, the Warcraft universe with a storyline developed over 2 RTS's and an unreleased FPS that was eventually released as a book (I think).

      When I stopped playing Everquest, I had two characters, a level 25-ish Shaman that could finally do some porting and my main, a Ranger that was about 35. I had played for a year and a half. In WoW, my main is maxed in its levels and I have a half dozen other characters at various levels between 0-40 (The exception is the Death Knight which starts at 60 - she's now 75-78). I've been playing WoW for about a year and a half total.

    5. Re:Try a Guild Wars 2 approach by Anonymous Coward · · Score: 0

      Everquest itself succeeded because they used that formula with Ultima Online. They "copied" the game and fixed many of the core issues:

      Unrestricted PvP, lag, and lack of cheating were all really big issues in the day that EQ addressed. I remember the dev chats back then and those issues were big talking points.

    6. Re:Try a Guild Wars 2 approach by Creepy · · Score: 1

      And in doing so is becoming a unique MMO.

      Arena Net's was actually started by members of the Diablo/Diablo 2 team that broke off from Blizzard and I believe they use a similar development methodology. Basically, features are developed in a development environment and when ready, they are dropped into a test environment. If the feature is not fun, it gets pulled. If it needs work, the testers direct it on how it could be better and the developer works on it and it is re-evaluated again later. If it is fun, it stays. It is probably most similar to Agile Programming, but more asynchronous (like if each group has their own independent Sprints and not a fixed amount of time for any one feature).

    7. Re:Try a Guild Wars 2 approach by geminidomino · · Score: 1

      Except I'm not talking about development issues. I'm talking about design philosophies. What development methodology they use barely enters into it.

    8. Re:Try a Guild Wars 2 approach by TBBle · · Score: 1

      Except where a development methodology interferes with the ability to evaluate and feedback into the design, which is usually the case for larger games projects.

      Short turnaround time on "is X fun?" is absolutely vital to being able to apply a design philosophy and end up with something that's actually fun on time and on-budget (or at least close enough that whoever's responsible doesn't call time on you before you're done)

      --
      Paul "TBBle" Hampson
      Paul.Hampson@Pobox.Com
    9. Re:Try a Guild Wars 2 approach by AP31R0N · · Score: 1

      i'm looking forward to GW2. i liked GW1 until i couldn't solo anymore. i LOVED the hyperinstancing that allow the quests i do to STAY DONE.

      i've been in the beta for Rift and it's neat. TONS of dynamic events happening all the time. The combat is much crunchier (more complex/detailed) than WoW. The quest stuff is largely the same old.

      Then there's PlanetSide. It's and MFPS (not an MRPG), it's radically different from other FPSs and MRPGs. PlanetSide 2 is in the works for this year.

      --
      Utilizing the synergization of benchmark e-solutions to pre-workaround action items!
  7. mmo by Anonymous Coward · · Score: 0

    >worryingly conventional — even generic
    It's an MMORPG. What the hell were they expecting?

  8. Its not late. its EA and its shareholders. by unity100 · · Score: 4, Insightful

    no surprise, a megacorp doesnt want to risk even a dime in new concepts or originality. rehash, serve. make how much you can make. this is what happens when big companies with stockholders get innovative small outfits like bioware in their grip.

    1. Re:Its not late. its EA and its shareholders. by mentil · · Score: 1

      this is what happens when big companies with stockholders get innovative small outfits like bioware in their grip.

      EA Exec: "You have failed me"
      *throws Bioware's lifeless husk against the bulkhead*

      --
      Corruption is convincing someone that the selfless ideal is the same as their selfish ideal.
  9. Mike Nelson by aliddell · · Score: 1

    I wonder if the bots had anything to contribute to his review.

    --
    What do you think, sirs?
    1. Re:Mike Nelson by Dachannien · · Score: 1

      If you're wondering if he writes reviews
      Or other science facts (la la la)
      Just repeat to yourself, "It's just Slashdot
      I should really just relax"

  10. Article is clickbait by mentil · · Score: 2

    The article basically says that despite all the advancements for the genre, the starting area quests feel like more of the same from previous MMOs. That's not a minus so much as a "not so big of a plus".
    Personally I'm waiting to see what they do with the endgame, Bioware promised something secret and revolutionary years before it was revealed to be a Star Wars MMO. WoW's endgame (raiding) was designed by the leader of the lead hardcore raiding guild from Everquest, so MMO endgames have failed to evolve for the past 10 years.

    --
    Corruption is convincing someone that the selfless ideal is the same as their selfish ideal.
    1. Re:Article is clickbait by Pinky's+Brain · · Score: 1

      There are only 2 realistic end games for the majority in my opinion, linedancing practice (raiding) and player made faction world building and warfare (Eve, Darkfall). The chance of the second happening are just about 0.

      For a select group skill based PvP (Guildwars, WoW arena) is a viable end game ... but that's not for the masses IMO.

    2. Re:Article is clickbait by BobMcD · · Score: 1

      I find it interesting that 'linedancing practice' is presented here as a pejorative. You do realize that people have been practicing group dancing since some short while after the invention of fire and or music, yes?

    3. Re:Article is clickbait by 0xdeadbeef · · Score: 1

      Dancing and raiding are both difficult for the awkward.

    4. Re:Article is clickbait by Pinky's+Brain · · Score: 1

      Who said it was pejorative? I just think it is an apt metaphor to explain the attraction of raiding, it is more meant as a counterpoint to people who accentuate the anti-social aspect of MMORPGs than anything else.

      I neither disrespect linedancers nor casual raiders (or raiders who want to be recognized as one of the first to complete for that matter).

  11. Or are they too soon...? by Eraesr · · Score: 4, Interesting

    Isn't it true that the WoW hype was at it's pinnacle back in 2006 - 2007 or so? Sure, an expansion pack has been released recently, but it appears to be lacking the whole hype. In fact, where I live, Blizzard seems to be promoting the expansion pack pretty aggressively, something I have never seen them do before. Is this necessary because WoW's days are counted? Blizzard themselves are shifting focus to Starcraft 2 and Diablo 3, WoW is losing it's momentum, hype is fading away. I'm sure that still a lot of people play it, but from here on out, I think the only way for WoW is down. Maybe in due time, some other game will step up and be the next WoW, simply because WoW is too old and too 'been there-done that' so there's no competition from WoW anymore.

    1. Re:Or are they too soon...? by Exitar · · Score: 2

      Well, it reached 12 million of players in October and the last expansion, Cataclysm, sold 3.3 million of copies in the first 24 four hours (the previous expansion sold "only" 2.8 million the first day).
      Not exactly what I'd define a dying game.

    2. Re:Or are they too soon...? by LordLucless · · Score: 1

      Actually I started playing WoW again with Cataclysm and the game is even more packed than I remember it during Burning Crusade days.

      WoW has done exactly what the article claims Star Wars should have done - the redone starting areas for Gnomes, Worgen and Goblins are really epic. The introduction of the "phasing" mechanic has allowed it to appear like individual players have an actual effect on the game world. Quest hub, flight path re-jigging and one-off transport from quests has eliminated a lot of the boring travel time. The redesign of skill acquisition and talent points has removed the "same spell, but better" syndrome experienced between 40 and the level cap.

      WoW isn't a static target; it's a different game than it was back in 2006. They even had an (admittedly fairly minor) graphics engine update - although it's graphics are still probably the most anachronistic part of it. That, though, is part of its charm too - my wife can run it fine on her fairly old, generic computer.

      --
      Just because you're paranoid doesn't mean there isn't an invisible demon about to eat your face
    3. Re:Or are they too soon...? by Corbets · · Score: 1

      The introduction of the "phasing" mechanic has allowed it to appear like individual players have an actual effect on the game world.

      Do you like that? I find it quite annoying, because it's transparent that I'm not actually having an effect, and that other users aren't seeing what I'm seeing.

      I still think that Horizons, for all its faults, had the best mechanic I've ever seen for a player-impacted world/environment.

    4. Re:Or are they too soon...? by snehoej · · Score: 1

      While it's true that the WoW hype is fading, the inertia of 10 million subscribers will drag out this process for a few years which is just in time for Blizzards new MMO codenamed Titan. Titan will be a massive success and Blizzard will remain on the MMO throne for years to come. That's my guess at least.

    5. Re:Or are they too soon...? by Grygus · · Score: 2

      I think that the intended way to play WoW now is as a single-player game while leveling, with multiplayer breaks for the occasional dungeon run, then full multiplayer at the end game. If you play like that then phasing is great, since whether other people see what you see while you're leveling is immaterial - you're in single player mode anyway - and at end-game you all do see the same thing since you've all completed the same quest lines.

      Horizons had some great ideas buried in a mess of a game. I paid the subscription to that game for a good year after I stopped playing, in hopes that it would find itself, but it never did. I think that is the kind of thing required for a real "WoW-killer," though; it won't be "WoW done better," it'll be something that runs against some Blizzard conventional wisdom altogether; the elimination of grinding, an end-game that isn't about raiding, or a truly dynamic world. Some sort of procedural generation would seem to be a requirement, too; to me, the greatest flaw in WoW's design is the requirement for daily quests.

    6. Re:Or are they too soon...? by Ephemeriis · · Score: 1

      In fact, where I live, Blizzard seems to be promoting the expansion pack pretty aggressively, something I have never seen them do before.

      There's generally a fairly substantial gap between WoW expansions. So it's entirely possible you've just forgotten the marketing blitz that surrounded previous expansions.

      Maybe there's more advertising for this one... Maybe there's less... I have no idea how much they spent on advertising.

      But I remember seeing plenty of advertising for Lich King and Burning Crusade.

      One of the reasons Cataclysm is getting so much press is that there's a hell of a lot more going on than just the expansion. Blizzard completely re-built the 1-60 experience. And everyone who plays WoW gets that update even if they don't buy the Cataclysm expansion. They've basically handed every WoW player a free expansion, in addition to the new paid expansion that's currently available.

      --
      "Work is the curse of the drinking classes." -Oscar Wilde
    7. Re:Or are they too soon...? by zerorez02301 · · Score: 0

      I keep leaving wow to do RL things (Enjoy summer, had our first child, studied for certs, etc) and each time I come back. But the interesting thing is that each time I come back wow has a little less hold on me. I can play it and enjoy myself and even participate in the grind, but I can also ignore it for a week or two and be happy doing other things. Wow is a skinner box, we all know this, it uses many psychological tools to keep us playing, but as people break those habits the skinner boxes have less control, and I think all MMO's who employ Skinner boxes and psychological tricks will have a hard time hooking players like wow did when the technique was new. I will buy the new Star Wars mmo, but like every other mmo I have ever played it will probably be played intensely for a few days or weeks and then shelved. At the end of the day nobody polishes their products like Blizzard, and that alone is the reason wow will continue for a very long time.

    8. Re:Or are they too soon...? by flimflammer · · Score: 1

      What, did you actually expect your level 10 to do something so epic that you literally changed the game world for everyone forever?

      Phasing gets the point across; I can't help but wonder what more you could expect in a game whose world you have to share with everyone else who also wants to do the above. I think the only issue I have with phasing is phased herb/ore nodes that disappear the moment I try to obtain them because they belong to a phase I'm not a part of.

    9. Re:Or are they too soon...? by WuphonsReach · · Score: 1

      Do you like that? I find it quite annoying, because it's transparent that I'm not actually having an effect, and that other users aren't seeing what I'm seeing.

      Well, it's not always done in a proper manner, but it mostly works.

      The big issue is that the designers over-did the phasing and made the phased areas too small and out in the open where it's obvious that there is phasing happening. There's a place in Mount Hyjal where you take 2 steps one direction and suddenly you are surrounded by ogres, step back 2 paces and everything vanishes again.

      Which is just badly done.

      When the designers stick to putting phasing boundaries that work with natural boundaries (corners in caves, a ridge line, a building exterior where the player is inside when the phase change takes place), it works very well.

      I blame it on "designers with a shiny new toy" syndrome.

      (a.k.a. "when all you have is a hammer...")

      --
      Wolde you bothe eate your cake, and have your cake?
    10. Re:Or are they too soon...? by WuphonsReach · · Score: 1

      Isn't it true that the WoW hype was at it's pinnacle back in 2006 - 2007 or so? Sure, an expansion pack has been released recently, but it appears to be lacking the whole hype. In fact, where I live, Blizzard seems to be promoting the expansion pack pretty aggressively, something I have never seen them do before.

      I guess you have forgotten the whole "Ozzy vs Lich King" commercial. Or the "I'm a night elf mohawk" or William Shatner doing the "I'm a shaman" commercial from 2 years ago. Or maybe this commercial for Wrath.

      --
      Wolde you bothe eate your cake, and have your cake?
    11. Re:Or are they too soon...? by leaddore · · Score: 1

      Blizzard seems to be promoting the expansion pack pretty aggressively, something I have never seen them do before.

      You must not remember the release of Lich King all that well, there was not a channel you could turn to without seeing the Mr. T commercial, or the Ozzy Ozborne commercial. This time there are a lot of commercials, but last time they got freakin Mr. T and Ozzy to promote it. It was insane.

    12. Re:Or are they too soon...? by trollertron3000 · · Score: 1

      Exactly. I'm one of those folks that played WoW quite a lot and I've since moved on. Just got bored. It's dated looking and it's the same old grind. I need to find a new adventure, nothing more. So I think this opinion piece is wrong, there will always be others. Just ask EVE online.

      --
      Tiger Blooded Bi-Winning Machine
    13. Re:Or are they too soon...? by jeffasselin · · Score: 1

      Well, the latest expansion pack redid the entire original world to match the experience and technology they developed in the later material, and to be honest they did a damn good job with it. It's a GREAT time for a new player to start playing WoW. Each area (or zone) tends to have a driving theme in it, and often a unifying story that develops as you move through it, and it's very fun to play through.

      They've also retooled every class and the leveling and ability system to be more newbie-friendly. The tutorials have also been revamped and make it much easier to learn the game.

      So I understand them trying to get new players to try the game, because it's a damn good game for new players to play.

      --
      If he explores all forms and substances Straight homeward to their symbol-essences; He shall not die.
    14. Re:Or are they too soon...? by Anonymous Coward · · Score: 0

      The burnout is exceptionally high already, not even 3 months from the release. It sold a lot, and everyone saw what was up and they're getting tired of it in droves. WoW is just old. A part of it, is that MMOs have become a staple of some people's free time, but what alternatives are there? Surprisingly not many when you want a quality product. By the numbers it looks fine right now, but the seeds for it's decline have not only taken root but are slowly growing.

    15. Re:Or are they too soon...? by brkello · · Score: 1

      I don't think you understand what the word hype means. Hype is something you do to attract interest to a product. WoW is an established juggernaut. It is far past the hype phase.
       
      Blizzard has always been advertising for WoW. Actually, I have seen less advertising for Cataclysm than WotLK. Even less than there normal advertising (don't you remember the "celebrity" ads with Mr. T and mini-me?).
       
      Blizzard isn't shifting at all. It has different development teams working on the different games. People like you have been saying the same thing about WoW's demise years and years ago and it is still going crazy strong.
       
      Also, you don't seem to know anything about WoW. WoW still survives because it is a moving target. They are constantly changing the game and improving it since launch. That's why no one can beat it. If they let it stagnate, sure, it would die off...but the latest expansion goes through all of the old content and revamps it. WoW was buggy at launch but much less so than most MMORPGs. Now WoW is an extremely solid product that people are used to. Any new MMORPG is going to seem like a pile of garbage next to WoW just because of the nature of developing this type of game. As long as Blizzard continually improves and revamps...nothing is going to take its place at the top.

      --
      Support a great indie game: http://www.abaddon360.com
    16. Re:Or are they too soon...? by tnk1 · · Score: 1

      Even if its now a single player game while leveling, phasing really seems to not matter that much. I suppose it is a little satisfying to change things for yourself, but particularly in a multiplayer game, you want other people to see that you have personally changed the world. Otherwise its an interesting mechanic, but mostly cosmetic. If I want to just see changes that only I can see, I might as well play a single player game.

    17. Re:Or are they too soon...? by brkello · · Score: 1

      Where are you getting statistics that burnout is high? How is it any different than the previous expansions? You are just making stuff up. Once they start removing and combining servers due to low population, then maybe you can start talking about a real decline. I just started playing again after stopping for a few years...it is still extremely active.

      --
      Support a great indie game: http://www.abaddon360.com
    18. Re:Or are they too soon...? by brkello · · Score: 1

      How is it transparent? Your actions are changing the environment around you completely. You aren't changing the environment for other people, but it isn't transparent because you have no idea what they are seeing...and ones in different phases aren't even there. If you actually want to change the environment for everyone, than you would never even have a chance to change the environment because 100 people would have already beaten you to it. Honestly, there is no better way to handle the problem that thousands of people are playing on the same server yet it gives you a chance to do quests that actually allow you to cause major changes in your environment.

      --
      Support a great indie game: http://www.abaddon360.com
    19. Re:Or are they too soon...? by stewbacca · · Score: 1

      I'm not sure you can say "hype is fading away". After six(?) years and millions of active accounts, you can hardly call it hype.

  12. Re:Tabula Rasa was not really that different by Shivetya · · Score: 3, Interesting

    It was just as grindy as all other games.

    What the real problem in these games trying to follow World of Warcraft is that they usually take aim at the previous generation of WOW. As in, Blizzard keeps moving WOW forward. The change the mechanics, the reinvent classes at times, they even change their world completely. They haven't stood still. Yet each time I see a new WOW killer come along it is aimed at WOW from three to four years ago claiming great new features which just btw, happen to be in the current WOW or are very similar.

    Throw in the one thing they all miss, WOW has two major focus points. It has the leveling system which interests many people with thousands of quests and a lot of lore and it has the end game. The prior does not inhibit you from getting to the later by any appreciable degree. You can blow right through the quest systems, even ignore the majority, and strictly hit top level and do the end game content. Which is where WOW shines. Their end game content is always good. Far too many up and comers have NPC BOSS mechanics that feel nothing more than just that Rat I killed twenty of but with ten times the health. It might have one new effect but for the most part its as dumb as the rats outside.

    What is happening at BIOWARE/EA is that I see "we have this great IP, hence any expense is justified" mentality which usually goes hand in hand with feature creep and never finishing a system to completely but having far too many incomplete ones.

    --
    * Winners compare their achievements to their goals, losers compare theirs to that of others.
  13. "Too late" by Aladrin · · Score: 4, Insightful

    Why do so many people think that every new entrant into the market has to take down the top dog?

    The SWTOR MMO only needs to make money. It doesn't need to beat anyone. This obsession with beating the 'best' is unhealthy and does not drive development well.

    I seriously doubt that WoW devs had the thought 'We need to beat Everquest' running through their heads. Instead, they were thinking 'We need to make a great game'. Beating Everquest came as a by-product of the real goal.

    --
    "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    1. Re:"Too late" by Zenin · · Score: 1

      "I seriously doubt that WoW devs had the thought 'We need to beat Everquest' running through their heads."

      Of course they did. Just as Everquest had 'We need to beat Ultima Online' running through their heads.

      The only other way is to take the MMO into a radically different direction, such as Sony's PlanetSide (FPS MMO) or NetDevil's Jumpgate (FPS space flight sim MMO). What, never heard of either? Yah...exactly... The point is, BioWare is going to have to do a hell of a lot more then simply rename "Rusty Broadsword" to "Rusty Lightsaber".

      --
      My /. uid is better then your /. uid
    2. Re:"Too late" by DerekLyons · · Score: 1

      Why do so many people think that every new entrant into the market has to take down the top dog?

      Because that's there people are. If you're opening a new fast food burger chain, you don't aim to take customers from $LOCAL_MOM_AND_POP - because unless you capture all of their customers (a Very Hard Task), you're dead in the water. You aim to take customers from McDonald's, Burger King, and Wendy's, because that's where the numbers are.
       

      The SWTOR MMO only needs to make money.

      Much easier said than done. And it's really hard unless you can attract significant numbers - see above.
       

      I seriously doubt that WoW devs had the thought 'We need to beat Everquest' running through their heads.

      They almost certainly did, because back then "beating Everquest and UO" was the metric. But the WoW devs also had the advantage of having a massive userbase for their previous products, something SWTOR does not have.

    3. Re:"Too late" by Anonymous Coward · · Score: 0

      Eh, I'm pretty sure that at the time WoW came out, FFXI had already stolen lots of EQ subscribers and was the "top dog" in MMOs until WoW came out.

      But your point still stands.

    4. Re:"Too late" by Tridus · · Score: 1

      If the $300 million development cost is true, then they're going to actually take a lot of subscribers away from WoW to make money. The rest of the pool isn't deep enough to make up that kind of budget.

      --
      -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
    5. Re:"Too late" by bloodhawk · · Score: 1

      simple, most people don't have time to play 2 MMO's at once so either you take down WoW and steal there players or you have to gamble on creating a new market and attracting an entirely new MMO audience. Now while WoW is hugely successfull it is certainly not invulnerable, most of the potential competition to wow didn't lose to wow they lost to themselves by creating products that were either incredibly buggy, incredibly unbalanced or simply incomplete.

  14. Network effects and economies of scale... by fuzzyfuzzyfungus · · Score: 4, Interesting

    I really don't understand why these sorts of mistakes keep getting made.

    From the perspective of game designers, Blizzard clearly has several advantages that will be difficult to overcome: 1. Already having had years to iterate and refine their game and engine. 2. A large paying audience, which means that the costs of implementing content X or upgrade Y are, per subscriber, tiny. Any game designer who thinks that those can be overcome by any means except doing something quite different(EVE: online, which went for a totally different player base, or any of the random browser-based grind games which go for being radically less expensive to produce and to play) is suffering from some serious hubris.

    From the perspective of the management types, Blizzard clearly has several advantages that will be difficult to overcome: 1. Network effects: because so many people play WoW, if your friends play any MMORPG, that is probably the one. Barring specific hatred of some aspect of WoW, you will default to playing the one that your friends are playing. 2. Substantial costs already amortized: They have a (more or less) fully functional engine, stuffed full of art assets and flavortext and whatnot, all paid off. Any new player that they can attract is, other than some slight server and bandwidth load, basically free until they have ground through a fairly large chunk of gameworld. Any competitor is starting from a far weaker position, attempting to get their engine and flavor to playable levels on borrowed or advanced money. 3. Large player base over which to divide fixed costs: Games, like movies, are heavy on fixed costs. The engine costs the same even if noone ever uses it. That dialog tree costs the same even if noone ever reads it. The more subscribers you have, the lower your fixed costs per subscriber(or, alternately, the higher your quality for the same fixed cost per subscriber as your inferior competitors).

    That's what I don't understand: All but the most delusionally hubristic game-design guys should easily realize that any 'me-too' attempt is going to go badly. They are probably inclined to be a bit optimistic about how original their work really is; but they should know that 'me-too' is suicide. At the same time, even the management types who know absolutely nothing about games should, purely with basic EC101 type considerations, be able to see that this is not a market where there is much room for imitative product. Blizzard hardly has a monopoly on "games"; but the idea that the market will support multiple "clearly WoW-like games" is hard to support.

    Given that even outrageously hubristic game designers tend to depend on suits for money(at least until the game is ready to sell) and that even the dullest suits need a bunch of game designers willing to take the risk of having a real fuckup on their CV, I don't understand how these projects get off the ground. In almost any case, I would expect one party or the other to (sensibly) get cold feet quite early, if they even get the idea at all.

    1. Re:Network effects and economies of scale... by Intrepid+imaginaut · · Score: 1

      even the dullest suits need a bunch of game designers willing to take the risk of having a real fuckup on their CV

      Cash in hand right now is always more important than potential future fuckup on CV, ancient Chinese proverb say.

    2. Re:Network effects and economies of scale... by dcollins · · Score: 1

      "At the same time, even the management types who know absolutely nothing about games should, purely with basic EC101 type considerations, be able to see that this is not a market where there is much room for imitative product."

      This is like Kant arguing that it's impossible to commit suicide, because if the self cares enough to feel pain, then it cares too much to end itself.

      Epic-sized greed and wishful thinking are not wiped out by EC101. In fact, I would dare say that they are exacerbated by it.

      WOW makes, what, $2.5 billion in subscriptions annually? And recall Pascal's Wager which convinces some people for a belief in God. "If you gain, you gain all; if you lose, you lose nothing."

      --
      We know where leadership by an anti-intellectual "strongman" who scapegoats minorities and likes boisterous rallies goes
    3. Re:Network effects and economies of scale... by apoc.famine · · Score: 1

      The only tiny, tiny counter to your well-thought-out post is this:

      The massive user base WoW has can be used against them, should that amazing new game come along. On at least first order, every MMO player in the world either plays WoW, or is good friends with someone who does. When a bunch of people find a new game that blows WoW away, and start leaving WoW, that information will propagate through the WoW network. I've seen it happen with smaller games - suddenly people's game-hours decreased by 90%, and when asked, they pointed to a new game. A steady trickle trying it out became a flood, and within a few months the prior game was a ghost town.

      Of course, for this to happen, it's going to have to be something pretty damn amazing. It wouldn't hurt if the first few months were free/game was free either. In fact, I'm not sure you can beat WoW without doing that. You need to recognize that they have all your customers right now.

      --
      Velociraptor = Distiraptor / Timeraptor
    4. Re:Network effects and economies of scale... by johanatan · · Score: 1

      Pascal's wager is merely another form of Anslem's proof.

  15. Pro tip: don't try to beat World of Warcraft by JaredOfEuropa · · Score: 2

    Why is WoW still succesful? That is something worth pondering for the other MMO producers who want to be the next Blizzard. They do not have to beat WoW on the level of graphics or gameplay: WoW is already beaten there, by several other games. And they're still nr. 1. Because of one word: momentum.

    Everybody plays WoW because everybody else plays WoW. They got to where they are by being the best but they no longer have to be, social momentum has taken over. All WoW players I know got bored with the game, they took a break, tried one or several other MMO's, got bored with those too, and gravitated back to WoW because at least that had plenty of players and most of their friends in it. The way to beat WoW is to create an MMO that does way better at the social aspect of MMOs, and provides enough staying power for the first two years to retain players and help those players to convince their friends to hop over too. At this time, I don't think this is possible. Don't try to beat WoW, for the same reasons it is foolish to try and beat Facebook at this time.

    If I had to guess how WoW was going to be beaten, my money would be on slow attrition caused by light, browser based MMO's on a popular social network like Facebook. And guessing at which MMO producer is going to survive, my money is on a company that figures out how to produce, operate, support and expand an MMO on the cheap, so it can serve a niche market of 100k-500k players and still be profitable. This you can do by figuring out your niche, rather than trying to clone WoW. Two examples of good, viable games are Star Wars Galaxies and Age of Conan. They did a lot of things right in terms of gameplay, lots of things other companies can learn from. There's mistakes to be learned from as well: SWG lost most of their players after a big and hugely impopular change in game mechanics. AoC lost a lot of players following a buggy launch and a subsequent patch that made matters far worse. A shame, because both games have a lot of potential as profitable niche players.

    --
    If construction was anything like programming, an incorrectly fitted lock would bring down the entire building...
    1. Re:Pro tip: don't try to beat World of Warcraft by Ephemeriis · · Score: 2

      Why is WoW still succesful? That is something worth pondering for the other MMO producers who want to be the next Blizzard. They do not have to beat WoW on the level of graphics or gameplay: WoW is already beaten there, by several other games. And they're still nr. 1. Because of one word: momentum.

      I've got to disagree on this.

      I don't play WoW because everybody else plays it... The only other person I'm concerned about is my wife, and the two of us have jumped from one game to another over the years. Played EQ together, DAoC, CoH, LotR:O, and WoW.

      The reason we keep coming back to WoW is that the game keeps evolving. The game, very literally, is not the same thing that Blizzard released years ago. And I'm not even talking about the expansions.

      Core game mechanics have changed over the years. Classes have evolved and changed. New zones have been introduced. New dungeons have become available. Talents have been tweaked and re-arranged dozens of times. Both factions have access to all the classes now. All sorts of new race/class combinations. All sorts of holidays and special events. And any mod that becomes a "must have" soon finds its functionality incorporated into WoW itself. And, again, I'm not even talking about the official expansions. Nor even the free rebuild that the 1-60 stuff saw with the release of Cataclysm.

      When we get tired of playing WoW we can go do something else for a few months. And when we come back there'll be something new to interest us. A new dungeon, or a new zone, or some new quests, or enough changes to a class to make it feel new again, or whatever.

      We've played plenty of other MMOGs over the years. And they haven't proved to be nearly as dynamic as WoW is. We'd get bored with them, go do something else for a while, come back... And find exactly the same game we'd gotten bored with. After a while, even if you've got other friends playing that game, you just stop coming back.

      --
      "Work is the curse of the drinking classes." -Oscar Wilde
    2. Re:Pro tip: don't try to beat World of Warcraft by WuphonsReach · · Score: 1

      Everybody plays WoW because everybody else plays WoW.

      Not really. Maybe a small fraction of the player base, but probably less then half already knew a WoW player.

      WoW wins because they take existing concepts, polish them up to take off the rough edges, and then continually iterate upon the concept. Very little of what is in WoW is original, but what is there is generally refined with an eye towards challenging without being frustrating. They don't get everything right, but they get it about 90% right and mostly bug free.

      Plus, with their talent tree design, most classes can be played a minimum of two distinct ways - without having to reroll a new class from scratch. Don't like healing as a holy priest? Switch to a shadow specialization and become DPS. And with dual-specialization available for cheap at level 30 (current level limit is 85), you can use one spec for questing and a different spec for grouping / raiding / PvP. Which, once again, leverages the time that you've already invested into learning the class and allows you to try out a secondary role without a big time investment (other then gear).

      --
      Wolde you bothe eate your cake, and have your cake?
    3. Re:Pro tip: don't try to beat World of Warcraft by geekoid · · Score: 0

      You're sig is provably false. People, as a group, do care about otjer peoples children.

      That's a primary reason for are survival.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    4. Re:Pro tip: don't try to beat World of Warcraft by stewbacca · · Score: 1

      I have to second this post.

      I don't know a single person on my server. I'm not in a guild. I do everything solo or with a random group. The only people I know who play are my kids, but their guys are on the same account, so we can't play together. The game can be fun without relying on the social aspect. I like to think of it as a coop multiplayer.

      Secondly, WoW is enduring because it's so freaking big. For some of us working professionals, we will never have enough time to end game raid (let alone even level to 85...my highest guy is 62 and I've been playing for 3 years). When I get bored with a guy, I make a new guy of a new race with new starting zones and quests and take on new professions. I'm getting pretty close to having at least leveled a guy through 30 in every class, but have maybe scratched 5% of the WoW surface.

    5. Re:Pro tip: don't try to beat World of Warcraft by brkello · · Score: 1

      I totally disagree. WoW from the start was hugely successful. While buggy, it was one of the least buggy MMOs for release...it more had issues with too many people wanting to sign up. It also did what Blizzard does best...take something and make it better. They got rid of annoying things like exp penalties at death and made it more fun to play. They have continually done this throughout its life. WoW at its core is just a good game that they keep making better. Make a good game...people will come...with people comes a community and longevity.

      --
      Support a great indie game: http://www.abaddon360.com
  16. ummm by Anonymous Coward · · Score: 0

    does no one remember star wars galaxies..? it came out one year before WoW...

    1. Re:ummm by Dunbal · · Score: 1

      Heck, I remember Star Wars - Rebellion.

      --
      Seven puppies were harmed during the making of this post.
    2. Re:ummm by RogueyWon · · Score: 1

      Oh god, I remember that. I must have had a much higher tolerance for really bad games back then. Either that, or a much stronger affection for the Star Wars brand. I actually struggled through both Empire and Rebellion campaigns (with the latter being hideously, crushingly difficult).

      They could have made a reasonable enough game out of the overworld turn-based stuff, with a small amount of simplification (indeed, Empire at War did just that, about a decade later, and was a reasonable enough game). But the real-time battle sequences? Those were so bad that it defied belief. They tried to do the whole fully 3d battlespace thing in the days before Homeworld - and they did it much worse than the Homeworld implementation. Battles were completely uncontrollable; with anything more than a couple of corvettes involved, you just had to click autoresolve and hope for the best.

      That was about the same time as Force Commander, wasn't it? I wonder which of the two was worse?

    3. Re:ummm by Uthic · · Score: 1

      How were they uncontrollable ? Right click to attack a target, you could create custom groups, and they had the 'mission' mechanic to automate a lot. Very nice depth to the strategy element of the game. I really enjoyed Rebellion, was great fun in MP - although took too long

    4. Re:ummm by Anonymous Coward · · Score: 0

      you must have sucked ball sac at it because it was way more fun and no where near as difficult or annoying to play as you whine it is. Your failsauce does not a shitty game make.

  17. Star Wars Galaxies anyone? by digitaldc · · Score: 1

    What happened to Star Wars Galaxies? Wasn't that supposed to be the best Star Wars MMORPG?
    Never mind Jedi, you can be Boba-Fett or Han Solo type of character if you want to. If they just put a bit more effort into marketing and design, it could be a LOT better I think...
    http://starwarsgalaxies.station.sony.com/en_US/players/guides.vm?id=70000

    --
    He who knows best knows how little he knows. - Thomas Jefferson
    1. Re:Star Wars Galaxies anyone? by Tukz · · Score: 1

      Sony fucked that up when they took over.

      --
      - Don't do what I do, it's probably not healthy nor safe. -
    2. Re:Star Wars Galaxies anyone? by TheRealFixer · · Score: 1

      Sony didn't take it over, they were always in charge of SWG from the start. But in 2005 they got a bad case of WoW-envy and decided that ~200,000 subs wasn't enough, since Blizzard had over a million by that point. So they completely redesigned the whole game in a misguided attempt to turn it more WoW-like and simplistic. This change was thrust on the entire player base without any warning whatsoever. Literally, you logged in the next day and it was no longer the game you were playing the night before, and all your hard work was rendered worthless.

      They shed at least 75% of their subs within months, and somehow still limp along to this day with a few thousand die-hards who won't leave. It was a real-life example of the fable of the dog carrying a bone and seeing his own reflection in the water.

    3. Re:Star Wars Galaxies anyone? by myster0n · · Score: 1

      Well, that's Sony for you : "I am altering the deal. Pray I don't alter it any further."

      --
      Nobody believes the official spokesman, but everybody trusts an unidentified source. -- Ron Nesen
    4. Re:Star Wars Galaxies anyone? by Ogive17 · · Score: 2

      I still remember how much fun SWG was, but when they implemented the "combat upgrade" they completely ruined the game. I loved the SWG economy and player cities. No other game I ever tried came close to replicating what SWG did (never tried Eve Online). Almost all the best gear is player created, and the best gear requires very rare material spawns that even the newest newbie can aquire if they know which planet the material is on. If you wanted nothing to do with combat, you could still have a very important role in the community. There was something for everyone. A friend of mine had fun being the town mayor and architect.

      Before they ruined combat, the only downside to SWG was the lack of end game. Base raids were fun when both sides were somewhat even (almost never happened) and there were just a couple instances to run.

      A group has been working on re creating the orignal SWG (haven't check on the project since last spring), but I would play it again in a heartbeat.

      --
      "Action without philosophy is a lethal weapon; philosophy without action is worthless."
    5. Re:Star Wars Galaxies anyone? by 0123456 · · Score: 1

      Sony didn't take it over, they were always in charge of SWG from the start. But in 2005 they got a bad case of WoW-envy and decided that ~200,000 subs wasn't enough, since Blizzard had over a million by that point.

      No, SWG was screwed by bad design choices from the start. I remember looking forward to trying it out when it was in development, and every few weeks the developers would announce another way that they'd made the game suck.

      I did try the free trial before they did the revamp, and I had a hard time finding anything resembling Star Wars (or a game, for that matter) in it. I think I lasted about three days before going back to Everquest. The problem is that by the time they decided to revamp it to bring in new players, those potential new players had already written it off because of the earlier bad design choices.

    6. Re:Star Wars Galaxies anyone? by Anonymous Coward · · Score: 0

      SWG was already bleeding subs at that point and the combat "upgrade" was an effort to stop that.

    7. Re:Star Wars Galaxies anyone? by Anonymous Coward · · Score: 0

      As another poster mentioned, Sony and LucasArts killed Star Wars Galaxies with WoW-penis envy. They had a great game with some good sandbox-style play (you didn't HAVE to conform to a specific role) and a fantastically in-depth crafting system coupled with a player-based economy.

      Then we had the CU - Combat Upgrade. Strike one for Sony and LucasArts - it changed gameplay, the sandbox elements, styles of play, everything. TOO much towards the lowest common denominator but it was still semi-playable. Still they lost a lot of players.

      Then came the NGE - the New Game Enhancement. Strike two AND three all rolled into one. This was basically the WoW downgrade for Star Wars. Complete game change. Total headed for the lowest common denominator game downgrade. No more sandbox, no more open style roles, no more in-depth crafting, no more anything that made Star Wars the game it was. Anyone could choose any specific role - including Jedi. Just click and go. It _S U C K E D_. I had, at one time, three accounts for Star Wars because you could only have one character per server. I dropped to two shortly before the CU and then, once the NGE hit, I dropped them all. Within 24 hours of the NGE hitting the live servers - against the vocal majority of the players - I canceled all my accounts. Those friends and acquaintances that had hung in past the CU all dropped their accounts with the conversation generally being "Yeah, some of my friends on server "x" are all canceling their accounts as well."

      Sony and LucasArts blew it. Period.

      All that SWG needed was some tweeks to armor, buffs, and the mind stat to bring things in line so that everyone wasn't a walking tank or instantly killable (due to the mind stat not being as buffable or healable). That was all that was needed but they started to drool over the money WoW was bringing in and lost their fucking minds.

      Now, as far as Star Wars: The Old Republic goes, I want Bioware to take as much time as needed so that they release a game that isn't a planet-wide beta test. I want there to just be minor "OOPS!" patches for the game once it is released, not 3gb patches because we need to fix an entire class the player-base just beta tested for them on live servers. I would much rather wait for another 3 to 9 months for the game and it be as close to finished as humanly possible rather than get the new shiny now and have to beta-test it for them on live servers for the next 3 to 9 months. Just one pissed-off ex-SWG player's opinion :)

    8. Re:Star Wars Galaxies anyone? by Desler · · Score: 1

      So basically from the beginning? Or did you forget that SOE was part of the development process from the start?

    9. Re:Star Wars Galaxies anyone? by Desler · · Score: 1

      And in case you need a link. Read here.

    10. Re:Star Wars Galaxies anyone? by Allen+Varney · · Score: 1

      I wrote about the disastrous Star Wars Galaxies "New Game Enhancements" in my June 2007 Escapist article "Blowing Up Galaxies."

    11. Re:Star Wars Galaxies anyone? by mujadaddy · · Score: 1

      A group has been working on re creating the orignal SWG (haven't check on the project since last spring), but I would play it again in a heartbeat.

      There are actually a few groups trying that.

      I'm not affiliated with the devs of SWGEmu, but I have been monitoring their progress as a member for some time now.

      They've got a working game, and a lot of passion, but not much free-time to work on it. Check it out if you've still got your old disks!

      --
      Populus vult decipi, ergo decipiatur...
      "Force shits upon Reason's back." - Poor Richard's Almanac
    12. Re:Star Wars Galaxies anyone? by I8TheWorm · · Score: 1

      Oh the can of worms you've opened....

      The game had two major engine changes and went from "create your own story" to "be one of the main characters from the movie."

      Do a search on "swg sucks" and watch the hate spill through your monitor.

      --
      Saying Android is a family of phones is akin to saying Linux is a family of PCs.
    13. Re:Star Wars Galaxies anyone? by Anonymous Coward · · Score: 0

      Off-Topic: You were responsible for Paranoia? Thank you.

    14. Re:Star Wars Galaxies anyone? by Ogive17 · · Score: 1

      That's the one I was following. I did play on their server for about a month, even got 5 old guild mates to come back as well. It was fun, but with us all being about a decade older with more going on in life, it was hard getting more than 2 people online at once. Not sure if they have put the housing back in yet, but that was one thing that was sorely missing last time I was logged in. They did give us speeder bikes, which was a god send.

      --
      "Action without philosophy is a lethal weapon; philosophy without action is worthless."
  18. Have any of you read any other articles? by IAmAMacOSXAddict · · Score: 1

    I've been watching this game develop since the announce, and I'm looking forward to it. As far as this article author's opinion, thanks, but I'll make my own opinion. As for as the grind of "Running around killing a set number of 'Flesh Raiders' in a relatively quiet village doesn't seem particularly epic, but that's the route BioWare Austin seems to be taking with the opening areas for the Jedi" I'm sorry, the 20 other people that had access to the game did not percieve the questing in the same way. and for that matter, WoW and every other MMO is nothing but a grind fest from minute one, so your point is?

    Bioware (and no I'm not a "fanboy") has been doing nothing but inovate with SWTORO. There to date has been no game or MMO that has gone the route of Fully voiced. There has been no MMO to date that has fully different storylines for each of it's character classes. Yes there will like EVERY OTHER MMO be a grind on some quests, but at least in TORO there is story behind the grind if this author bothered to read, Oops I mean Listen to the quest giver rather than escapeing through the audio...

    --
    MacOSX, because making *NIX better is a lot better than waiting for Micro$loth to fix Windows
    1. Re:Have any of you read any other articles? by will_die · · Score: 1

      There are alot of games that are fully voiced. From Dead Rising 2, don't even think it has an option for just text, to Fallout New Vegas just to mention the games I am currently playing.
      EQ2 and LOTRO both had storylines for each character class mainly used a tutorial after all you do want interaction between the classes so after a few level there is no reason to have totally seperate quests that made it harder to get people to group together.
      Also all MMORPG have a story behind all the grinding, "Go kill the 20 rats that are living in my cellar." it does not make much different if that is the story for the quest vs a 2 min spoken speech that you have to listen to each time; based on past bioware games I would guess you can see the text and quick click once you get sick of the spoken text.

    2. Re:Have any of you read any other articles? by IAmAMacOSXAddict · · Score: 1

      Fully Voiced comment: Yes I should have limited it to MMO. No other MMO in History is fully voiced.. Fallout(series)and DR2 are solo games.

      EQ2 and LotRO, yes story lines, however, they are short and scattered through your questing. WoW even has class quests. However for TORO we are not talking about a tutorial, your entire storyline is different for each class, from begining to end. Yes there are shared quests, as there are planet quests, etc, but the story you get is different that the one a different class may have. though the quest end result may be shared.

      Example, I'm on a class quest and talking to an NPC, I do all the interaction, the others get nothing. but if they are partied with they can help me torwards my goal, and if they also have something to do with the same I'll be helping them even if not on the same actuall quest.

      --
      MacOSX, because making *NIX better is a lot better than waiting for Micro$loth to fix Windows
    3. Re:Have any of you read any other articles? by Tridus · · Score: 1

      "Fully voiced" is not innovation, it's simply having a larger voice acting budget. It's also going to cause a lot problems later. MMOs live on new content. Story driven ones are even more dependent on new content, because story dries up faster then running raids for loot. Voice acting everything is going to create the expectation that new content also be voice acted, which dramatically increases the cost of creating new content.

      --
      -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
    4. Re:Have any of you read any other articles? by owen_b2 · · Score: 1

      WoW and every other MMO is nothing but a grind fest from minute one, so your point is?

      Wow isnt any more though, and thats the point, Blizzard keep raising the bar. WoW a few years ago yes, grind-fest, but if you play the recent expansion its clear they've put a *lot* of effort into reducing the grind from the off.

    5. Re:Have any of you read any other articles? by Anonymous Coward · · Score: 0

      But you are a fanboi. Everything from your handle to your sig screams "Look at me! I'm the pinnacle of geekdom because of the technology I surround myself with!" You're desperate to make everyone believe this image that you have made of yourself to the point that you have to wave your banner so high that people never see you for a person but rather a collection of things. It sounds like you're a sad lonely little person.

    6. Re:Have any of you read any other articles? by bigstrat2003 · · Score: 1

      I wouldn't even agree that TOR is a grind fest. The quests are (for the most part) fun and engaging, so that you don't feel like "Oh, I have to go kill 10 bears", but you want to advance the story... just like an RPG should be.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    7. Re:Have any of you read any other articles? by IAmAMacOSXAddict · · Score: 1

      I played WoW solid for the past 6+ years (since Beta), Granted I did not buy the new expansion, but they may have changed things on the last 5 levels for leveling, but there is no way your telling me that If I went in and bought a copy and leveled a Wargen from level 1 that it would be 90% grindfest till level cap. I have an 80 of every class, with precata max levels in every crafting professions, and gear well into the Icecrown levels on all of them.

      --
      MacOSX, because making *NIX better is a lot better than waiting for Micro$loth to fix Windows
    8. Re:Have any of you read any other articles? by IAmAMacOSXAddict · · Score: 1

      And you sould like a troll that has said nothing in your post but to point out that your a troll...

      At least if your going to comment and personally attack someone you know nothing about, have the balls to not post as an anonymous coward...

      --
      MacOSX, because making *NIX better is a lot better than waiting for Micro$loth to fix Windows
    9. Re:Have any of you read any other articles? by IAmAMacOSXAddict · · Score: 1

      I agree, All the other articles (from non-fanboy sources even) have said that it does not feel grindish. Of course there are going to be some quests that will be a grind, but what MMO does not have them...

      --
      MacOSX, because making *NIX better is a lot better than waiting for Micro$loth to fix Windows
    10. Re:Have any of you read any other articles? by spire3661 · · Score: 1

      hush fanboy, the adults are talking

      --
      Good-bye
    11. Re:Have any of you read any other articles? by Desler · · Score: 1

      There to date has been no game or MMO that has gone the route of Fully voiced.

      OH EMM GEEEEEEEEE! If there was anything that people were complaining about a feature lacking from all MMOs was that it FULLY VOICED!!! zOMG TEH WOW KILLING SECRET FORMULA HAS FINALLY BEEN FOUND!!!

    12. Re:Have any of you read any other articles? by Anonymous Coward · · Score: 0

      LOLZZ!!!!!!onehundredeleven!!!!

      You're a funny little sad fanboi at that!

    13. Re:Have any of you read any other articles? by VGPowerlord · · Score: 1

      I played WoW solid for the past 6+ years (since Beta), Granted I did not buy the new expansion, but they may have changed things on the last 5 levels for leveling, but there is no way your telling me that If I went in and bought a copy and leveled a Wargen from level 1 that it would be 90% grindfest till level cap. I have an 80 of every class, with precata max levels in every crafting professions, and gear well into the Icecrown levels on all of them.

      You are aware that everything from 1-60 has been redone?

      If your goal is to reach 85 as quickly as possible, then yes, you'd probably play it as grindy.

      However, all old world zones (except Silithus) have had a lot of changes made to them. Some still have old quest chains in them (Northern Barrens), but move the quest givers so they're right on top of one another; those zones also have additional quests to fill in the gaps.

      Quests in general have been rearranged so that they flow from one area of a zone to the next. In the 10-20 zones, you also tend to have free transportation around the zone. This is most prevalent on the Horde side in Azshara, which not only has a huge fixed cross-zone transit (the Goblin Rocketway, which has 5 stops... you talk to the Rocketway guy and choose which destination you want), but also has at least 4 places where you are placed on a vehicle or mount that automatically take you to your next destination, and at least one point where you are directly teleported to your next location.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    14. Re:Have any of you read any other articles? by Anonymous Coward · · Score: 0

      Not to mention the fully voiced Bioware games, notably Mass Effect 1, 2, and the upcoming Mass Effect 3 and Dragon Age 2...

    15. Re:Have any of you read any other articles? by IAmAMacOSXAddict · · Score: 1

      Addressed Above. your talking about non MMO games.

      --
      MacOSX, because making *NIX better is a lot better than waiting for Micro$loth to fix Windows
    16. Re:Have any of you read any other articles? by IAmAMacOSXAddict · · Score: 1

      I just recieved a 10 day trial for the expansion, so I'll give it a try and see. I didn't hear that they wholy changed the old content other than removing the quests that could no longer be done and modifying the ones left to make them easier.

      --
      MacOSX, because making *NIX better is a lot better than waiting for Micro$loth to fix Windows
    17. Re:Have any of you read any other articles? by IAmAMacOSXAddict · · Score: 1

      Again a Coward. when you man up I'll respond to more than LOLZZZ!!! Your Sad...

      --
      MacOSX, because making *NIX better is a lot better than waiting for Micro$loth to fix Windows
    18. Re:Have any of you read any other articles? by Anonymous Coward · · Score: 0

      At least this Coward knows the difference between your and you're. LOLZ!!!!onehundredeleven!!!!

      Keep it up gimp. This is too much fun.

    19. Re:Have any of you read any other articles? by VGPowerlord · · Score: 1

      I just recieved a 10 day trial for the expansion, so I'll give it a try and see. I didn't hear that they wholy changed the old content other than removing the quests that could no longer be done and modifying the ones left to make them easier.

      Yes, a lot of quests were booted from the game and replaced with entirely new quests.

      Here are how I classify some of the zones I've run across, at least from the Horde side. Note, I only leveled characters through some zones, mostly in Kalimdor.

      Entirely new quests:
      Kezan/Lost Isles
      Azshara
      Silverpine Forest/Ruins of Gilnaes
      Stonetalon Mountains
      Hillsbrad Foothills/Alterac Mountains
      Thousand Needles
      Tanaris Desert
      Un'goro Crater

      Mixed quests, done in an intelligent manner (meaning that old quests have had their quest givers moved as appropriate to keep the zone flow):
      Ashenvale Forest
      Northern Barrens
      Felwood
      Winterspring

      Mixed quests, done in a stupid manner (meaning that old quests are still the "go do this quest on the other side of the zone" type):
      Dustwallow Marsh
      Desolace

      Entirely old quests:
      Silithus (Seriously, wtf were you thinking Blizzard? Gates of Ahn'Qiraj was 5 years ago...)

      Note: Alterac Mountains are part of Hillsbrad now. Alterac also seems to have been tossed out as a questing area. The ruins of the city has some mobs, as do Strahnbrad and the Growless Cave. Uplands is devoid of mobs now, as is the area in the north-west corner of the zone next to Lordamere Lake.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
  19. Re:Tabula Rasa was not really that different by Mathness · · Score: 1

    All MMOs are grinds, but some still manage to be different from WoW (like Tabula Rasa and Ryzom) and be great games on their own. They often do this by having a great (roleplay) community and/or focus on story development, the clones rarely get that they need more than just a copy of the mechanics.

    --
    Carbon based humanoid in training.
  20. Re:Tabula Rasa was not really that different by Bensam123 · · Score: 2

    I'm not sure how it was grindy at all. People complained about it not having enough grind and that they got to max level right away. They got rid of the grind by making it more like a FPS then a MMO, but they marketed towards the MMO crowd who wants a grind.

    It was anything, but a grind. You could've seen that by reaching the first control point. The style of gameplay and the rewards for participating in the world took a back seat to the actual gameplay, which it is as it should be.

    The ideology that the end has to be where all the content is was something that Blizzard fostered and something TR didn't have.

    Play a few different MMOs besides WoW (WAR, EQ2, TR (was), CoH, and Aion are good places to start) then you'll have a different look on things. Each one of those titles has very unique things WoW doesn't have and it is extremely apparent after playing with them for a bit.

    Stop thinking that WoW is the ultimate game that will ever be produced and look at things outside of their formula, which is coincidentally as addicting as heroine and makes you very subjective. Things can be fun without being really grindy. WoW keeps you addicted with stuff, good games keep you addicted with fun.

  21. Now with actual lawn mowing and laundry! by Cyran0 · · Score: 2

    What's baffling to me is that they've chosen to use one of the most tedious aspects of WoW. People enjoy WoW *in spite of* the grinding, not because of it. What's next, the Karate Kid "Wax on... wax off" emulator?

    1. Re:Now with actual lawn mowing and laundry! by geminidomino · · Score: 1

      People enjoy WoW *in spite of* the grinding, not because of it

      Anecdote Warning: I used to believe that, but I have a bunch of friends who play WoW (I'm a GW-turned-Conan player myself) and all they do is bitch about how the grind was cut down.

      First few dozen times I heard it, it made my brain hurt.

    2. Re:Now with actual lawn mowing and laundry! by Tridus · · Score: 1

      There are in fact a ton of people who prefer questing and levelling to endgame, and will make an alt rather then do endgame stuff. The problem is that most MMO forumgoers think these people don't exist, because they don't post on forums.

      But they do, and in very large numbers. Blizzard has done so well in part because it caters to them in addition to the vocal minority.

      --
      -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
  22. Re:Tabula Rasa was not really that different by Opportunist · · Score: 2

    Sure it was a grind, but for the first time in MMO history, the grind was FUN! Grinding was like playing a round of base attack / base defend shooter. Against NPCs, ok, but still, it was a lot of fun to mow down rows after rows of enemies, trying to hold the base for as long as you possibly can. And all the while you earned XP, got "marks", got credits, found loot... not only compared to the grind of other MMOs this was heaps of fun!

    Grab a few friends, choose a base in your level, take it over and defend it!

    Hell, I miss that game.

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  23. Re:Tabula Rasa was not really that different by drinkypoo · · Score: 2

    I had fun grinding Shattered Galaxy but not enough fun to pay

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  24. Depends how you define success by RogueyWon · · Score: 2

    Whether it's too late for the game to be successful depends on how you are defining "being successful". If you are defining it as staking out a sizeable, but still sub-WoW-sized share of the MMO market, perhaps even becoming the second-place runner, while bringing a number of players new to the genre, then Old Republic still has every chance to succeed; the key factors in whether it does so will be whether it is a good game and whether they have the infrastructure in place to manage it properly.

    If, however you define success as "beating World of Warcraft, taking away a large portion of its players and leaving it languishing in the dust" then the timing is indeed wrong. Or at least, the window of opportunity is closing fast and, once closed in a month or so, will not open again for another 18 months to 2 years.

    WoW's great strength is also its great weakness - and is the only plausible route to defeating it before Blizzard retire it in favour of a successor. The strength is WoW's cyclical nature. Expansions come out roughly every 2 years and completely reset the game more the vast majority of players. Gear becomes obsolete, old dungeons are retired, some aspects of the game change on a fundamental level. This keeps things fresh for players and, combined with the periodic roll-out of further content via free patches, provides an incentive to continue playing. And if everybody you know is continuing to play, then you yourself feel compelled to continue (even if you aren't enjoying the game much any more). This was WoW's great strength; it achieved a certain kind of watercooler-momentum, that saw people draw into the game by their real life friends and family. You're not going to break that easily.

    But every two years or so, there is a window where, I think, WoW's aura of invincibility is briefly dispelled. The final month of one expansion and the first month of a new one is, in many ways, a fairly grim time to play WoW. Before the new expansion hits, you will be bored to death of all of the current content, and many in-game activities will feel pointless because all of the rewards will be obsolete soon anyway. For the first month or two of the new expansion, there isn't all that much content to be working on and a lot of the hardcore players are cheesed off at having to start over from scratch again.

    So if another developer, with a relatively polished release product, a rudimentary end-game already present, an interface as good as or better than WoW's and, preferably, a decent existing IP to base the game world on could launch in that window, then the might - just might - have a shot at derrailing the WoW juggernaut and triggering the kind of mass-defection that would cut WoW's player-base by a half or more. However, the window that the launch of Cataclysm created is rapidly closing, and it looks like Old Republic has missed it. So if you are defining success as "WoW beater", then yes, I suspect it is already too late for Old Republic to succeed.

    1. Re:Depends how you define success by Anonymous Coward · · Score: 0

      Or at least, the window of opportunity is closing fast and, once closed in a month or so, will not open again for another 18 months to 2 years.

      I disagree. You're basically saying that the staying power of the expansion will continue for 2 years and then people will get antsy about the new one, and quit?
      No, but you're close. People will get bored starting at 2 months, but will remain semi-active for around 3 to 5 months. Towards the 6th month there will be a population drop. From this point on it all depends. I'd expect the population will go up and down due to regular factors, and will more than likely be at its lowest right around the time Blizzard announces the next expansion. Then we'll see a sudden jump as people re-activate so they can hit the new high-end content right at launch. Then within 6 months a lot of them will leave and go back to other games. Lather, Rinse, Repeat.

      So I would say that if you plan on having any lasting power against WoW, this coming Spring is the best time to launch. You've got at least a year to get all your bugs cleaned up and the user base built and satisfied, with more content already coming down the pipes. Because no matter what, you will take a pretty big population hit when WoW launches its next expansion, barring some Total PR or technical disaster on Blizzard's part.

    2. Re:Depends how you define success by Dhalka226 · · Score: 2

      So if another developer, with a relatively polished release product, a rudimentary end-game already present, an interface as good as or better than WoW's and, preferably, a decent existing IP to base the game world on could launch in that window, then the might - just might - have a shot at derrailing the WoW juggernaut

      The game you're looking for is called Rift, and it releases on March 1st. The interface is nearly identical (obviously it looks different but if you break it down into what pieces are actually there and where, you basically have WOW: Player frame, target frame, target of target, buffs list up at the top; map in the top-right corner; chat window lower left; action bars lower middle; bags right of that; right action bars on the side, etc etc). Some people will be turned off by it, but I was very impressed that they didn't set out to reinvent the wheel and that they were willing to stick with things from other games that worked well, like the interface of WOW--one thing they definitely got right, especially as they iterated on it. It is also the single most polished beta I have ever been a part of. I only found one serious bug in my time as a beta tester (certain? mobs would randomly de-aggro, run back where they came from and reset to full health); the rest were simple display issues. Gameplay is similar. They have talent trees, though they don't cal them that and instead of having three trees for a class you have four callings (mage, warrior, cleric, rogue) and each of those has 8 possible "souls" that essentially comprise one of your trees. From what I've seen you need to put a few points into a second tree because you are not allowed to have more points in a tree than your level, and you get 2 talent points every 3 levels, but whether you go hardcore after one tree or spread your points more evenly among two or three is up to you. Quests are like WOWs, including built-in quest tracing, there's battlegrounds ("waterfronts"), regular and heroic dungeons and raiding (none of which I have personally seen yet because the beta didn't let you get to max level; I could have done one dungeon but I felt I was a little under-level for it so I didn't before that beta window closed).

      There's also their unique concept of rifts, essentially tears in the fabric between other planes and ours. When a rift opens, the object of players is to get over there and close it by completing a number of objectives: It usually starts out something like "kill 4 of these and 4 of those," then moves on to a boss phase, and if you do really well you get a bonus phase. You're also judged on your performance and given rewards accordingly. They're essentially random, outdoor mini-raids where you fight alongside other people who show up. If it's a much lower-level rift than you are, you might be able to close it yourself--provided that it's not a Major rift, which means the monster coming out are elite. "Elite" in this game is code for "oh shit, get help" unless you massively outlevel it. I remember attacking an elite who I was I believe 5 levels above and he three shot me, and I was a tank type. In any event, if players fail to close a rift in a certain amount of time they gain a foothold and they begin to launch invasions, which are essentially the same as rifts except they move and they like to go out and stomp nearby cities. Turning in a quest and finding your city under attack from an unchecked invasion is not uncommon, nor is logging out in a city and logging back in to find the enemy controls it. Then not only do you have to repel the invasions along similar lines, you have to go back and destroy their foothold so it doesn't spawn more. Supposedly, toward the end-game, the loot from these rifts sit somewhere between regular and heroic ("Tier 2") dungeons and again between regular and heroic raids, if I remember correctly.

      I think it's a really good choice for people who didn't quit WOW because they hated it--in fact they liked it--but who are just

    3. Re:Depends how you define success by Anonymous Coward · · Score: 0

      I had to reply to this based on two aspects, 1) the hardcore player base isnt angry about "starting over". Most of the hardcore players salivate at the mouth once a new expansion is released. It means new items, new quests and of course new raids & bosses to fight. There's always plenty of content at the start of a new xpac to keep people busy. 2) When mentioning if another company could surpass WoW you mention a game having a better Interface. I don't think that counts. WoW is one of the few games I've ever seen, MMO-wise, that lets you completely alter the UI at your choice. Most modern MMO's completely lock down the UI so you can't customize it, change it etc. Thats not exactly innovative.

    4. Re:Depends how you define success by RogueyWon · · Score: 1

      1) Doesn't tally with my experience of playing WoW. I played for 2 expansion launches in fairly hardcore (though not top-end) guilds and each time, we got a run of veteran players leaving in the run up to, and the month or so after new expansions launching. The content cycle starts to feel a bit futile after a while. 2) Absolutely agree - if anything displaces WoW, it will need to have a base UI at least as good as WoW's and will need to allow for UI customisation as well.

    5. Re:Depends how you define success by drsquare · · Score: 1

      So you're telling me the best time to compete with WoW is when they've just released an expansion that's sold millions of copies, and people are busy getting their characters to the new max level, as well as playing goblins and worgens?

      I suppose the best way to compete with the NFL is by starting a new show on Superbowl night...

  25. It's not the engine and bling. by thesandtiger · · Score: 4, Interesting

    It's the story, stupid. When WoW came out, the majority of MMOs were horrible at telling stories. For example:

    Star Wars: Galaxies - there were what, 2, 3 possible "raids"? There were theme parks where you ran a bunch of random quests that kind of told a story, but at the end of it, nothing changed, nothing was unlocked, nothing was different for your character to do, and your rewards were pitiful for doing it. The "missions" in the game were literally, run up to a machine, it says "Hey, (some random SW type person) wants you to go and kill a bunch of animals! Do that!" and you ran out to kill a bunch of animals. The only interesting thing about that game was the rather amazing player based economy, but SOE completely wrecked that when they changed the underlying mechanics of the game.

    City of Heroes - this game actually had some really interesting things going on, in that you had storylines to do (though they were grindy as hell and *incredibly* repetitive through *incredibly* repetitive environments, and were *incredibly* stupid for superheroes to be doing). But the whole "repetitive" thing and the whole "dumb for superheroes" thing made it wretched - why, for example, would Spider-Man be asked by (some random person) to deliver something halfway across town? The game mechanics were fun (and the base game still can be from time to time) but it can't really draw the crowds in because once you've run 4-5 missions, you really have done most of what that game has to offer, from a "seeing new and interesting things" standpoint.

    And then there is WoW. When it launched, the normal quests you were given lots of were the equivalent of most other MMOs *major* storylines as far as complexity. It was rough around the edges as far as player friendliness went (I remember running around for a couple of hours trying to find someone to turn a quest into - the text said "north of here" but it really meant "way on the whole other side of the world and all the way north as far as you can go") but there was a story, and you were a part of it. There were dungeons to go to - and some of them were jaw-dropping ("Holy shit, a PIRATE SHIP, in a MINE?!") even if they were annoying at times. For every little mechanical nit or bugged event or other complaint, there was stuff to do. And, even with all of the flaws at the time, it was *still* the most polished game around.

    In the meantime it's only gotten more polished, and the already way more intricate quests and storyline has been added to massively. There are dozens of dungeons to go to at various points in your playing life and quite a few raids (though some of the older stuff is ignored). They've added tons of features to improve gameplay. And, with the latest expansion, even at very low levels, your character feels, despite being one of millions, *important*. And you can change the world through your actions - as you complete quests, the world around you changes to reflect that in many ways. On top of that, they've really done a good job of making the player feel like their character is important, but at the same time that they are part of something larger.

    WoW doesn't have the shiniest engine - it's actually really dated, and I'm often surprised when I play newer games at just how dated it is - but that's not really important. The biggest asset WoW has (aside from a huge playerbase drawing people in) is that there's TONS of stuff to do, tons of stories to follow.

    And now we have Bioware's new game and... Oh, look, quests that would have been amazing 6 years ago but WoW's from 4 years ago were better. A shiny new engine but not, seemingly, a lot to do with it. So kind of like a lot of the other games out there. I played Champions Online - and it actually had some interesting stuff going on (and seems like it's gotten more to do so I might try it again). I got Star Trek - which really was pretty interesting to play, but I quickly got bored of repeating pretty much the same 5 missions over and over when I ran out of story arcs to do.

    If people want t

    --
    Since I can't tell them apart, I treat all ACs as the same person.
    1. Re:It's not the engine and bling. by Rogerborg · · Score: 1

      100% agree. I tried Lord of the Rings online once it went free to play, and, bleurgh, it's just yet another "deliver this pot pie" and "exterminate ten Pointy Birds" snoozefest of mundanity. The novelty of getting "fetch me a carrot" quests from a badly voiced model with "ARAGORN" floating over it wears off rapidly, and after that, there's really nothing to distinguish it from WOW, except the price. And even giving it away, they're losing players.

      If Old Republic is betting on its name being enough to provide an ongoing thrill, then they're making a huge mistake.

      --
      If you were blocking sigs, you wouldn't have to read this.
    2. Re:It's not the engine and bling. by Rayonic · · Score: 1

      The current WoW quest formula seems to be:

      Main Questgiver: Go over there and do (something interesting and/or plot critical)
      NPCs Nearby: Hey, while you're over there, could you (kill/collect/rescue) some of those (enemies/doodads/victims).

      Which is kinda nice, since it fleshes out the main questlines and exposes you to more enemies/environments.

      Another main quest type is using a few simple quests as a gateway to a major quest.

      Main Questgiver: I'll repair this awesome mech suit for you to use, but first I'll need X, Y, and Z.

      So you're working towards a goal for yourself (piloting the mech suit), instead of just for XP and gold.

    3. Re:It's not the engine and bling. by Anonymous Coward · · Score: 0

      The really nice part with SWG was not only the economy, but that you could customize your items. You didn't do quests if you didn't need to get the money from the reward. You met in a well furnished cantina saw the dancers and musicians perform and could roleplay in the starwars universe. Sometimes people left for a duel to impress a char of the other gender. The magic with SWG was such that you could live your own fantasy. I'd really like to see more MMORPGs as most lake the RPG part now and turned diablo3D.

      PS: Pirate boat in mine or cave was also in The Goonies and in the first Everquest so nothing amazing new. Vanguard also had some nice locations in wayward places. Exploring was fun, but most people just grinded for the (not even there) endgame.

    4. Re:It's not the engine and bling. by Anonymous Coward · · Score: 0

      SWG's original crafting system is till the best that will ever be made. No one has touched it.

      I also liked the skill system. Kind of like D&D multiclassing. DDO has a lot going for it.

    5. Re:It's not the engine and bling. by Desler · · Score: 1

      Sometimes people left for a duel to impress a char of the other gender.

      So you went for a duel to impress another dude playing as a chick?

    6. Re:It's not the engine and bling. by Frellco · · Score: 1

      tl;dr? LotRO is a good place to hang out and slow down. If you've got a good gaming rig, the environment is beautiful and if you're a Tolkien fan, you'll (for the most part) love what they've done. It has it's hangups, but they are few and far between.

      And now for the longer part:

      As an admitted fan of LotRO I have to disagree entirely. If you've *ever* played an MMO in recent times there are *always* going to be "filler" quests as you level up. LotRO certainly has those at lower levels because the entire point of lower levels is to start to learn how to play your class. You do this by killing things. You have quests which ask you to deliver stuff (like rotten pies or the mail) because it introduces you to the surrounding area... which when you're brand new is likely completely foreign.

      One thing LotRO offers that continues to deliver is the "Epic" storyline. This is a series of volumes, composed of books, composed of chapters. Each chapter is a quest in an ongoing storyline which weaves in and out of the original LotR story. Naturally, at lower levels the Epic line is also fairly easy... it's another introduction. Sure there are some quests/stories that are not so great, you can't please everyone all the time (don't get me started about the Epic line running around Forochel... blergh!). But there is *a lot* of really good content in LotRO.

      Another aspect that keeps me coming back time and again is the world itself. It's very detailed, very "pretty" (even in a bad way in some areas), and very true to the lore of Middle-earth (leaving out the scale-down... I mean who would want to literally walk/ride 30 miles to Bree?).

      It certainly has some short-comings, I'll readily admit. The interface is quite dated and very hard to "skin". Turbine is working on this, recently starting to expose lua plugins as they should have done from the get-go (one thing WoW did from the start that was a phenomenal boon to the game). Folks who come from the WoW concept of "grind through everything as fast as possible to get to the end-game" who continue to follow this pattern will not enjoy LotRO. The "end game" is a handful of instances and 3-4 raids. They have recently improved this by going back and making almost all the existing instances (3 and 6 man) available on a scaling level (meaning you head into the Barrow Downs at 65 and it's scaled for 65 instead of the original level 20). They also provide a system called Skirmishes which gives you a soldier NPC that fights with you (several classes available). There are several sets of gear one can obtain which allow you to move into the 12-man raid instances if you desire.

      While the "Legendary" item system never really lived up to it's full potential, they've made great strides since it's inception to improve it to a decent state at present.

      There's definitely room for improvement. The kinship (guild) tools are pathetic. The housing is at best adequate. The tradeskills are okay. Combat is fairly easy, but still fun. The class divergence is quite well done (which makes it fun to play alts since the playstyle is considerably different across the classes).

      In general, it's a fun world if you play a game to enjoy the story, the environment, and the other folks who play. If your enjoyment is leveling as fast as possible and just clicking accept whenever you're offered a quest, it's not really for you. That said, there are a lot of folks who enjoy a change of pace where it's not a rat race to get to the end and then an endless grind to do nothing but improve your gear with cookie cutter skillsets and classes that, in large part, play exactly the same (yes, that was a shot at WoW). I think LotRO will continue to thrive and be successful. Everything we've heard coming out of Turbine since the switch to Free2Play has been positive and, at least on Elendilmir, we continue to see the world fill up in the evening and on weekends.

    7. Re:It's not the engine and bling. by gknoy · · Score: 1

      If people want to compete with WoW in this space they need to create a world. Stop spending so much on engine design or art assets, spend instead on good writers who can create interesting, challenging missions/quests for the players to do and LOTS of them

      You're right that they need some solid quests, but one thing that Bioware has in its favor is that this is the Star Wars universe. There's tons and tons of lore that they could connect to, and people are already rabidly excited about the lore for its own sake.

      Bioware already has the lore framework and the meta-world, I guess you might say. You're right, though, that they need to make sure to flesh out the questing and leveling zones to be fun and meaningful, though.

      I don't have a clear picture of what the end-game is going to be, but the single player storylines were (a year ago) promoted as being complex enough that I'd probably even enjoy playing just that. Imagine an entire game where the depth of immersion was as strong as the DK starting zone in WoW. :) (Eh, I can dream.)

    8. Re:It's not the engine and bling. by VGPowerlord · · Score: 1

      In general, it's a fun world if you play a game to enjoy the story, the environment, and the other folks who play. If your enjoyment is leveling as fast as possible and just clicking accept whenever you're offered a quest, it's not really for you.

      That would be the players fault, not WoW's. Now, before December 7, 2010, a lot of WoW's old zones did feel a bit slapdash, with quests running you everywhere.

      Those days are gone now. Every zone in WoW now has a storyline, and the quests are now done in chains. Even the starting zones deal with the recovery following the Shattering of the world.

      Now, having said that, you usually get one main quest and a few related quests to do in each section of a zone. You *could* call these "filler" quests, but they almost always have something to do with the zone's story in some way. There are exceptions, particularly in zones where a few of the original quests were left in place (*coughdesolacecough* *coughSILITHUScough*).

      (Seriously, Blizzard, why were you too lazy to change any of Silithus's quests? They're literally the same ones that were added when Silithus was redone in the Gates of Ahn'Qiraj (WoW 1.9) patch five years ago.)

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    9. Re:It's not the engine and bling. by Slider451 · · Score: 1

      Completely agree about LOTRO. The move to Free-To-Play in September made me curious so I gave it a try and I've been hooked ever since. It's the first MMO I've really sunk time into since the original EQ over ten years ago. If you're into Tolkien and immersing yourself in a rich, epic story it's a great way to experience an MMO. The F2P model is well-designed and I think guarantees long-term viability for the game and Turbine.

      --
      Nostalgia isn't what it used to be.
    10. Re:It's not the engine and bling. by Anonymous Coward · · Score: 0

      It's the story AND the engine.

      Bioware spins a good yarn. They have excellent side characters, reasonably good storylines, and a nice mastery of the heroic journey. Their lore is excellent, and they have a nice habit of surprising the player with amusing side missions and hilarious banter. Their villains are on the weak side, but that's a side effect of always fighting Big, Unstoppable Forces Of Unfathomable Might.

      But they suck at game design. Their combat systems are clunky and ponderous, more about showing you cool animations than letting you perform fluid actions. KOTOR, as the standard example, came down to watching your jedi stand next to someone and twirl about in psychotic fashions, but the player input was pressing a button or two every minute. Jade Empire was repeating the same attack sequence again and again for hours. Mass Effect took two games to make a reasonable first person shooter, and even ME2 isn't that great in terms of raw combat. And Dragon Age's gameplay, unless you were a mage, was absolutely pathetic. Beyond raw combat, their systems are archaic. Lots of FedEx quests, minigames that are neither amusing nor worth their code (Damn you, probe scanner! Damn you to the collapsed heart of a singularity!), and they have a major obsession with "cool" scenarios instead of a core experience (in this room there are crates which explode with a toxin, in this room there are lightning rods, in this hallway you have to use the sonic device to explode sharks again and again, etc).

      You can't sell a game purely on story. If it isn't fun to get from Point A to Point B, that's a major design failure, and it pushes the game farther from "I want to see what happens next" to "I'm going to go to YouTube and view the cutscenes, save time". This is magnified in a social setting. An MMO needs a wide player base to thrive, and it can't do that if the players don't enjoy the system. A story will only keep you slogging through boredom until you reach the end of the tale. You need a solid game design, one that is fun for it's own sake, in order to keep the population playing, socializing, and interacting.

      It's not just the story of the quest. If it feels like a FedEx mission, no amount of in-game explanation will change that. If it's killing rats to collect their tales, it doesn't matter what the monster is or what the ingredient will be used for, it's a rat tail quest. If the combat is boring, no amount of epic cutscenes will make it a triumphant climax. And if the game is a chore, people will only play as long as they want to learn what happens next, then leave. That's the death of a MMO, because without a stable community, the game is a dry and lifeless husk.

    11. Re:It's not the engine and bling. by yurtinus · · Score: 1

      Holy crap that was five years ago??

      I need to get out more.

      --
      +1 Disagree
    12. Re:It's not the engine and bling. by yoshi_mon · · Score: 1

      If people want to compete with WoW in this space they need to create a world.

      Look, I agree with a lot of what you said but at the end there you totally stop making sense. The Star Wars world is not big enough to qualify?! 6 feature films, TV shows, books and comic books, and who even knows how much fan fiction is out there.

      So look while I have my own opinions on Star Wars, BioWare, and MMOs. The idea that the Star Wars 'world' is not enough is simply ludicrous.

      --

      Really, I know what I'm doing...Ohhhh, look at the shiny buttons!
    13. Re:It's not the engine and bling. by thesandtiger · · Score: 1

      Don't forget that there are many quests that have various mechanics gimmicks in them. During the lead up to Cataclysm, for example, there was the whole "Retaking Gnomergon!" questline (as well as the one for the filthy trolls to take back their home) as well as the cultist questline. A whole bunch of random, fun and interesting gimmicks made the quests a bit more than kill x, retrieve y bear asses, etc.

      Within Cataclysm itself there are quests that have some really fun mechanics. In one storyline you get to hear from a character about how he did something (rather unbelievable), and instead of just listening to his story, you take control of him and go through the past and actually do that (rather unbelievable) thing. There are lots of little gimmicky quests going on like that, and they are pretty neat.

      I guess, basically, the *typical* questline in WoW is comparable (and often better) than the BEST quest/mission/story arcs in any other MMO. I really do want this new Star Wars game to be great (after all, why wouldn't I, as a gamer, want more awesome MMOs out there?) but it sounds like they didn't learn the one lesson that WoW should have taught the industry: Content matters. MMOs are not FPSs.

      --
      Since I can't tell them apart, I treat all ACs as the same person.
    14. Re:It's not the engine and bling. by thesandtiger · · Score: 1

      I don't disagree that Star Wars' expanded universe has a LOT of lore - the problem with that in game terms is: will Bioware actually *use it*? Will that world come alive?

      When SOE made Star Wars: Galaxies, they also had that whole universe to play in, and yet they miserably failed to take advantage of it. Bioware has a better reputation for making good (single player) RPGs than SOE, but just having that world does not automatically mean they'll flesh out the game well enough.

      And, really, in the context of this story - can it compete with WoW - it can't just be "oh, cool, they put in lots of lore" because that isn't enough. It's got to be packed enough with lore that even the Star Wars nerds feel like they're seeing something new AND the lore has to exist in such a way that the players are completely immersed into it. That's REALLY going to be hard to do.

      Remember - when WoW launched, there was no WoW for people to compare it to, and so it had SO MUCH MORE stuff going on than any other game out at the time. When this new Star Wars game launches, they are going to have to start off really close to what WoW has now if they want to have any hope of rivaling it, and they will have to quickly *surpass* WoW in order to keep people coming in and staying in.

      That's really hard.

      --
      Since I can't tell them apart, I treat all ACs as the same person.
    15. Re:It's not the engine and bling. by thesandtiger · · Score: 1

      I wasn't clear, so let me restate:

      Star Wars is a HUGE world full of stuff that can be really great content for games. But Bioware needs to bring that world to the game. It's not enough to put some particle effects on a baseball bat and call it a lightsaber - they need to immerse the player in the world that the films, books, tv shows, and other games have created.

      For an example of someone taking that whole incredibly huge world of Star Wars and making it seem empty, look no further than the previously mentioned Star Wars: Galaxies. You had GIGANTIC planets with... pretty much nothing on them that the players didn't create. You had canonical characters sitting around doing... nothing at all. You had theme parks like Jabba's Palace where you... did a couple of quests to kill animal lairs, and maybe you got a couple hundred credits (when you probably had millions in the bank) as a reward. It was basically like an empty room that someone threw a couple of random Star Wars toys into and said "Hey! Look! We got us a yoda!"

      It was so bad that one of the central parts of the Star Wars universe - omnipresent and useful droids *everywhere* - wasn't even implemented at the start of the game. Yet, weirdly, things like creature handlers (which I believe we only saw in one scene) were well fleshed out. As a (departed) friend of mine said, the devs on that game spent more time fleshing out *fishing* as a mini-game than they did thinking about iconic things like droids, bounty hunters and jedi combined.

      Bioware has a huge universe to draw from when making their game. But if they launch with the quests being mainly "Hey there, young Padawan, I've got a pest control problem, why don't you go beat up some womp rats for an hour" they will have failed to bring that universe to life in their game.

      Mind you, I think Bioware is the company that *could* do it, but they have their work cut out for them. When WoW launched it was 6 years ago, and even the woefully crippled (in comparison to today's WoW) game they launched was MASSIVELY better, bigger, more immersive than anything that's really come out since (though maybe LOTR is close to what WoW was then, content-wise). But Bioware has to compete with WoW as it is now - a game that has had 6 years of post-launch development with a dev team that has learned a LOT about how to make this game better with a HUGE playerbase that is pretty loyal.

      I want Bioware to succeed, but they're going to have to create a *living* world that the players can dive into - they can't just have bunches of Star Wars themed things wrapped around mundane, been-there, done-that stuff.

      More clear?

      --
      Since I can't tell them apart, I treat all ACs as the same person.
    16. Re:It's not the engine and bling. by yoshi_mon · · Score: 1

      More clear but I do want to touch on a few points of what has made WoW what it is.

      Bioware has a huge universe to draw from when making their game. But if they launch with the quests being mainly "Hey there, young Padawan, I've got a pest control problem, why don't you go beat up some womp rats for an hour" they will have failed to bring that universe to life in their game.

      The thing that WoW had was ready made lore to builds a MMORPG on. While I do agree that there needs to be some immersion in the game, especially at the start, there has to be the standard Go Kill X boars (space boars in SW's case) for the game to function. Because otherwise...

      I want Bioware to succeed, but they're going to have to create a *living* world that the players can dive into - they can't just have bunches of Star Wars themed things wrapped around mundane, been-there, done-that stuff.

      And I could be wrong but what I see a lot of times from some people is the desire for a much more linear style of play. Like the Mass Effect series. Sure it's not 100% linear but it has a storyline, you follow it, you even can effect some of the outcomes but overall if you want to play the game you have to drive the plot eventually.

      Not so in WoW. You can log in and decide today is the day you are going to level up a profession. Spend a whole afternoon picking flowers and then milling them into something. Or log in and do nothing but PvP, or run instances, or quest, or explore, or you get the idea. Sure if you want to drive the story along there are linear questlines you do and whatnot. But still you can 'play' the game with all of it's lore as the backdrop in a lot of different ways.

      And to me that is what gives WoW it's power. It offers a lot and people can take as much of or as little of away from it as they need. If any other MMO is to get beyond a minor player stage it needs to have the depth that WoW does as well as what you talk about the backdrop, the world, to give it real feeling.

      I think also that if any company can pull it off BioWare can. We will see if they do. The world is there with everything that is Star Wars. Now we will see if they can make a good MMO of it.

      --

      Really, I know what I'm doing...Ohhhh, look at the shiny buttons!
    17. Re:It's not the engine and bling. by thesandtiger · · Score: 1

      Oh, I definitely agree that non-linear play (as long as it can be done well and contributes to an overall coherent and interesting world to play in) is huge. And in MMOs the problem in a lot of cases is that building that content is really difficult and time consuming; as someone who has built mods for various games, even the most rudimentary mods take substantial amounts of time and effort - MMO quests and storylines and events are certainly not just "oh I took two minutes to throw something together." So, if you have hundreds of potentially different paths a player can take through the leveling up process - that's a LOT of work, and for the most part it feels like many MMOs out there half-ass it with a random quest generator ala CoH.

      To put things in perspective, when COH opened up their mission designer architect system, in something like 24 hours there were more missions built by players than had been designed in the entire history of that game by the dev team. Unfortunately, the vast majority of those designed missions were really poorly done, buggy or exploitative, or just more of the same kinds of things that went on in the game already. Even worse, they *absolutely* didn't matter as far as the story or game world went because the way the missions were put into the world was basically "Hey! It's a virtual reality simulator for your hero to relax in!" Meh.

      Anyway, what I'm saying is that WoW has a HUGE library of quests now, some of them *extremely* polished and just incredible. Many of them are really interesting and fun. And almost all of them (now) are better than "Hey, I don't like boars. Go kill 10 of them for me." Even more, there's stuff for players to do once they've leveled - you can do raiding or just casual dungeoneering, you can do PVP in battlefields or in arenas. You can do crafty things and try to dominate the economy. You can go wander the world trying to get weird achievements. You can roleplay with others. Oh, and you can switch, very quickly, from doing one of those things to another if you get bored. I don't know of any extant mmo that actually has an endgame even a 10th as rich as what WoW has.

      Granted, WoW didn't have all that at launch. Actually, I think, if the goal were to release a game as good or slightly better than WoW was at launch, Bioware could absolutely do it. The problem they have though is that any game that comes to market now will have to compete *at launch* (which is incredibly difficult to do) with that huge, rich world where there's all that stuff for players to do - and unless they have a truly ridiculous development budget, an incredibly huge staff of insanely talented scenario designers who can create really high quality stuff very quickly, and the ability to truly say "we'll release it when it's done" they will likely fail. People will come in from WoW, have a blast ripping through the extant content and then say "Huh, well, guess I'll cancel since there's nothing left to do." It kind of seems like Bioware can focus on there being a LOT of (mediocre, repetitive, boring) content so that players always have something to do until the dev team can update and add stuff, or they can focus on a spectacular, but unfortunately fairly linear experience that will show the potential of the game but will have to last until they can bring more content. Or, I suppose, they can find a way to make the gameplay so incredibly fantastic and fun that people just wanna play for a while simply to enjoy the mechanics (I have a friend who has played CoH for 4 years now and her favorite thing is using various builds to make herself bounce, fly and run like a bat out of hell through the gamespace - she finds it just plain fun).

      The world is there, as you say - but they need to gamify it and have it there when the launch crowd gets their hot little hands on it.

      --
      Since I can't tell them apart, I treat all ACs as the same person.
    18. Re:It's not the engine and bling. by yoshi_mon · · Score: 1

      Well I'm glad to see that we are on the same page. And while the numbers are only rumors BioWare has reportedly spent 300mil on the game. How that kind of money will stack up to Blizzards initial investment in both dollars spent and value per dollar is yet to be seen. However as far as it goes BioWare, even for their faults, are normally pretty good about not only spending the money that needs to be spent in order to turn out a product that can compete with the current norm. But getting good value for their dollars.

      Back to content to wrap this up. And a bit about my history. I played AD&D way back in the day and then a lot of CRPGs after that. Of note I actually wrote and ran NWN PW (Persistent World, poor mans MMO at the time heh.) that was fairly popular. My method was rather than implement a lot of quests, my PW had a whopping total of 4, I made a lot of zones, custom items, and kept the code very clean and thus the game ran crisp and fast. In short it was a well done hack and slash.

      My point? Content is not just about quests but about the zones, items, classes, professions, etc. So while you have talked a lot about the quests that WoW has, and yes it does indeed have a TON of them at this point; many of them quite polished (The new one in the Badlands about the 3 guys who 'fight' Deathwing is so much win.), that is only part of the content BioWare is going to need to bring to SW:TOR if they want to match up to what WoW has.

      I'd love to see it myself. Blizzard has done a decent job with WoW but if there was an actual rival I think we would all win.

      --

      Really, I know what I'm doing...Ohhhh, look at the shiny buttons!
    19. Re:It's not the engine and bling. by VGPowerlord · · Score: 1

      Holy crap that was five years ago??

      The Gates of Ahn'Qiraj were first opened in January 2006, so yup.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
  26. Stop shooting for being so big... by CFBMoo1 · · Score: 1

    Maybe larger companies should start taking a more simple approach to game development. Things like Minecraft, Plants vs. Zombies, etc. Stuff that stimulates the person to be a little more creative then finding the perfect formula for the most DPS or whatever. Providing a world where it's can potentially never be the same each time you fire up the game.

    --
    ~~ Behold the flying cow with a rail gun! ~~
  27. lol by Charliemopps · · Score: 1

    Who wants to tell them there's already been a failed StarWars MMO?

    1. Re:lol by brkello · · Score: 1

      Why would that matter? If they make a good game in the Star Wars universe, people will come. SW:G just wasn't a good game. That has nothing to do with the universe.

      --
      Support a great indie game: http://www.abaddon360.com
  28. Re:Tabula Rasa was not really that different by Lonewolf666 · · Score: 2

    It was just as grindy as all other games.

    You have some interesting points about how WOW has some flexibility and good end game content. But I think the above quote hits the mark. Boring grind is what IMHO kills the fun in most MMORPGs. A game that wants to be successful needs to get around that. Some possible ways to do that:

    -Lots and lots of developer-generated, original quests. Problem: That approach is EXPENSIVE

    -Make PVP a way of leveling, as it tends to be less boring. Problem: Will probably be exploited by all kinds of leveling services, commercial and private. Think "victim for hire".

    -Make PVE more interesting. There has been some progress with giving players skill combos or allowing them to take cover, which gives more tactical options. But ultimately this approach needs better NPC AI, which is a difficult field.
    Here I'd like to mention EVE Online in particular. That game already has a great variety of different weapons, ammo types and support mechanics that make for great tactical options in PVP.
    But unfortunately, poor NPC AI and mission ("quest") design make these options useless for PvE. Usually the mobs come at you in a big bunch, so hampering some of them with jamming equipment does not make much of a difference. On top of that, the NPCs always use the same tactics in the same mission, so once you know the mission you just follow the script.
    With smarter NPC opponents, EVE PVE could be a lot more entertaining...

    -Go for MMOFPS mechanics to get rid of the old "click on enemy, lauch attack, wait what happens". Problem: Twitch combat needs a high update frequency, which increases the neccessary bandwidth (and likely server CPU power). Fortunately, both of these get cheaper year by year, and there is a slow but noticeable trend to more FPS mechanics in MMOs :-)

    --
    C - the footgun of programming languages
  29. Re:Tabula Rasa was not really that different by Bensam123 · · Score: 1

    Yup... I spent quite a few nights doing that with friends.

    That's what good gameplay can do over the carrot-on-a-stick strategy.

  30. Activision is a public company. by Anonymous Coward · · Score: 0

    Bobby Kotick does not own WOW or COD, the company is public. If the article can't get the first thing it says correct why should I trust the rest of the article?

  31. I guess Slashdot readers don't know games... by Trulak · · Score: 1

    Anyone stop to think "hey, WOW and STORO are 2 completely different genres". One is fantasy, one is sci-fi. Saying they are both MMOs is like saying that Halo and Call of Duty are both FPSs. They appeal to completely different audiences. Sure, there may be a good chunk of people that play both, but chances if someone likes 1 of them, they don't like/play the other nearly as much. And as for this 'reviewer', I think he's just bitter against Bioware and/or a Blizzard fanboy because EVERY other thing I've read about STORO has been how about amazing the initial impression is once you have a couple hours to play it. Plus there's one thing that I haven't seen anyone mention that completely differentiates this from WOW....dynamic storylines. Anyone that has played Dragon Age: Origins or Mass Effect (2 other games that are as similar as night and day, made by the same company) knows that the choices you make in interacting with NPCs in a Bioware game can have profound effects on your gameplay experience. This will encourage people to make multiple characters of multiple classes and multiple races and even genders. Because the entire experience will be different dependent upon those factors as well as the choices one makes along the way. This fact alone multiplies the replay value many times, leaving Bioware with plenty of time to push out endgame content, even if the game doesn't release with it readily available. I for one am a WOW player, really only playing for the Cataclysm content and as soon as STORO comes out, I'm jumping ship. I've been following this game since the day it was announced and am stoked for it's release. I don't expect, nor necessarily want, STORO to be a WOW killer. I just want it to be fun and be congruent with the Star Wars universe. Oh, and anyone that says "Look at how good Star Wars Galaxies turned out"...either pull your head out of your arse and go read something about WHY it's failed so badly or just shut up because you have no clue what you're talking about (coming from someone that played SWG for 4 years).

    1. Re:I guess Slashdot readers don't know games... by Tridus · · Score: 1

      "because EVERY other thing I've read about STORO has been how about amazing the initial impression is once you have a couple hours to play it"

      You must be new to game previews. EVERY game preview about EVERY game ever previewed is positive. Always. Something this negative this far before release is almost unheard of from a major site.

      Publishers control access to previews. If you don't say nice things when doing your preview, you won't get previews in the future. As that kind of content is the lifeblood of gaming websites and required to stay in business, they pretty much do whatever they're told.

      --
      -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
    2. Re:I guess Slashdot readers don't know games... by geminidomino · · Score: 1

      Anyone stop to think "hey, WOW and STORO are 2 completely different genres". One is fantasy, one is sci-fi. Saying they are both MMOs is like saying that Halo and Call of Duty are both FPSs

      Actually, Sci-Fi vs Fantasy makes no difference in this context. The only thing it effects is the presentation of the game. Whether the quest giver is dressed like a blue elf or Mace Windu and wants you to kill 10 things dressed as giant rants or sandpeople is irrelevant if the gameplay is identical. And that's the whole point of the article: "they're trying to make it play the same way, and that's a mistake."

      * You dodged Wall of Text's crush attack

    3. Re:I guess Slashdot readers don't know games... by Trulak · · Score: 1

      I caveated that with "once you have a couple hours to play it". Actually there was a lot of a negative feedback on the game back at E3 last year and throughout the year coming from any reviewer that only had 30-60 minutes to play it. But within the last few months, Bioware has been letting reviewers sit down and play for hours at a time, which is having them come away with better perceptions of the game. And this person obviously either didn't care or didn't play for the length of time others have been.

    4. Re:I guess Slashdot readers don't know games... by sandytaru · · Score: 1

      That's just it though. Most players aren't going to give a game more than an hour to form an initial first impression. You have to "wow" them, pardon the pun, in the timeframe, or you've lost them. It doesn't have to be fancy intro movies or easy quests leading into a skinner box or a tutorial, but a game does need a hook, something to entice the player to keep going. Any game that lacks that isn't going to become a juggernaut any time soon.

      --
      Occasionally living proof of the Ballmer peak.
    5. Re:I guess Slashdot readers don't know games... by Trulak · · Score: 1

      By that logic, Halo and Call of Duty are "only different in presentation". They are both FPSs, they have you throwing grenades, shooting pistols, sniper rifles, machine guns, etc. They have team deathmatch, free for all, capture the flag, etc. game modes. The single player has set pieces that you have manning equipment to support allies and when you're not, you're a 1-man show against the world. By your explanation, the only difference between the games is the way you're dressed, who you're killing, and in Halo you shoot lasers instead of bullets. Explain to me how, if Halo and Call of Duty are different games, that STORO and WOW are the same? Every MMORPG is going to be like every other MMORPG in some form or another, just like every FPS is the same as another in some fashion and every RTS is the same as another. That's exactly WHY presentation and storyline can make an impressive difference, and that's what Bioware is aiming for. CAN you zip through quests in STORO? I'm sure you can, but it would completely defeat the purpose of the game, the same way that blowing through just the storyline of Dragon Age or Mass Effect cheapens you're own experience (even these games have "go kill X number of enemies at X location" but I don't see anyone complaining about that). If that's all you play, then yes it will feel like a lackluster game.

    6. Re:I guess Slashdot readers don't know games... by Trulak · · Score: 1

      By that explanation, then WOW should have failed long ago because the first couple hours of WOW are extremely underwhelming. The intro areas are full of weak, uninteresting creatures of which you are constantly assigned to killing a set number of them and upon turning in the quest, you will receive X amount of experience and X item. Cataclysm has changed this slightly with the new cut scenes, but it's still essentially the same. Bioware is at least trying to change this up by throwing in player choice to the mix in these initial tutorial quests, and the choices you make could have profound effects later on. They could just affect the reward you get. You don't really know and there's no reloading to see the other outcome and that's part of the whole appeal. If someone buys a MMORPG and only gives it an hour, they weren't going to give it a chance in the first place.

    7. Re:I guess Slashdot readers don't know games... by geminidomino · · Score: 1

      Explain to me how, if Halo and Call of Duty are different games, that STORO and WOW are the same?

      I don't play Halo or Call of Duty and so cannot say how they are different, but if your assertion that they are different in the same way that WoW and WoW-In-Space^WSTORO are different, then they essentially ARE the same game.

    8. Re:I guess Slashdot readers don't know games... by VGPowerlord · · Score: 1

      By that explanation, then WOW should have failed long ago because the first couple hours of WOW are extremely underwhelming. The intro areas are full of weak, uninteresting creatures of which you are constantly assigned to killing a set number of them and upon turning in the quest, you will receive X amount of experience and X item. Cataclysm has changed this slightly with the new cut scenes, but it's still essentially the same. Bioware is at least trying to change this up by throwing in player choice to the mix in these initial tutorial quests, and the choices you make could have profound effects later on. They could just affect the reward you get. You don't really know and there's no reloading to see the other outcome and that's part of the whole appeal. If someone buys a MMORPG and only gives it an hour, they weren't going to give it a chance in the first place.

      It's funny that you would mention Cataclysm, as one of the new WoW starting areas I played had me (iirc) whipping troll mining workers, running around picking up friends in a car, getting money from a bank, spending money on bling, cheating in a game of soccer, breaking open a bank safe, stealing artifacts from my boss's mansion... and that's all before level 5.

      That would be the first Goblin starting area, Kezan. The second, Lost Isles, is more traditional starting area, although you still do things like throwing bananas at monkeys, taking photographs of wall markings, turning into a spinning weedwhacker and killing parodies of the Plants vs. Zombies plants (which also appear later in the game), etc... in addition to the usual killing monsters.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    9. Re:I guess Slashdot readers don't know games... by brkello · · Score: 1

      No, they aren't completely different genres. They are both MMORPG. When you are talking about games, that is the only context in which genre really matters. Warcraft is based in a fantasy realm. Starcraft is based in a sci-fi realm. Both are still RTS's and are judged on those merits. While one world may appeal more to one person than another, it isn't a driving factor since generally if a person likes one, they like both.
       
      Dynamic story is great in single player games. It is less interesting in an MMORPG...or maybe I should say more challenging. When you give someone choices that are dramatically going to have an effect on your character (or not even dramatically), all people are going to do is look up online what will give the best eq/perks. WoW did something like this in its first expansion where you had to choose between two factions that offered different quests and different perks based on your status to them. If you do something significant, like changing the world around you based on choices, you have to deal that everyone else around you is in a different reality or you are in a different phase. WoW does this to allow you to feel you have had an impact on the game world. In a single player Bioware game, your choice will remove characters, destroy cities, etc. So they really can't do the same thing since you will be splitting the world for people permanently.
       
      So really, don't expect something to be game changing. I hope they just focus on it being a good game rather than worry about WoW. If you think it is going to be this amazing thing that will be so different from WoW...you will be disappointed.

      --
      Support a great indie game: http://www.abaddon360.com
    10. Re:I guess Slashdot readers don't know games... by brkello · · Score: 1

      They aren't different games...they are both FPS's. The skin and feel of the games are slightly different and one person can prefer one presentation over the other, but they are still FPS's. If you like FPS's, then you probably like/play both these games. The difference between fantasy and sci fi are even less of a factor. At least with your FPS example, one might argue they prefer realism over Halo's sci fi. In this there is much less difference, both are fictional worlds....both have swords, both have magic (sorry, that's all the force is), both have made up creatures and monsters...there is seriously no difference between sci fi and fantasy. Star Wars is more of a fantasy universe (since everything revolves around the force when has no basis in science or reality) with sci fi thrown in (space ships and laser weapons). Most people who are in to a WoW universe are going to be in to a Star Wars universe and vice versa. It is completely irrelevant to how popular it will be. People will only care that it is a good game.

      --
      Support a great indie game: http://www.abaddon360.com
    11. Re:I guess Slashdot readers don't know games... by Labcoat+Samurai · · Score: 1

      Call of Duty and Halo are different in more than presentation. Likening them to each other on the basis of guns, grenades, etc. would be like likening two RPGs on the basis of swords and crossbows. The key difference is that Halo and CoD play differently *despite* the skin deep similarities, and the criticism here is that SWTOR and WoW play the *same* despite skin deep differences. Whether or not I agree with that is another matter, but Halo and Call of Duty are massively different.

  32. Re:Tabula Rasa was not really that different by stonewallred · · Score: 1

    You must not play WoW then. With the "new world" the 1000's of quests are gone, and now it is more like a console game where you got to go through every frickin quest in a linear fashion. PvP sucks except for the XP-off 19s and 29s, and unless you are a tank or a healer, expect minimum 40 minute+ wait times for a random dungeon to pop. Someone needs to come out with a fantasy MMORPG that does PvE, PvP, solo play and crafting pretty well. Note not great, not excellent, but pretty well. How frickin hard is it to do that? How difficult is it to get away from the stat inflation and gear-dependency? Is programing in and balancing skills and talents that difficult? Look at D&D (P&P version). They have almost 30 years of experience balancing PvE and PvP. Steal their talents, skills and abilities, file the serial numbers off them, reskin and rename them and there you go.

  33. meh by Ephemeriis · · Score: 1

    I wasn't terribly interested when I first heard about this... And, while a lot of the teasers look very nice, I'm even less interested these days.

    I like BioWare's games. I generally enjoy the Star Wars universe as well. I thoroughly enjoyed KotOR.

    But BioWare's strength, in my opinion, is in their storytelling. And it's hard to develop much of a story in an MMOG.

    The other problem is that the Star Wars universe doesn't lend itself all that well got an MMOG framework. As pointed out in the summary - Jedi will be the most popular class. But from a lore standpoint it really doesn't make much sense to have everyone running around as a Jedi.

    The end result is a Star Wars setting where everybody is a Jedi. Everybody has a lightsaber and Force powers and everything else. And yet they're running around killing rats to grind up to the next level. And whatever big badguy you go defeat to save the universe just re-spawns in a few minutes for somebody else to kill.

    --
    "Work is the curse of the drinking classes." -Oscar Wilde
    1. Re:meh by Trulak · · Score: 1

      Star Wars Galaxies, until the introduction of the Jedi class, was a perfect example of a successful Star Wars MMO without having everyone running around as a Jedi. It could have continued that way as well had Sony not f'ed it up. I say "until the introduction of Jedi" in a way not to demean the Jedi class itself, but the way Sony implemented it. If balanced properly, the only appeal to being a Jedi in STORO will be the look and feel of the character, not the actual power of the class which should be balanced against all the others. As for Jedi running all over the place, given the timeline of the universe that Bioware has chosen to present the game in, it is completely acceptable to have Jedi running around everywhere. That's why they picked it. Not to mention there are plenty of people (myself included) excited about playing a NON-Jedi in the Star Wars universe again. Every Star Wars game out there(limited exceptions such as SWG and EAW) has you playing as a Jedi in some form or another, it's refreshing to experience the Star Wars universe from a different angle. And your complaint about big badguys respawning in a few minutes for someone else to kill...ever played a little game called WOW? That happens all the time, you can kill the Lich King as many times as you want. It's just the nature of the beast in MMOs. If enemies stayed dead, there would be nothing to do.

    2. Re:meh by Ephemeriis · · Score: 1

      And your complaint about big badguys respawning in a few minutes for someone else to kill...ever played a little game called WOW? That happens all the time, you can kill the Lich King as many times as you want. It's just the nature of the beast in MMOs. If enemies stayed dead, there would be nothing to do.

      It is, indeed, the nature of the beast in MMOGs. And I am quite familiar with WoW - I've been playing it for years. Although lately WoW has started doing some more permanent stuff... You'll get a nice cinematic, or the world will genuinely change.

      But that's not really my point...

      I probably wasn't very clear, but I was simply contrasting what I perceive as BioWare's strength (good storylines) against the nature of the MMOG beast (can't make permanent changes, lots of repetition, lots of grinding).

      --
      "Work is the curse of the drinking classes." -Oscar Wilde
    3. Re:meh by brkello · · Score: 1

      Everyone was freaking out that there was a Star Wars game where you couldn't play a Jedi. The nerd rage was fierce. When people think Star Wars, they think light sabres...that is just how it is. So you have to have Jedi...and that is what Bioware is going to do. But then you need to have a bunch of other classes to be an MMORPG....honestly, they should just make everyone a Jedi with different professions because how do you balance against a Jedi? They are supposed to be the most powerful people in the universe, so you are already messing with lore. Star Wars just isn't a great universe for an MMO.
       
      Judging from your posts...you are just a fanboy of the game before it is even released. Just relax and wait until it comes out and see if it is a good game before you start advocating for it like a soccer mom. I don't know how many "WoW killers" I have played that claimed to be so much better in so many ways to just be more of the same yet less polished. If they do it, great...until then...calm the heck down.

      --
      Support a great indie game: http://www.abaddon360.com
  34. "Flesh Raiders?" by A.+B3ttik · · Score: 1

    So The Old Republic is hoping to score hits with XXX-rated content? Just like WoW, even a little worse, but all the enemies are naked women!

    Hey, I'll switch for that.

    1. Re:"Flesh Raiders?" by St.Creed · · Score: 1

      I've been thinking about an MMO that could be classified 18+. One faction would be dressed in leather, have dungeons and slaves, and generally be able to do what they wanted. The other faction would be knights in shining armor. And they'd get some REALLY COOL perks to compensate. Or I'd make them NPC's from the start, so all PC's would be playing the forces of darkness. I'm not sure it would be something you could actually sell without getting in loads of trouble, but it would at least be something new.

      --
      Therefore, by the (faulty) logic you're using, you're just a cow with a keyboard - osu-neko (2604)
    2. Re:"Flesh Raiders?" by Remus+Shepherd · · Score: 1

      Anarchy Online was infamous for having European sensibilities, and because of that they had anatomically correct character models. You could get quite a view by using a 'bend over' emote on a character that was wearing a skirt. The animals were anatomically accurate also.

      All you'd need for a Mature MMO would be to take the Anarchy Online engine and give the players the ability to import animations. It would be like Second Life with skill progressions. And you'd get ridiculed out of the industry.

      --
      Genocide Man -- Life is funny. Death is funnier. Mass murder can be hilarious.
    3. Re:"Flesh Raiders?" by Labcoat+Samurai · · Score: 1

      So like a BDSMMO? (Yeah, I'm missing an 'M', but it reads better this way :) )

    4. Re:"Flesh Raiders?" by St.Creed · · Score: 1

      Well, maybe. I was thinking about something in line with the Dark Moon Chronicles.

      --
      Therefore, by the (faulty) logic you're using, you're just a cow with a keyboard - osu-neko (2604)
  35. Re:Tabula Rasa was not really that different by Kell+Bengal · · Score: 1

    The problem with mimicking P&P RPGs (and why I only play them, and not CRPGS) is that they have a genuine human being behind them dynamically telling a story, varying the difficulty, assigning rewards and generally making the game fun. Until computer game companies produce an AI as good as a human being at social interaction and storytelling (don't hold your breath), a pen-and-paper RPG will always be a 'better balanced' experience.

    --
    Scientists point out problems, engineers fix them
    altslashdot.org: The future of slashdot.
  36. Re: by ExtremePhobia · · Score: 1

    I'm going to break this apart first.

    Things WoW has:
    Huge amoung of back story and Lore
    A constant grind and a reward system
    PvP from the ground up
    A beautifully stylized world
    Few Bugs
    PLAYERS

    things SW:TOR has:
    Huge amount of back story and Lore
    lots of story driven quests (presumably)
    PvP from the ground up (presumably)
    A stylized world
    Who knows how many bugs
    Players?

    The way I see it, SW:TOR has a CHANCE to match up with WoW. It has the story aspects it needs to compare to WoW and it's BioWare so I'm not to worried about that aspect coming through. The PvP is implied, it's Star Wars after all, however if you played Star Wars Galaxies, you can see what poor implementation can do to what should be a premier PvP experience. The world of the Old Republic is very much stylized in the WoW fashion except in a Sci-Fi setting. And it doesn't seem out of place either. I think the style and the music can go a long way to making or breaking the game by giving you a sense of tone and so far I think where a lot of games have failed is in trying to be too serious which it seems SW:TOR is trying not too do by softening the art style.

    BioWare has certainly been playing up the amount of dialog and story driven questing in the game which I don't doubt. I find it a poor assessment to judge an entire game by it's newbie experience because a rudimentary experience is just what a lot of players need. Newbies will learn what they need slowly and gradually without having to keep track of story elements and focusing on getting around and killing things, which are important to survival while Experienced MMO players can play through quickly and just learn the finer points of the game. Of course if they drag the newbie experience too long then it will kill the game but hopefully that's not the case. But here it's all about execution. Do you strike the proper balance for both Experienced players to breeze through and newbies to get all the training they need so they don't feel overwhelmed.

    BioWare has as good a chance as anyone, if not better for the delays they are allowing to make sure implementation is handled correctly. I'm just going to hope that BioWare pulls through again.

  37. Following the bad things the leader does by js3 · · Score: 1

    I've tried many mmos, but sadly they all tend to do exactly what everyone hates about WoW.

    - I don't want a pvp MMO
    - I don't want to grind x pointless levels, if there's no story to fill 80 levels don't make 80 levels.
    - I want story driven mmo play
    - I want better group play than what wow offers.

    Almost all the alternative mmos I tried are either grind fests, pvp garbage or not story driven in the slightest. The only one that came close was "Vindictus" and that lasted about 25 levels before it turned into a grind, the story driven and group play aspects were very strong though.

    --
    did you forget to take your meds?
    1. Re:Following the bad things the leader does by Tridus · · Score: 1

      You want a lot.

      1) PvP is a thing that is loathed by one segment of the audience, and required by another. Not easy to make money without it in some form.

      2) Lots of people love levelling and questing, and hate endgame. For them, the game *ends* when they level cap. You see this all the time in games like WoW where someone gets to the point of being raid-ready, then immediately starts an alt. They just don't care about endgame. Almost none of these people post on MMO forums, so most people who do frequent said forums think they don't exist.

      3) Very expensive to make, and hard to keep at high quality because players will always chew through story faster then anybody can make it.

      4) The trend is away from this because as soon as you start requiring groups to do stuff, you've locked out a lot of people entirely and told others not to play until their friends are online. PUGs suck, and always will. (Running a PUG heroic in WoW right now has a 45 minute queue time as DPS, because the tanks and healers won't go anywhere near it due to the disproportionate blame they get for group failure when it's usually the fault of bad DPS.)

      --
      -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
    2. Re:Following the bad things the leader does by js3 · · Score: 1

      1. The PVP segment is loud but very small and not loyal, that's why many pvp mmos have failed, see WarHammer

      2. Nobody loves grinding. In my original post I said leveling and questing works when it is story driving, when the game reaches a point where all you have to do is kill lots and lots of mobs just for the sake of leveling it turns into a grind. Nobody loves that. Nobody. I wasn't talking about end game.

      3. That's why WoW is still the King.

      4. What trend? That's the whole point of playing an mmo, this is related to my pvp comment. Normally when I want to kill people I roll over to FPS games.

      --
      did you forget to take your meds?
    3. Re:Following the bad things the leader does by sandytaru · · Score: 1

      Ever try FFXI? Storypoints occur from level 1 to level 75, and the pointless grind has pretty much been eliminated from level 30 on up, at least for level purposes. (You've still got to grind your skills and your gear for most jobs.) There is no PvP, and group play is done from three to 18 people for most activities. You can solo if you really want to, but you level much more quickly in a party. SE apparently siphoned all the awesome that they had hoped to pipe into XIV and dropped it into XI. It's $5-10 off Steam with a free 30 day trial, although I'd wait until they release the next bundled version with the last three mini expansions (which are what finally fixed the game after eight years), which they probably will in the next few months.

      --
      Occasionally living proof of the Ballmer peak.
    4. Re:Following the bad things the leader does by Pinky's+Brain · · Score: 1

      Warhammer wasn't strictly PvP ... also it was pure casual, nothing similar to WoW Arena. So they lost the competitive PvP players before they even began.

    5. Re:Following the bad things the leader does by Creepy · · Score: 1

      #1)
      I have to agree, and "guilds" really started with PvP shooters, so guilds are mostly associated with PvP roots and thus the PvP requirement. An in game friends list would work just as well as guilds for PvE, IMO, as you rarely need a private space to go and chat about tactics (though it is nice... but an in-game "home" with a visit command would work just as well for that).

      #2)
      Level capping is a form of grinding, and I don't think it is essential for a RPG, as skill based systems have no levels and are still fun. I still think they will be a staple in MMOs because they give an immediate power comparison, but honestly I'd rather this trend to your equipment and armor showing your power and restricting them based on attributes that go up over time, but that's me.

      #3) yes and no - you need hundreds of hours of content, but if done right you could have the players create that content. I don't think Eve Online has anywhere near as much content as World of Warcraft or Guild Wars (I haven't seen what was added with Incursion, I played it briefly about 4 years ago), but there is plenty to do.

      #4) Tank and healer will always get the blame if such roles exist and the team fails if such roles exist no matter who was the real problem. Even if you are good, with a bad partner in a PUG you may be screwed - I remember one PUG (not sure what game as I was playing several at the time) where I was one of two healers and the other healer provided either no healing or almost no healing and we were both kicked for "sucking" when we were beaten. Even though it wasn't my fault, I got blamed. I then joined up with a guildie healer and we were both lauded for our awesomesauce healing by the next party and that wasn't even with vent (which we always use for PvP, but not much for PvE, mainly because we usually have to be quiet when we do PvE due to people sleeping in nearby rooms).

    6. Re:Following the bad things the leader does by Creepy · · Score: 1

      As for #4, it was probably a reference to Guild Wars 2, which is supposedly eliminating the holy trinity of MMOs: Tank, DPS, and Healer. While there will still be some reliance on DPS, movement seems to be much more important than tanking from what I saw of the demo.

    7. Re:Following the bad things the leader does by brkello · · Score: 1

      Wow. They must have completely changed it since I played. That sound like exactly the opposite game I played years ago.

      --
      Support a great indie game: http://www.abaddon360.com
  38. Re:Tabula Rasa was not really that different by Ephemeriis · · Score: 1

    What the real problem in these games trying to follow World of Warcraft is that they usually take aim at the previous generation of WOW. As in, Blizzard keeps moving WOW forward. The change the mechanics, the reinvent classes at times, they even change their world completely. They haven't stood still. Yet each time I see a new WOW killer come along it is aimed at WOW from three to four years ago claiming great new features which just btw, happen to be in the current WOW or are very similar.

    The folks at Blizzard aren't stupid. They've been making games for a while now. They're aware that other folks are out there competing against them. They want to keep their WoW players in WoW. And they aren't afraid to change WoW to keep people playing.

    WoW really is not the same product that was released years ago. Core gameplay mechanics have changed dramatically over the years.

    If you see some (p)review talking about how GAME X has this awesome new feature that's absolutely wonderful and enjoyable and GAME X might just unseat WoW this time... You can rest assured that Blizzard will somehow incorporate that awesome new feature into WoW by the time GAME X launches.

    --
    "Work is the curse of the drinking classes." -Oscar Wilde
  39. Re:Tabula Rasa was not really that different by crashumbc · · Score: 1

    Yeah, I've been pretty disappointed in Cata. The revamped and new areas are EXTREMELY linear in quest design. The biggest annoyance for me though is every class as become console game in its control style. Its like playing Mortal Kombat or something, If I wanted a console style fighting game I play one. For people that like playing a lot of different characters it makes it impossible to play them respectably without spending insane amounts of time practicing your rotations.

  40. Over and Over by dcollins · · Score: 1

    Think Icarus. So many successful game companies get bright lights in their eyes and want their own WOW. Problem is, the MMO genre is geometrically more difficult and expensive (as compared to singe-player games), and the push into it overwhelms and destroys otherwise successful companies over and over again.

    "As these talented amateurs struggle in power meta-games to control revenue from online gaming, the collateral damage has been extensive and nearly fatal. When the definitive history of online gaming is written years from now, the analysts will look back and note the executives in charge of online gaming nearly killed it with their greed and incompetence." [Jessica Mulligan and Bridgette Patrovsky, Developing Online Games, p. xxvii]

    That was written back in 2003. The next paragraph goes on about how, in the following year, Sony Online's Star Wars Galaxies will be an important bellwether on where the industry goes in the future.

    A former online game-company boss of mine: "We're smarter than the average company, so we can cut all of our time estimates in half."

    --
    We know where leadership by an anti-intellectual "strongman" who scapegoats minorities and likes boisterous rallies goes
  41. You've got it backwards by SoTerrified · · Score: 1

    Yet each time I see a new WOW killer come along it is aimed at WOW from three to four years ago claiming great new features which just btw, happen to be in the current WOW or are very similar.

    You have it backwards. A new game comes along, and says "Hey, we'll beat WoW because of these features." Then the WoW team looks at what they are promising, and figures out what's good about it. Then the WoW development cycle is tight enough that they will have those features in WoW by the time the contender hits the market, making the contender look dated.

    Then guys like you say "Oh, look, that new MMO has the same features that are in the current WoW, so why would I change games?"

    1. Re:You've got it backwards by delinear · · Score: 1

      Indeed, the mistake is ever assuming you'll be a WoW killer out of the box. That's a mistake exactly because WoW don't have to develop a WoW beating game, just cherry pick the best bits of their competitors into their release schedule, which is always going to be cheaper and quicker. Anyone who is serious about being a WoW beater needs to take a very long term approach, almost soft-launch their game, get some community feedback, build on that and once they have a solid base, then start adding the innovation. You almost want as few subscribers as possible initially because you don't want your grand scheme nerfed by talk of bugs which would have been ironed out way before the big launch. What developer/producer is willing to take on that level of risk these days? From what I can see, none of them. The best they can manage is to make big claims, rake in a few months of subs then move on (always hoping of course that something will stick but never counting on it). If you're risk averse, marketing seems to deliver much bigger returns than innovation.

    2. Re:You've got it backwards by drsquare · · Score: 1

      Maybe they should innovate with features that can't be written in a weekend. The problem with all these competitors, is they usually have one or two interesting things about them, but the rest of the game is terrible. You really need the whole package, and do something different. LOTRO did everything right except be anything other than a bland version of WoW.

  42. Re:Tabula Rasa was not really that different by fractoid · · Score: 2

    Exactly. How hard can it be to evolve past "kill 10 rats"? Text based games 20 years ago had more variety in quests and adventuring.

    As one perceptive WoW player said, logging on for the first time after watching the South Park 'Sword of Truth' episode: "They're all boars. Some are bigger, or look different, or have different abilities, but they're all boars."

    --
    Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
  43. Re:Tabula Rasa was not really that different by Ben4jammin · · Score: 1

    While I mostly agree with what you say about WOW, I think there is more to it. I've only played WOW for nearly a year, so I don't have the experience of the "old school" players but I have been around long enough to notice a couple of trends. Firstly, I think WOW has been smart to put emphasis on the social aspect...as in guilds and guild achievements. This allows you to have advantages that you simply won't have going it alone. That means you now have an emotional investment in people, not just the game. And if you work with those guildmates you can form effective teams that allows you to get through stuff that is painful to try with just PUGs.
    Also, while the quests may not be like they were before, you still have other avenues to advance, such as the dungeons. And while initially the wait times (if you were DPS) were long, it is getting better as more tanks/heals get familiar with the new dungeons. New dungeons that require WAY more tactical sense than the LK ones IMHO.

    I don't think they will get away from the stats and gear dependency simply because that is part of what keeps people coming back and playing more. Get geared for dungeons, get geared for heriocs, get geared for PvP, etc. One of the things that initially drew me to WOW was the fact that my success was not based solely on how fast I could click but based on stats/gear and how well I worked within the group. I guess what I am trying to say is that they are stat/gear dependent by choice, not just design.

  44. Star Wars MMO Charactor Creation by VortexCortex · · Score: 4, Funny

    Welcome to Star Wars - Inner Force!

    The entity that you permeate is:
    [ ] - Inanimate
    [x] - Animate

    The living entity you inhabit is:
    [ ] - Vertebrate
    [X] - Invertebrate ...

    You are drifting in the blood stream of a Death-Star Trash Compactor Monster.

    [ ] Begin Mitosis.
    [ ] Generate Force.
    [x] Draw nutrients from your host.
    [ ] Die

    ----

    Every player is a Midi-chlorian. The goal of the game is to remain undetected throughout the original trilogy followed by the prequel trilogy in order to avoid becoming a ridiculous explanation.

  45. Re:Tabula Rasa was not really that different by Anonymous Coward · · Score: 0

    What version of D&D is balanced at all? 3.5e isn’t. 2e wasn’t. 4e maybe but only cause they update mechanics all the time. You clearly don't play at a high level in any edition of the game if you think D&D is balance for PVP or even PvE out of box. Do you even understand how much work a GM puts into just picking monsters that are good challenges for a party? And that assumes combat is even the focus of the game and the DM just isn’t fudging everything.

    Also there is a D&D MMO and it is mediocre.

  46. Re:Tabula Rasa was not really that different by Pojut · · Score: 2

    This is why I'm pretty much done with MMOs. I played MUDs back in the day, and have played "modern" MMOs ranging from Meridian 59 and Ultima Online all the way through WoW. The last time I logged in to an MMO was back in 2006. I'm completely, totally done with the idea of it. Yes, the sense of community is awesome, but I'd much rather just take part in multiple weekly tabletop/pen and paper games for that kind of team work. Not even The Old Republic can reignite my interest in MMOs...and I play in a Star Wars pen and paper RPG game every Saturday night :p

  47. All based on one vague 'review'? by Dixie_Flatline · · Score: 4, Interesting

    I'm an EA employee. I used to work at BioWare. There's my disclosure.

    I'm not allowed to talk very much about the game, for obvious reasons. I AM allowed to disclose that I was part of an internal beta late last year. (At least, at the time I was in it, I was allowed to disclose that. Hopefully that hasn't changed.)

    Everyone that I know that was playing it was playing it addictively. We all loved it. The storyline that WE got to play was impressively well put together; I felt more at the center of that universe than I ever have in WoW (and I'm playing Cataclysm again, just so you know. I also think it's great).

    This 'review' is pretty vague, and betas are betas. I can't promise the game will be great, and there's obviously a massive bias for me to say that it will be, but I was really sad when the beta completed. The first 6 hours of WoW are just you running around killing small, nearly defenceless animals; the first 6 hours of MY ToR experience was so much more. I really wish I could reveal everything that went on; it was really rich, engaging storytelling, with interesting conversations and dialogue. I don't remember skipping over any of the dialogue – spoken dialogue, of course –even once. Most of the time in WoW, I just click through as quickly as possible and read the quest text only if I really obviously become stuck. (Cataclysm's introduction of forced cutscenes in the beginner areas actually makes things a lot better.)

    Seriously, give the game a chance. Beating up on it before you play it and based entirely off of the experiences of one person that played a few levels is hardly the way to judge an entire MMO.

    1. Re:All based on one vague 'review'? by Nyder · · Score: 0

      I'm an EA employee. I used to work at BioWare. There's my disclosure.

      I'm not allowed to talk very much about the game, for obvious reasons. I AM allowed to disclose that I was part of an internal beta late last year. (At least, at the time I was in it, I was allowed to disclose that. Hopefully that hasn't changed.)

      Everyone that I know that was playing it was playing it addictively. We all loved it. The storyline that WE got to play was impressively well put together; I felt more at the center of that universe than I ever have in WoW (and I'm playing Cataclysm again, just so you know. I also think it's great).

      This 'review' is pretty vague, and betas are betas. I can't promise the game will be great, and there's obviously a massive bias for me to say that it will be, but I was really sad when the beta completed. The first 6 hours of WoW are just you running around killing small, nearly defenceless animals; the first 6 hours of MY ToR experience was so much more. I really wish I could reveal everything that went on; it was really rich, engaging storytelling, with interesting conversations and dialogue. I don't remember skipping over any of the dialogue – spoken dialogue, of course –even once. Most of the time in WoW, I just click through as quickly as possible and read the quest text only if I really obviously become stuck. (Cataclysm's introduction of forced cutscenes in the beginner areas actually makes things a lot better.)

      Seriously, give the game a chance. Beating up on it before you play it and based entirely off of the experiences of one person that played a few levels is hardly the way to judge an entire MMO.

      Being that you are an EA employee, you think you'd understand that when stuff gets hyped up, people will also start discussing possible flaws also.

      Bioware's SW MMO has been hyped up since it was announced. All I've heard is how great it's going to be (which is funny, because the stand alone games weren't that great, okay, decent stories, but okay), a wow killer, etc.

      So suck it up. Game is probably going to suck and you know it. don't get offended though, use what you learn here to stop hyping stuff up.

      --
      Be seeing you...
    2. Re:All based on one vague 'review'? by I8TheWorm · · Score: 1

      Ahhhh, a voice of reason. I'm glad you've said what little you could, and hopefully people will give it a chance. I plan on it, and a few online buddies from TR and SWG are going to with me.

      --
      Saying Android is a family of phones is akin to saying Linux is a family of PCs.
    3. Re:All based on one vague 'review'? by LeperPuppet · · Score: 1

      The dialogue, quest chains and story that ToR aims to present to players has been fairly well hyped as a main selling feature. You're saying that they're great, which I don't doubt, although I'm not sure that the average gamer is going to be all that impressed with them, since the last few years of MMOs and RPGs have essentially conditioned them to skip quest text and head wherever the quest beacon leads them. For these people, story is often the least of their concerns.

    4. Re:All based on one vague 'review'? by Labcoat+Samurai · · Score: 1

      Game is probably going to suck and you know it.

      So this is an accusation of lying essentially, yes? I mean, GP, who did not *have* to admit to being an EA employee, claimed to have played the game and liked it. I'm inclined to believe this was a genuine opinion. And since when is not living up to hype the same as sucking? It really doesn't matter if it's as good as you wanted it to be. It matters if it's better than its competitors.

  48. Re:Tabula Rasa was not really that different by Culture20 · · Score: 1

    As one perceptive WoW player said, logging on for the first time after watching the South Park 'Sword of Truth' episode: "They're all bores. Some are bigger, or look different, or have different abilities, but they're all bores."

    FTFY

  49. Megacorp by phorm · · Score: 1

    And as you mentioned in the title, not just any MegaCorp, but EA, a company which is very well known for taking existing hits or concepts and shovelling out sequels (often with little change from the original). In some cases, this isn't a terrible thing. If a game is storyline-focussed, then slightly tweaking an existing engine and focussing on story makes sense. I've just started Mass Effect 2, but this seems to be pretty much the case there... slightly more polished graphics, but decent storyline and character development.

    However, this often precludes having an "original" game that ends up as a blockbuster, as the companies EA buys tend to have their real hits before being bought out, possibly get a few more pieces of quality product out the door, and then often strangle on the vine...

    It's too bad really, I'd like to see some gaming-shops that are developing something new and innovative but struggling at maybe the 50-80% mark get picked up by EA and helped along to bring something new and cool to the world. Certainly EA doesn't seem to lack the funds to invest in something like this.

  50. What's the benchmark by phorm · · Score: 1

    Awhile back all my friends were geeking out over Cataclysm. I don't play WoW so it took me awhile to understand what all the sudden weird jokes and references were on their IM and other sigs... not to mention the pictures of huge overnight line-ups prior to boxing day.

    I'd say that it still gets lots of attention from existing players.

  51. You're wrong. (And right) by Viewsonic · · Score: 1

    Most of the WOW dev team were in the top tier Everquest guilds. They saw what was being done wrong with a fantastic game, decided to take that experience and polish it. They very much aimed to make a game that would replace Everquest, and they did. We got regular updates through Everquest how the then unnamed game was coming along. When some the best players/blizzard devs on the Everquest server stopped showing up because the new game was already better than Everquest, we knew they had something big coming.

    However, you are now correct that today, MMOs need to find their niche and not worry about beating WOW to succeed. They need to look at subscription numbers of where Eve Online is, decide that is most likely the best possible outcome, and look at their expenses to run a game with 300,000 subscribers in the very best scenario. Remember, Eve Online is one of the only successful MMOs that has withstood WOW, this is the best case scenario for ANY company planning on an MMO. Realistically, they will maybe have 100k subscribers for their first few years, maybe less.

  52. Re:Tabula Rasa was not really that different by mikael_j · · Score: 1

    I definitely disagree about the quest changes being bad. The old world (lvl 1-60) pre-shattering was horrible. Even though they kept upping the XP gained and nerfing the XP needed to level it was still slow and cumbersome. With the changes they also finally got rid of a lot of the old "fedex quests" where you had to spend 45 minutes traveling from one end of the world to the other, give someone a bracelet, travel back and then finally get the next "real" quest in the quest chain which also required 15 minutes of travel. I'm glad those elements are gone, the new reshaped world is fun to play in, you can go exploring if you want to but you can also level quickly and smoothly if you want to.

    That's not mentioning that they added more flightmasters so you no longer have trek all over the place while leveling. Of course, I know plenty of people (read:no-lifers) who are complaining about cataclysm, these are the same players who swore they'd quit when Blizzard decided to make mounts cheaper since it "encouraged casuals", again when they moved the lowest level for mounts down to 20 (from 40) because it "encouraged casuals", when BC was released because all their fancy purples became useless which was just "catering to casuals", again when WoTLK was released they complained about how WoTLK gear was better than BC gear was "catering to casuals".

    There's a reason Blizzard generally ignores these loud complaints from the "hardcore" players, the complaints are coming from a bunch of people who feel that the game would be perfect if it involved 200+ pointless and boring hours of leveling and running PUGs until you could play with the "big boys". Although if anyone took away their heirloom items they'd rage all over the internet since that would mean their leveling experience would be more like that of the hated "casuals". It'd be even funnier if Blizzard figured out a way to make it hard to "pull" lower level characters with the help of a level capped guildie (or to mail items/gold that had at any time been in the hands of one of your alts or one of your alts' guildies). I know, they'd never do that but oh boy would the "hardcore" crowd whine and moan, it wouldn't be so easy to brag about all your level 85 alts then (since they'd have to experience the whole grind to 85 without assistance).

    --
    Greylisting is to SMTP as NAT is to IPv4
  53. Re:Tabula Rasa was not really that different by Anonymous Coward · · Score: 0

    Looking at wowhead.com, 146 quests in Mount Hyjal, 200 in The Maelstrom areas, 115 in Uldum, 7 in Ruins of Uldum, ~248 in Twilight Highlands, ~130 for starting as a Goblin(just based in the new zones...), ~114 for starting as a Worgen.
    (Pretty sure I missed a few in there)

    Why so few quests in the new, high-end areas of the game? Because they went through a ton of the old quests in the original(Vanilla) content and changed/updated them.

    I haven't played Cataclysm, yet, beyond the beta but leveling my Human Rogue from 1 to 20 in the beta was a pretty different experience from leveling him pre-Cataclysm.(Well, as different as a "static" MMO gets, anyway.)

    D&D is only as balanced as the DM running it lets it be. D&D is all sorts of broken, just going off the rules of the system. PvP, in particular, isn't especially great, IMO.

    Want to see a D&D-based MMO? ddo.com

  54. Re:Tabula Rasa was not really that different by Mike+Mentalist · · Score: 1

    You must not play WoW then. With the "new world" the 1000's of quests are gone, and now it is more like a console game where you got to go through every frickin quest in a linear fashion.

    In what way is the questing anything like a console game? The storytelling is a vast, vast improvement over what Blizzard had in place before. It may have had the appearance of being less linear but really all you were doing was the same thing in different zones. Having to cross half the continent to kill 10 lions rather than just cross the same zone was an awful way to play.

    --
    I put my books on Amazon, Smashwords, Demonoid, ISOHunt and Pirate Bay. Search for 'Michael Cargill'
  55. Re:Tabula Rasa was not really that different by Schadrach · · Score: 1

    CoH took an interesting twist on the normal MMO concepts. It's not nearly as good endgame as WoW in and of itself, but there's the Architect System for user designed content a lot of which is pretty good and there's enough of it to "hide" the grinding. There's also the whole "archetype" concept, where you have classes that are general functions and a lot of variations in how it works. For example it has a "ranged DPS with minor utility and a tiny bit of melee" class (Blaster), with a bunch of options for what kind of ranged DPS you do (ranging from assault rifles to throwing fire) and what themed utility you have. There's another class that is "group support with moderate ranged DPS"(Defender) that actually shares a bunch of options with the Blaster as far as ranged attacks but has completely different sets of utility powers, and there are class modifiers that change how the abilities actually function. A Blaster and a Defender can both throw a Lightning Bolt for example but the Blaster will be able to at an earlier level, the Blaster will deal more damage with it, but the Defender will drain more of his target's Endurance. Literally, a ranged attack by a Blaster will do more damage than one by any other heroside archetype, but that same power will do less damage but have more potent side effects when used by a Defender.

  56. WoW competes with itself by Datamonstar · · Score: 1

    Even Blizzard will have to compete with WoW at this point. There's not a lot of history with mega-hit MMOs, but judging from the still ongoing success of Everquest (no, not EQ2, I mean EQ1), the game won't be going anywhere soon. I think a trend, at least for the foreseeable future, is for MMOs to be slow-moving behemoths that people just wont move from. There's a lot of reasons for this. One is the time and money already invested. This is something that affects mostly casual players, but also medium and hard core. Also, there's a resistance to taking on major new game mechanics that feel strongly different than what you're used to. They have to be integrated carefully and properly, like WoW's skill tree system. I don't see a big shift from being accepted that anytime soon. Companies simply won't put up big bucks for something innovative but risky.

    We got games like Wurm online (from the makers of Minecraft) and other games that are all about crafting and you can dig and build on a massive scale and there's still combat and wars and duels and everything else normally associated with an MMO. But they won't go mainstream until someone throws a bunch of money at it and turns it into something completely different than it is now -mostly competitive, repetative and highly rewarding to some degree.

    --
    The eternal struggle of good vs. evil begins within one's self.
  57. Re:Tabula Rasa was not really that different by BobMcD · · Score: 1

    Stop thinking that WoW is the ultimate game that will ever be produced

    Isn't it, though? Games are made to entertain their customers and sustain their backers. WoW has done both to a degree that no other MMO ever has before - for years and years running. If your image of the 'ultimate game' doesn't include success then I humbly submit that your game wouldn't live very long.

    which is coincidentally as addicting as heroine and makes you very subjective

    Ah yes, I haven't seen the 'no true Scotsman' argument in quite a while. It's good to see the old tropes trotted out from time to time...

    Things can be fun without being really grindy. WoW keeps you addicted with stuff, good games keep you addicted with fun.

    While I'm inclined to agree with you, the developers at WoW clearly do not. They are resolute that without enough effort the successes are meaningless.

  58. Re:Tabula Rasa was not really that different by Duradin · · Score: 1

    "What version of D&D is balanced at all? 3.5e isn't. 2e wasn't. 4e maybe but only cause they update mechanics all the time."

    Don't forget Skills and Powers. That was so unbalanced it needed a mention here and possibly an Ignobel Award.

  59. Re:Tabula Rasa was not really that different by BobMcD · · Score: 1

    -Make PVE more interesting. There has been some progress with giving players skill combos or allowing them to take cover, which gives more tactical options. But ultimately this approach needs better NPC AI, which is a difficult field.

    Cata has taken a shot at this, by the way. The sorts of things that one used to only find occasionally on a new boss have crept into the trash mobs themselves. Every single pull requires at least some degree of tactics now, and with the introduction of 'get out of the fire, but get into the green' they're really pulling a mind job on their playerbase.

    We'll see how it turns out.

  60. Dear Blizzard (Dated 2004) by MrLizard · · Score: 2

    I've been seeing previews of your new "World of Warcraft" game, and I think you're wasting the rumored 50 million dollars you've put into it. It's nothing but a clone of the market leader, Everquest, and there's really no way you can overcome the huge advantage EQ has on you in terms of subscriber base and development time. They've had over five years to constantly refine and improve the game experience; you'll be starting out where they were five years ago, and doing nothing but playing catch-up. You've got the same "Go kill 10 rats" gameplay and the same endgame, except you have almost no raid content ready and I hear that your "innovative" PVP system, using the same "instancing" technology that Everquest implemented years ago in their Lost Dungeons of Norrath expansion, will not be ready at launch. Only something totally new and radical will work -- have you considered making it over into a twitch-based FPS game? Just doing what's already proven to be popular and genre defining, but doing it better, cleaner, sharper, and faster, is no recipe for success. Originality is far more important than competence, and building on your competitors work and taking advatnage of all they've learned the hard way, and then bettering it, is no recipe for success. Only the totally new and totally unproven, especially if it's not what customers have previously demonstrated they're willing to pay for, will win the game. You may want to look at Tabula Rasa, which has been in development since 2001 and will probably release soon. It's so original and groundbreaking even the developers aren't entirely sure what kind of game they're making -- that kind of shattering of genre boundaries is the best way to have a mega-hit. I feel sorry for the developers, artists, and so on who will be laid off when World of Warcraft bombs, dismissed as just another Everquest clone in a field already crowded with them (Asheron's Call, Dark Age Of Camelot, Horizons, etc).

  61. Re:Tabula Rasa was not really that different by KarolisP · · Score: 2

    you must have missed the later added content. new breed of AI uses quite advanced tactics, and even tho they are so far focused on taking you down, not keeping themselves alive (that's what PVP is about) they pack quite a punch. and in 10 days these new breed AI npcs come in a form of incursion, that should fuel both pve and pvp content fuse .... im not sure this will end well, but there's only one way to see.

  62. Re:Tabula Rasa was not really that different by RazzleFrog · · Score: 1

    Some people actually like linear, story-based questing. It's probably a big reason why console gaming is as big as it is. If you wanted sandbox, open ended gaming why would you ever have played WoW?

  63. Re:Tabula Rasa was not really that different by BobMcD · · Score: 1

    Look at D&D (P&P version). They have almost 30 years of experience balancing PvE and PvP. Steal their talents, skills and abilities, file the serial numbers off them, reskin and rename them and there you go.

    Unfortunately for your position, not even Hasbro agrees with you. While you'd think that they have rafts of experience, they basically just went and copied WoW rather than relying on any of it.

  64. Re:Tabula Rasa was not really that different by BobMcD · · Score: 1

    Either you stopped paying attention around 12/14 or so, or you're repeating something you've heard somewhere else.

    Yes, all the FP's and whatnot made the leveling experience easier, and yes there were mutterings about that before Cata launched.

    Also the 80-85 experience was modeled this same way, and is super, super easy to complete, so I could see that continuing for about another week (thus the 14).

    But eventually those hardcore players got done leveling and experienced the extreme content wall that Heroics have presently become. If ANY of them are still complaining about things being 'too easy', call them out on it. Heroics are hard. And there are, indeed, pointless and boring hours required now in PUGs (and if you have to PUG, triple the expected amount of hours required) in order to get geared enough to set foot in a raid. In fact, you'd need an entire set of Heroic dungeon gear now just to get hit capped. It would take a minimum of, say, 80 hours of play to get that done. And that's not even the end-game.

    So yeah, leveling to 85 is still pretty easy. But everything 85+ is so hard that I'm doubting you've followed up with anyone who has discovered this fact.

  65. WoW is not the standard by which to measure by eepok · · Score: 1

    If there's anything that kills a new MMO, it's pushing the argument of whether it will or won't pose serious challenge to WoW's market share. I don't know if it's Blizzard employees, WoW loyalists, or just really stupid people, but they just keep shoving it down the throats of players who just want to play the game.

    They make it sounds like it's an all-or-nothing game. "Oh, New MMO #5 won't beat Blizzard? Well you may as well not consider playing it... even for a day! How can something survive if it doesn't land a constant 5 million users from Day 1?"

    All that matters to a game is profits, playability, and word of mouth advertising. It doesn't matter if WoW still holds the lion's share of users... a game can be successful without breaking Blizzard's bank.

    1. Re:WoW is not the standard by which to measure by Shados · · Score: 1

      The problem i see also come from the players. Since WoW has been so popular, almost everyone who plays another MMO has some WoW influence... a little like Everquest back then.

      As a non-WoW player, I personally find it freagin annoying, but its how it is: you go on any other MMO's forums, and if the MMO does -anything- different from WoW, even if its better, you get all the people going "OMG! This isn't like WoW, change it!" and the community quickly gets flooded with it, hiding any other posts containing constructive critisism. Sooner or later the developer takes notice, and WoWify the MMO, and down the drain it goes (Since an MMO that didn't start like WoW, but tries to be like WoW, will automatically be worse).

      Its an horrible situation.

  66. Re:Tabula Rasa was not really that different by VGPowerlord · · Score: 2

    WoW just had a massive retooling to make the first 60 levels feel less grindy. For instance, a lot of zones now tell a story.

    I can think of two really good examples here. However, the one that was more memorable to me is Stonetalon Mountains (as Horde).

    1. You arrive in the zone on a caravan, after being inducted into Krom'gar's Army (as a Grunt, I recall).
    2. Rearm bombs and hunt down Alliance spies.
    3. Head to Krom'gar Fortress. Once there, burn down tents that make up the Alliance base in the area, while assassinating the Alliance leader in the area.
    4. Reconstruct one of the war machines in the area, then use it to destroy the Alliance war machines and Engineers.
    5. Defend Kom'gar Fortress against an Aerial assault, using the base's cannons.
    6. Go to another base on the Outskirts of the Southern Barrens to defend it from both the Alliance and the rogue Tauren in the area.
    7. Head back to the Fortress to fly a bomb halfway across the zone (making a refueling pitstop, at which time you hunt down more Alliance spies).
    8. Destroy the Alliance Ballista defenses.
    9. Find out that the General in the army killed the son of the area's Tauren Chieftain and framed the Alliance for it, then proceed to kill said General.
    10. Tell the Overlord that the General is dead... then watch the Overlord arrive personally to drop the previously mentioned bomb on a suspected Alliance base that the Tauren had proven wasn't REALLY an Alliance base.
    11. (SPOILER) And after all that, watch the Horde Warchief arrive, who then tosses the Overlord off a cliff because he killed innocent people, even if they were Alliance.

    Did I mention that you get promoted through the ranks of Krom'gar's army, until you're made General just before he drops the bomb?

    Sure there were some quests that were done just to kill time, but WoW in general has a much more cohesive (and epic) storyline and structure than it used to. Silverpine Forest / Ruins of Gil'naes is likely an even better of an epic storyline where (SPOILER) Sylvanus, leader of the Forsaken (Undead) is actually killed off before being resurrected, but I couldn't remember the entire storyline of that one.

    Note: The old version of Stonetalon Mountains was just a random collection of quests to fight the rogue Tauren, stop the Venture Company from pillaging the land, kill some random monsters to perform crazy voodoo rituals, plant some plants, fight some harpies and wyverns because... well... they were there.

    --
    GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
  67. Oh, that old sci-fi movie? by Hitman_Frost · · Score: 1

    Surely they should have released it in 1977 when people were still interested in Star Wars? ;-)

  68. Hype by Paspanique · · Score: 1

    I, for 1, think it's a good thing to be where they are. Although It doesn't mean it will work, over hype often is a title killer. Being an under dog sometime serves more than being the awaited hero. Tabula Rasa is an example.

    Also, just because Wow has 12 millions subscribers, does it mean it's the only measure of success? Is it possible to be viable at 1,2,3 or more millions? I'm sure they are ways to still make money and have a good community ready to stay with you if you respect them.

    I will try this title, most definitely, I like Science-fiction and can't bare another Sword & sorceress type of game.Plus I like the SW universe.

    --
    I don't have an intelligent phone, so I need to be.
    1. Re:Hype by compro01 · · Score: 1

      Also, just because Wow has 12 millions subscribers, does it mean it's the only measure of success? Is it possible to be viable at 1,2,3 or more millions? I'm sure they are ways to still make money and have a good community ready to stay with you if you respect them.

      Yes, it's fully possible to be good at 1, 2, 3 million. How many RPGs do you know of that have been able to get 1 million players? I know of 7 (WoW, Runescape, Guild Wars, Maplestory, Knight Online, Lineage 2, and Dofus). Most are in the low hundreds of thousands range.

      --
      upon the advice of my lawyer, i have no sig at this time
  69. Re:Tabula Rasa was not really that different by VGPowerlord · · Score: 1

    CoH took an interesting twist on the normal MMO concepts. It's not nearly as good endgame as WoW in and of itself, but there's the Architect System for user designed content a lot of which is pretty good and there's enough of it to "hide" the grinding.

    I'm sorry, I played CoH back around when it first came out, and at that point, the grind was LITERALLY all there was to the game.

    The Architect system you mentioned wasn't introduced until 2009, 5 years after the game launched.

    There's also the whole "archetype" concept, where you have classes that are general functions and a lot of variations in how it works. For example it has a "ranged DPS with minor utility and a tiny bit of melee" class (Blaster), with a bunch of options for what kind of ranged DPS you do (ranging from assault rifles to throwing fire) and what themed utility you have. There's another class that is "group support with moderate ranged DPS"(Defender) that actually shares a bunch of options with the Blaster as far as ranged attacks but has completely different sets of utility powers, and there are class modifiers that change how the abilities actually function. A Blaster and a Defender can both throw a Lightning Bolt for example but the Blaster will be able to at an earlier level, the Blaster will deal more damage with it, but the Defender will drain more of his target's Endurance. Literally, a ranged attack by a Blaster will do more damage than one by any other heroside archetype, but that same power will do less damage but have more potent side effects when used by a Defender.

    Sure, the mix and match character setup was interesting, but I'd already played another MMO that did something like that: Star Wars Galaxies.

    --
    GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
  70. Re:Tabula Rasa's problem list by LullySing · · Score: 1

    I will continue this post stating other issues with tabula.

    1) They invent a fantastic language... then turn it into some kind of pokemon gimmick.
    2) They make quests level-limited, but don't provide enough quests at every level to move forward. this was eventually fixed using kill xp multiplacators, but it still meant that for months people had to grind .
    3) Instances could be done ONCE (cuz you wouldn't be able to obtain the quest again when completed). When they weren't broken that is.
    4) Ridiculously unbalanced pvp. Only in the last month or so they release a pvp "arena", Everything else had to be organised in regular battle zones. Most ended up scrimming in bases, and that sucked horribly.
    5) No difference between weapon "rarities"/power level for months...
    6) No player store/trading house for months neither.

    Definitly released a year before it was ready. when i bought the game, I had high hopes. after playing thru my initially bought gametime, I didn't renew, because it they obviously did not have their shit together. and it's a damn shame, because i'm a huge fan of MMOFPSes.

    --
    Peace and happyness to you, by LullySing ;)
  71. Re:Tabula Rasa was not really that different by AlamedaStone · · Score: 2

    I had fun grinding Shattered Galaxy but not enough fun to pay

    SG was amazingly fun. I was in one of the big regiments (guilds) back then. I had almost quit when I got into EHJ, but it was a blast with a community. It isn't a "solo" MMO.

    Interesting note about SG in the context of the thread: there was no "max level" in the truest sense. There was a level limit, yes, but you could choose to refresh your character to level 1 periodically. Every time you did, you had additional stat points when you reach the level limit again. And there were, what, 3 layers of leveling, too. SG had no endgame, it was a pvp strategic squad MMO, and it was very different from WoW (no quests, player-driven politics and events, changing ownership of provinces).

    Of course, it was not massively successful, but it's an excellent example of how a game can be radically different from the WoW model.

    --
    "All these years believing you're the signified monkey, only to find out you're just a big hunk of nobody cares."
  72. Re:Tabula Rasa was not really that different by AlamedaStone · · Score: 1

    The first thing I did when Cata rolled out was to check out all the new early content. Not only did they make ALL of the old content more interesting with mechanics and quest hub streamlining, they took all of the "stories" of each zone and updated them. If you've leveled more than a couple of times, you know the quest chains, the reason you're killing harpies or moonkin or panthers, and so on.

    To see all those little stories moved forward in time was very cool. They did this for almost every single quest I undertook. The scope of the updates is beyond impressive.

    Between streamlined questing and the addition of MANY flight paths (usually 2-3 new paths per zone per faction), leveling takes almost no time at all. Add to that the XP bonus heirlooms and the guild XP bonus reward and... well, I found myself sorry I couldn't see more of the zones it went by so fast.

    --
    "All these years believing you're the signified monkey, only to find out you're just a big hunk of nobody cares."
  73. Forget about Star Wars MMO's and focus on Mass Eff by ulzeraj · · Score: 1

    I've played wow for a long time as a high-end pver to say that anyone will hardly kill that game. Just imagine the time they had balancing things, creating and testing content (yeah because an online game ins't just about graphics and bikini-plates). Now add this to the fact that WoW has more than one "enviroment" (satisfies pvp, pve and even casuals) and you have a tough task ahead.

    Dont mistake me as a Blizzard fanboy. After raiding Icecrown Citadel for almost 10 months and killing LK on heroic mode I just cant stand that game anymore.

    Bioware should just focus on producing awesome games like Mass Effect and KotoR.

    Sorry for poor english. Not my native language.

  74. Re:Tabula Rasa was not really that different by rcuhljr · · Score: 1

    Normally I'm posting on the opposite side of this, but you're far overestimating the difficulty. I was raid ready in about 30 hours of casual play at 85, and I got 300~ archeology in that time. Heroics are hard with bad players, I run guild groups of competent people and heroics are fun and not that challenging. They aren't the complete jokes that heroics were last expansion, but calling them hard is probably an overstatement. It's really not that hard to get 340+ ilvl, you pick up 4-5 drops, buy 2-3 JP items and 2-3 faction items and you're geared. You can pursue all of those avenues of gear concurrently just by running heroics. I've downed 3 different raid bosses in a relatively casual friends and family guild already.

  75. Try Killing Floor by Anonymous Coward · · Score: 0

    If you want to play an enjoyable storyless shooter, try killing floor. You just missed it for $7 on steam though.

  76. Re:Tabula Rasa was not really that different by Creepy · · Score: 1

    Meh - personally I found grind to be the annoying part - fun is doing a boss battle with 8 friends. Grind is two things to me - one is finding 15 tulips and killing 20 rats to exchange tulips to the tulip vendor and rat tails to the ratcatcher for the key that unlocks the boss dungeon. The second is having to cross 1 hour of map and then grind through a dungeon for 2 hours to get to that boss with no "entrance" to quickly get there (two hours of dungeon I can deal with, spending an hour to get there and then having to grind through it I can't, as I rarely have 3+ hours of uninterrupted time to play any game). I don't know if that is a problem with WoW because I never made it far in WoW, but it is in most other MMOs I've played.

  77. Re:Tabula Rasa was not really that different by Tridus · · Score: 1

    There's an awful lot of people playing WoW because its fun. Your problem seems to be that you think what you consider "fun" is the universal definition.

    --
    -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
  78. Microprose F-19/F-117 by DragonWriter · · Score: 1

    Actually, it was called both F-19 and F-117. When the game was released for the C64, the official name of the plane was not yet known, so Microprose called it F-19. When the Amiga version was released, they changed it to the official name, F-117.

    I don't think that's quite right: F-19 and F-117 were on different versions for the same platforms, as I recall. I'm not sure about C-64 and Amiga, but know I owned F-19 Stealth Fighter for the PC and ISTR seeing F-117 Stealth Fighter 2 for the same platform.

    1. Re:Microprose F-19/F-117 by Brummund · · Score: 1

      Thank you for the correction, you are absolutely right!

  79. Re:Tabula Rasa was not really that different by Tridus · · Score: 1

    This actually hilights one of the few things I don't like about Cataclysm. They've really gone back to the Horde as the "evil" faction. Forsaken dropping plague on everything (despite being told not to, Garrosh doesn't enforce that any better then Thrall did), wars of aggression all over the place, etc.

    Sure that Deathwing guy is up and out and destroying the world, but hey lets go attack Gilneas with plague weapons because we're cool!

    --
    -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
  80. Re:Tabula Rasa was not really that different by nfc_Death · · Score: 1

    To me this is a sign that the game development world works. Unlike our current system with its patent, trademarking, and copyrights. A developer with a hit knows he will be copied by everyone, and counts on it. The originators development cycle is always a little ahead because they are the innovator. By not sitting upon their laurels and waiting for the money to roll in and aggressively developing their initial idea, no matter how many copycats come along, they will always be copying an old idea.
    The instant you receive protection or a temporary monopoly on your innovation, you stagnate. Anyone remember the eighties game development world?

  81. Re:Tabula Rasa was not really that different by Tridus · · Score: 1

    The wait time is so long because bad DPS in PUGs like to screw up then blame the tank and healer. Being in demand because of their much harder jobs, tanks and healers go find guilds and run guild groups instead.

    Seriously, I've had moron DPS die from standing in bad stuff in a heroic for over 10 seconds, then try to blame me (the healer) for it. Those people are the reason why the queue is so long, because there's no reason for me ever to PUG when I can grab some guildies who won't do that and go instead.

    --
    -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
  82. Re:Tabula Rasa was not really that different by tnk1 · · Score: 1

    I don't play WOW now, and I haven't for a couple of years now, but I did play when it first opened and I was back for Burning Crusade. I left again just before WotLK.

    The one thing about the Old World was that was incredibly fun... when everyone was leveling the first time. Its probably hard for anyone to imagine now, but players used to inhabit, even crowd some of those areas which later on became ghost towns and stayed that way. There was world PvP, which was interesting, but even without that, there were players simply around *doing things* which made it feel more interesting and social.

    As for the quests, those Fedex quests were there to encourage you to move throughout the world, which was large and rather pretty at the time. They brought you to areas that you would probably not have bothered to go otherwise. I remember actually having the most fun when some silly courier quest had me end up in places that were completely new to me and that I was really interested in exploring.

    Of course, then everyone moved on. I remembered when I was grinding up some extra characters to heal or tank for raids after the initial rush to 60 was over and everything looked the same, but it was far less interesting. And that was not simply because I had already done the content, because there were a number of quests I had never done... still haven't done to this day, even after having multiple max level characters. Since I had the experience of being there when it started, there were certain places where I would stop and smile a bit, but I can't imagine what someone who just started the game would think. I assumed that they would probably think, like some people who are posting here, that the world was big and boring, and they couldn't wait to get to end game content. I don't blame them, the Old World was built to be shown off and to accommodate large numbers of leveling players who would want to see everything and get around the world. After the expansions, it became a house that you raised a large family in, and now the kids are all grown up and you're rattling around in a place that is way too big and inconvenient for the remaining inhabitants.

    I think the Old World was one thing where Blizzard really did not plan ahead and it wasted a ton of its effort creating those areas only to leave them to rot later. I haven't seen Cataclysm, of course, but I get the idea that they really did not restore the wonder of the Old World as much as they bowed to the fact that the initial leveling areas of a game where most players are level 80 is something that most new players will want to just get through as fast as possible. And that's too bad, in a way. One or two things, like making level 19 or level 29 twinks to put in the leveled battlegrounds showed that you still could have a great deal of fun playing at lower levels, if only you could find other people at your level.

    As for hardcore players, and I was one, having spent a great deal of time as guild master and raid leader, I can tell you that when you are facing content that is legitimately difficult and un-nerfed, you want people who are skilled and dedicated to getting things done. Those people geared up and they learned their class. When you finally killed that boss (un-nerfed), you had achieved something. When the experience was then nerfed to let "casuals" get to the content and collect the rewards, it effectively erased the achievement because now they sported the same gear and they could say they beat the same encounters, even though they really didn't. The fact that it took you time, effort, and excellent teamwork to get the same gear and beat the encounters now means absolutely nothing.

    Don't get me wrong, I know that Blizzard doesn't want to create polished content so only 2% of its players experience it. And for sure, they will want to see that the pretty gear their artists came up with is widely used. The fact that a casual player gets to see the stuff or and have the gear never bothered me as much as the fact that har

  83. Re:Tabula Rasa was not really that different by mikael_j · · Score: 1

    Either you stopped paying attention around 12/14 or so, or you're repeating something you've heard somewhere else.

    I assume you mean 2010-12-14 (or 14/12 if you want to, the year does not have 14 months).

    And I'm still hearing complaints about how the leveling experience is now "too easy" for the hated "casuals" (with scare quotes because people who don't spend all their time awake playing WoW are clearly inferior subhumans according to some of the "hardcore" WoW players I know).

    From what I've gathered from the "hardcore" players I know there is definitely a lot of elitism among them. Now, I remember when just getting to 60 took ages, when dodging crocolisks on foot in Wetlands was part of the experience and it seems a lot of these "hardcore" players hate the idea that someone could actually level to 85 without experiencing every part of the game at its hardest. It just seems to me that they're forgetting what a pain in the ass it is to do your first time (or first time on a new realm) with no guild or main char to back you up. Yes, after the shattering it's a lot easier but it's also a lot more fun. These days Outland and Northrend are the slow and boring zones (currently have a dwarf hunter alt on a new realm at lvl 75, three more levels until I can get out of Northrend).

    I just don't get the hatred for anything that makes the leveling experience less of a boring long-winded grind.

    As for heroics, yes they are hard. The issue I'm having is that there seems to be a "hardcore" clique of WoW gamers (like a couple of guys I know who actually used up vacation days to spend the entire cata release week getting to 85 on as many chars as possible) who absolutely hate the idea that others may be able to get close to them in level, gear and skill without first playing for as long as they have.

    --
    Greylisting is to SMTP as NAT is to IPv4
  84. We Have A Winner! by S77IM · · Score: 1

    You are correct, sir!

    Network effects: because so many people play WoW, if your friends play any MMORPG, that is probably the one. Barring specific hatred of some aspect of WoW, you will default to playing the one that your friends are playing.

    "People come for the game, but stay for the community."

    Honestly, does anyone think people pay $15/month to an MMO because it's a good game? Heck no; if that were true, we'd see single-player games with a similar subscription model and gradual content delivery. Nobody plays a single player game for YEARS on end, the way they do with MMOs. (Notable exceptions, such as the roguelike games and [insert contrary anecdote here] are usually played by an obsessive minority, not the mainstream 10 million people who play WoW.)

    People play WoW because they have friends that play. They don't want to move to another game and lose touch with those friends. The only way to "beat" WoW is to be part of their community -- integrate to their chat system, preserve guilds and friend lists across game boundaries, etc. -- so that when a person goes to play your game, their friends can come too. Barring some deep Facebook integration, the only company that could really pull this off is... Blizzard. Yup. The only way to beat WoW is to be WoW.

      -- 77IM

    --
    Student: Is it true that the foundation of the universe is paradox?
    Master: Well, yes and no.
  85. Re:Tabula Rasa was not really that different by bckrispi · · Score: 1

    WoW has done both to a degree that no other MMO ever has before - for years and years running.

    WoW just hit their 6 year anniversary last month.

    --
    Xenon, where's my money? -Borno
  86. Every MMO that tries to take on WoW will FAIL by Nyder · · Score: 1

    I'll swear, MMO dev's are the stupidest MOFU's in the world.

    Nothing will take down WoW. It's one of a kind.

    You want to make a MMORPG that does good? don't try to be a WoW beater. You won't do it, and you fail and suck in the process.

    Be your own original idea. stick to it, make sure the play works.

    Pick a niche and go with it.

    I do NOT like WoW. I'm sure the game is fine, but playing something that most everyone else plays does NOT appeal to me. I am not like everyone else, nor do I enjoy the things that apparently everyone else (or the media) thinks is cool.

    I like challenges in my MMO's, I like to play in a world that seems sort of real, without having a bunch of little kids running around saying everything's gay, when they do NOT understand the meaning of the word gay.

    I play MMO to have fun, to get away from RL, and please, playing the same game most everyone else is, is not getting away from shit.

    Actually, there is probably 1 game that could take on WoW for popularity, and that would be a Pokemon MMORPG. But no, they are too stupid to make a new pokemon game (so far, all the releases are reworked earlier games), let along capitalize on something that could actually be fun and work.

    Having too much of a history (Star Wars, Star Trek) is going to fail as a MMORPG because you won't be able to please the fans, and also get new peeps into it.

    anyways, I don't care. the corporations have stopped caring about making what fans want and have been expecting everyone to pay for the crappy shit they are putting out. so fuck them.

    you want my money, why don't you figure out what your market really is.

    --
    Be seeing you...
    1. Re:Every MMO that tries to take on WoW will FAIL by stewbacca · · Score: 1

      You want to make a MMORPG that does good? don't try to be a WoW beater. You won't do it, and you fail and suck in the process.

      Except the game DEVELOPERS themselves never said they are trying to be a WoW beater, the people writing articles about it are the ones. People on slashdot are the ones positing "you have to beat WoW". The PM at BioWare doesn't care to beat WoW, they care to deliver a product that will sell enough copies to cover the costs and hopefully make some money on top of that.

    2. Re:Every MMO that tries to take on WoW will FAIL by Labcoat+Samurai · · Score: 1

      I do NOT like WoW. I'm sure the game is fine,

      Wait... that sounds speculative. Have you not played it? Are you saying that you don't like something you haven't personally tried?

      but playing something that most everyone else plays does NOT appeal to me. I am not like everyone else, nor do I enjoy the things that apparently everyone else (or the media) thinks is cool.

      That is so cool. I bet you don't play by anybody's rules but your own.

      I like challenges in my MMO's, I like to play in a world that seems sort of real, without having a bunch of little kids running around saying everything's gay, when they do NOT understand the meaning of the word gay.

      Well.... I can't speak to all of the content, but some of the content in WoW *is* challenging.

      I play MMO to have fun, to get away from RL, and please, playing the same game most everyone else is, is not getting away from shit.

      Wait.... so the problem with WoW is that everyone is playing it, so you're not getting away from anyone, but you would still rather play an MMO to get away than, say, a singleplayer game, despite the fact that having lots of other people around is the defining feature of MMOs....

      Actually, there is probably 1 game that could take on WoW for popularity, and that would be a Pokemon MMORPG. But no, they are too stupid to make a new pokemon game (so far, all the releases are reworked earlier games), let along capitalize on something that could actually be fun and work.

      Given your criticisms of WoW and your paper-thin reasoning for disliking it, I find it very odd that you think Pokemon would be fun. Nothing against Pokemon, but I thought you disliked things that are popular, particularly with kids....

  87. Re:Tabula Rasa was not really that different by matrim99 · · Score: 2

    Isn't it, though? Games are made to entertain their customers and sustain their backers. WoW has done both to a degree that no other MMO ever has before - for years and years running. If your image of the 'ultimate game' doesn't include success then I humbly submit that your game wouldn't live very long.

    By this reasoning, McDonalds must make the best hamburgers in the world, based on their corporate success.

    "The "best" anything is always subjective.

    --
    Right. No, your other right. No, the other other right.
  88. Re:Tabula Rasa was not really that different by bckrispi · · Score: 1

    It's definitely more challenging. Heroic Dungeons are much more like "5-man raids" now. A Demo Warlock is my primary, and I need to use a lot more of my abilities now. When I first started raiding about two years ago, my GM looked over my spec. He instructed that my "survivability" talents I'd used for leveling should be replaced with straight damage talents for Raiding. "If you're taking too much damage, you're either standing in the wrong place, or our healers aren't doing their job". With the release of Cata, my 'panic' button bar is filled with survivability spells. With healers risking going OOM 3/4 of the way into a fight, I not only have to concentrate on maximizing my damage, but also keeping myself alive. It makes the game feel much more "fresh" now.

    --
    Xenon, where's my money? -Borno
  89. Re:Tabula Rasa was not really that different by bckrispi · · Score: 1

    I only have one complaint about the 'linear' questing: replay value. When leveling alts prior to Cata, I could be guaranteed seeing content and quests I've never run into before. You could level through any of the Northrend zones, and only see 1/3 of the quests available. Now, it looks like I'm going to see nearly each and every quest with each and every character I level from 80-85. It makes the world, and the game, feel much "smaller".

    --
    Xenon, where's my money? -Borno
  90. WoW didn't create much at all ... by Jahf · · Score: 1

    WoW didn't invent questing, gear with buffs, world PVP, talent points, grinding, levelling, etc. Blizzard borrow from MANY games (everything from old MUDs to games like Anarchy Online, which is also still around, though with an order of magnitude fewer players). They didn't even create the basic "fluff" background and racial makeup of their world (that goes to Games Workshop with Warhammer). The game of WoW today has a huge storyline that is unique to itself, yes, but lets face it ... fewer than 10% of the players really know or even care much about the individual stories.

    Blizzard got extremely lucky in putting those components together (and borrowing liberally from many many other sources) and making the balance fun enough while keeping enough of the grinding aspect to addict people to the game.

    My point isn't that WoW sucks, I'm a full-time player (though every single day I wish for a game that was based on Warhammer 40K instead). My point is that if Bioware/etc are able to achieve that same gameplay balance, even without inventing new paradigms and mechanics, and pair them with fluff that has at least an equal level as WoW (and Star Wars certainly has that potential) ... and they have a chance for enough success to return a giant profit on the millions invested AND give players an alternative to DwarfElfOrcHumanQuest.

    PS. The sad tragedy (ok, exaggeration, but it still stings :) and many others is that Games Workshop never got Warhammer off the ground years ago (Blizzard was originally working on these and when GW punted, Blizzard rebranded and changed stories) NOR have they gotten a 40K MMO off the ground, both of which would have been able to fill the niche spaces that WoW and likely SW:TOR will end up dominating. GW is the one that really trailblazed these paths but they either didn't have the cash or the balls to part with the cash to get these done.

    --
    It is more productive to voice thoughtful opinions (reply) than to judge (moderate) others.
  91. Re:Tabula Rasa was not really that different by huckamania · · Score: 1

    Yes, and Harry Potter and Avatar are the greatest book and movie, cause $$$ is the only way to determine success.

  92. Re:Tabula Rasa was not really that different by BobMcD · · Score: 1

    While you might have actually run enough Heroics in a 'sub-two-hours-each' time frame and/or might have been lucky enough to get all the right drops in short order, I'd suggest you pause to reflect on any who are in a guild without exclusive access to a tank/healer. Clicks are nifty, that's true, but this doesn't necessarily mean that you can safely gauge the game's true difficulty without ever stepping outside of yours.

  93. Re:Tabula Rasa was not really that different by BobMcD · · Score: 1

    I assume I'm not European and meant December 14th (or verbally: 'twelve fourteen'). Of course, I also explained how I arrived at that figure, so why are either of us assuming anything?

    I'm with you, I do think that the 'less painful' casual experience is a good thing. I'd rather see a ramp at the end of it, instead of a wall, but otherwise we seem to agree.

    Yeah, those people are ruining the game, in my opinion. They're not yet done with Heroics, but they're unwilling to carry the casuals, so they just vote kick or harass them out.

    What about the reports of the three-hybrid groups queuing (instantly) as tank/heal/dps but then refusing to actually do those jobs? The group falls apart, but they're still at the top of the queue when they requeue as all dps...

    For that, I blame the people. But the wall is what they're trying to avoid.

  94. Re:Tabula Rasa was not really that different by BobMcD · · Score: 1

    By this reasoning, McDonalds must make the best [fast food] in the world, based on their corporate success.

    While my kids would agree with your original sentiment, I think the modification I made makes it otherwise true.

    Comparing McDonalds to (whatever place makes actual hamburgers) isn't precisely fair. Nor would be comparing WoW to American Idol, even while both are entertainment and have wide audiences.

  95. Re:Tabula Rasa was not really that different by BobMcD · · Score: 1

    Years (two) plus years (two) does still equal four?

    I stand by the notion that six years for a (successful) MMO is a very long time. It would be a long time for nearly any internet-connected technology.

  96. Re:Tabula Rasa was not really that different by BobMcD · · Score: 1

    Don't say the A-word on slashdot. The nerds will rage all over you...

    But you're telling me that authors should not try and replicate HP and/or that movies like Avatar are a terrible idea?

    Isn't hyperbole fun?

  97. Huh? by NoSig · · Score: 1

    I don't know what this guy is smoking. That quests have you kill mobs and then getting a reward is part of what defines an mmo, and 95% of quests in WoW are like that. The writer seems to be just having the problem that he doesn't like RPGs in general and wouldn't like WoW either. When WoW came out it did exactly what the writer is complaining about - it followed everyone else by taking the best features of other MMOs and improved them all slightly. The result was a game that was superior to the other MMOs that came before it. This is exactly the formula Bioware is attempting to follow with TOR, except they are adding story as a central device which just hasn't been done very well in an mmo before - the story in mmo's has always played second fiddle to combat, exploration and progression.

    More importantly, if you followed TOR closely (spoilers to follow), you'd know that the story of the jedi starter area centers around you retrieving and using the hilt of the first light saber ever made, and in the process you discover an ancient Sith holocron imprinted with the personality of a Sith lord of old. You can now follow your jedi master in a path to the light side, or make shocking evil choices to become the Sith lord's apprentice while deceiving your fellow jedi about it all. That's the starter area before level 10 - all presented in full Bioware cinematic style. I've got more than 1000 hours in on WoW, including the latest improvements in the expansion Cataclysm, and I can tell you, that blows anything in WoW out of the water story-wise, including the big-ticket year-long overarching story lines in that game. And that's just the starter area of the jedi. WoW has got nothing on TOR story-wise based on what has been revealed about the game. What remains to be seen is if TOR can reach WoW's level of quality on its mechanics, it's combat, exploration and progression, which is going to be a tall order seeing as WoW has been working on those things for a long time.

    1. Re:Huh? by VGPowerlord · · Score: 1

      More importantly, if you followed TOR closely (spoilers to follow), you'd know that the story of the jedi starter area centers around you retrieving and using the hilt of the first light saber ever made, and in the process you discover an ancient Sith holocron imprinted with the personality of a Sith lord of old. You can now follow your jedi master in a path to the light side, or make shocking evil choices to become the Sith lord's apprentice while deceiving your fellow jedi about it all. That's the starter area before level 10 - all presented in full Bioware cinematic style. I've got more than 1000 hours in on WoW, including the latest improvements in the expansion Cataclysm, and I can tell you, that blows anything in WoW out of the water story-wise, including the big-ticket year-long overarching story lines in that game. And that's just the starter area of the jedi.

      You'd be surprised at the stories you can find in some of the lower level zones even in WoW these days.

      For instance (spoilers to follow), Silverpine Forest is all about Sylvanus's plot to turn the humans fleeing from Hillsbrad into Forsaken (against the Warchief's express wishes), and upon failing that (they get turned into Worgen), she decides to kill all the Worgen and take over Gilnaes. To do this, she resurrects three former Gilnaen lords (Lord Godfrey and his two lackeys) that abhor the idea of becoming Worgen. Of course, when it turns out that Sylvanus and the Forsaken are about to win, Lord Godfrey one-shots Sylvanus.

      Yes, you read that right: Lord Godfrey, the new final boss of Shadowfang Keep, one-shots Sylvanus. She's dead. Slain. Released from eternal life.

      Too bad it's not permanent and her three Val'kyr sacrifice themselves to resurrect her.

      It's still not as entertaining as watching the Warchief toss Overlord Krom'gar off a cliff in Stonetalon Mountains, but eh.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    2. Re:Huh? by NoSig · · Score: 1

      I haven't been to Silverpine Forest in Cataclysm yet, but I have played through many of the areas, including the Goblin and Worgen starter areas and all the new Cataclysm zones. I think we agree that Cataclysm is a big improvement in many areas and certainly including the storytelling. I'm not belittling that, and I don't see any reason that Blizzard should have worse writers for WoW than Bioware does for TOR. That wouldn't make any sense. It's just that TOR is built to support story at every level and WoW just isn't - even in Cataclysm. As an example, in the Goblin starter zone you are given a background, friends, a girl-friend and a non-generic role to play. Did you notice how that disappears when you step out of the starter zone? That was Blizzard trying to do a tiny bit of what TOR will do, but they had to give it up the moment you step out of the new starter areas because WoW's story is not the player character's story and trying to change that would require WoW to change so fundamentally that they'd have to make a new MMO to do it. Incidentally Blizzard is making a new mmo (no details announced).

      Story has been a weak point of all MMOs and WoW is no exception, even if WoW is ahead of the pack now with Cataclysm. Forget the story itself and imagine the cinematic character interactions in Mass Effect. Expand that to every quest in TOR. Now contrast that with the text boxes WoW gives you for 95% of its quests. WoW's foundation for telling stories is a hippo that Blizzard has made dance extremely well, but it can't ever be made to dance ballet. It just seems very skillful because all the other MMO's are worse. It's not that WoW has bad writers, it's that those writers don't have the tools they need to tell better stories. TOR's writers do have those tools. What remains to be seen is if TOR does the million other things that are important in an MMO well enough to make us want to play the game for something other than the story.

  98. Re:CoH by DocSavage64109 · · Score: 1

    City of Heroes - this game actually had some really interesting things going on, in that you had storylines to do (though they were grindy as hell and *incredibly* repetitive through *incredibly* repetitive environments, and were *incredibly* stupid for superheroes to be doing). But the whole "repetitive" thing and the whole "dumb for superheroes" thing made it wretched - why, for example, would Spider-Man be asked by (some random person) to deliver something halfway across town? The game mechanics were fun (and the base game still can be from time to time) but it can't really draw the crowds in because once you've run 4-5 missions, you really have done most of what that game has to offer, from a "seeing new and interesting things" standpoint.

    I will admit that from a certain perspective, CoH is repetitive as hell. But as a fairly long time CoH/V player, I find it to be somewhat tactically varied what with all the varied powers, abilities, group members, and the mission's NPCs. It also helps when you have some 40 different characters on your account that all play differently.

  99. Re:Tabula Rasa was not really that different by meta-monkey · · Score: 1

    In WoW, you can level through PvP if you choose. You get XP fighting in battlegrounds, so you can choose to level through PvP, through solo PvE, or by running dungeons in groups. Or, best yet, a combination of all of these. Whatever's less boring to you at the time.

    As far as quests better than "kill 20 wolves," WoW has made some progress on this with the new expansions. A lot of times now missions have mini-games where you pilot vehicles, or aid more powerful friendly NPCs destroying an enemy (while dodging tidal waves of lava and stuff) rather than just mindlessly shooting the boss.

    --
    We don't have a state-run media we have a media-run state.
  100. There is a reason you weren't modded up. by Viewsonic · · Score: 1

    People who like fantasy, generally like scifi as well. The players are basically one in the same. When you walk into a book store, take a look where your fantasy books are, and where your scifi books are. They're mixed together in the same spot. The audiences are the same people.

    Star Wars Galaxies failed because the subscribers were the same people who played Everquest. People will not subscribe to more than one MMO.

  101. Re:vicious circle by brkello · · Score: 1

    Eve doesn't require any intelligence to play. Maybe more patience learning how to play (mostly due to the worst UI of any MMO), but not intelligence. I have played both games and always found it amusing how jealous Eve players are of WoW. Always insults on how dumb they are...how it is for the masses. Maybe if Eve was a better game, it would have more people. But Eve only appeals to the griefer. It has the worst...most boring PvE ever...really, no story and only a few missions you do over and over again. PvP is mostly camping at a gate for hours and blowing up people who never have a chance. Due to the loss of your ship, most people don't take risks and it just makes it boring. Also, the developers are corrupt and forever tainted the game by giving stuff to one group of people.
     
    But keep telling each other you guys are so smart...you have plenty of time to post in the forum since there isn't much to do camping that gate. The people who play WoW are too busy playing the game to know your little niche game exists.

    --
    Support a great indie game: http://www.abaddon360.com
  102. Using your own opinion as a "news source?" by KazeeSiH · · Score: 1

    It's make-news. 1UP writes a preview based on the first ten levels, then quotes one part of their own opinion as supporting 'evidence' to draw a conclusion in an article on the same site but written by another guy who didn't actually play the game himself. Then it's linked on Slashdot with all assumptions in place that somewhere along this string of opinion lies some reality. I have researched this game since before it was announced officially, and everything that I've found indicates a great game in development. I played WoW (another great game) for five years from 2004-2009; TOR is not a WoW clone any more than WoW is an EQ clone.

  103. but were framed within the story in such a way... by Anonymous Coward · · Score: 0

    As IGN Editor Charles Onyett had mentioned in his previous article, these gather and kill quests were fairly standard, but were framed within the story in such a way that I never felt like I was doing tedious chores. http://pc.ign.com/articles/114/1142629p1.html/

  104. Re:Tabula Rasa was not really that different by Lonewolf666 · · Score: 1

    If you mean the wormhole opponents in EVE, yes they are a bit smarter by going for the smaller ships first. But apart from that, they are still very predictable. BTW, bring a bunch of battleships and a Tank-Drake. Then the "smallest" ship is anything but fragile.

    What Eve PVE needs to be more interesting is variety. For starters:
    -Some random changes in initial positions of the NPCs
    -Changing composition of enemy fleets
    -More variety in NPC weapon and ECM use
    just to name those things that should be relatively easy to do. Maybe Incursion will do the trick, but right now I want to try one of the upcoming space shooter MMOs (Black Prophecy, Taikodom, and maybe some day after the lawsuit is settled, Jump Gate Evolution).

    --
    C - the footgun of programming languages
  105. Re:Tabula Rasa was not really that different by srmalloy · · Score: 1

    I'm sorry, I played CoH back around when it first came out, and at that point, the grind was LITERALLY all there was to the game.

    While this is true, it also made the vast majority of it a) soloable for virtually all characters (I still remember the problems I had with a Controller in the 'teen levels, an issue which has been to some degree rectified), and b) inside instances where you weren't competing with everyone else for the mobs you needed to complete your missions. "Defeat all Clockwork in office" may not be any different, at its core, from "Bring me ten rat tails", but it doesn't matter how many people are in the zone with you; the moment you step through the door into the office building, none of them can do a thing to interfere with you completing the mission, whether by defeating the mobs you need or by training higher-level mobs to you to get you killed.

    Then, too, during the first few years of CoH's existence, the features and development of the game were controlled by one person's concept of 'what the game should be' and what was 'fun'; once NCSoft bought out Cryptic, hired away most of the development team, and set up CoH development in-house, it became much more responsive to what the players were asking for, and the rate at which new features were added to the game skyrocketed.

  106. Re:Tabula Rasa was not really that different by dave562 · · Score: 1

    If the Lich King couldn't distract us from rampaging across South Shore, why should Deathwing deter us from dropping the pain hammer on the Alliance?

  107. ex bioware emploee gripes by Charliemopps · · Score: 1

    You can read about The old republic near the middle.

    http://ealouse.wordpress.com/2010/10/12/hello-world/

  108. Re:Tabula Rasa was not really that different by Darinbob · · Score: 1

    I think a problem is with too many games just trying to be a generic MMO. This works for WoW because it started with a pre-built customer base from their older games. So if you've got a set of players on WoW who don't care what the game is like, you won't be able to drag them away by doing the same thing. Similarly if you've got a set of players who don't want yet-another-WoW you won't be able to drag them to your new clone either. Some might want a better game, but they're not going to drop their acquired investment in WoW (friends, levels, gear) just to head to a new game that's not much different.

    Sure WoW has the masses but I suspect most of them never went there because they were interested in the Warcraft world and background, or because they analyzed the game play and decided that they liked it. No, they're there because it's the generic game. To break out of the mold a new game has to be different, and it also must decide to not be a WoW-killer. No one will ever be a WoW-killer, in the same way that a new franchise isn't going to knock McDonald's off the map. Instead it would be better to decide to be the best game you can be for a smaller niche market.

    What most of the big batch of new MMO games do is focus on game play or mechanics only, and skip over working on a heart and soul of the game. Ie, a Star Wars game should make you feel like you are in the Star Wars universe, not make you feel like you're in just another MMO. If they're not based on an existing background they can still try to present a consistent and logical universe (ala EVE). Some players don't appreciate this though and some prefer genericity (ie, in Lord of the Rings there's always a few players bitching that game play should trump the lore and background, and some who say "I didn't come here for a world simulation"). So save the generic WoW for the generic players, and try to make an exceptional game for the exceptional players.

    Anyway... I was pretty sure Star Wars was going to have problems. With the massive amount of hype it's been given it's sure to disappoint everyone.

  109. Re:Tabula Rasa was not really that different by Darinbob · · Score: 1

    I take issue with the statement that MMO people want a grind. Grinding is an artifact of older or badly designed MMOs that didn't have enough content, and with players who can't find alternate avenues of having fun. If there's grinding in a game, it's a clear sign that something is missing or designed wrong.

  110. Beep boop beep beep. by sailor+rob's+rum · · Score: 1

    This hype - negative and positive, has been going around since mid October and is based solely on an anonymous, supposedly ex-EA employee's "whistleblowing" blog post. As well as a "preview" which was basically a full review and critisism of a version of the game that technically isn't even at alpha. Does anyone even remember WOW betas? They were a mess. And all thats been written about so far in regards to actual gameplay was from a stage in the games development cycle that isnt even close to beta. That said - since the early days after TOR was officially announced I had a bad taste in my mouth from the emphasis of "voice over work" and npc companions as opposed to things that would really grab me as a player and Star Wars fan. I was honestly hoping this game would be a combination of KOTOR, WOW, new Bioware innovations, and the best parts of SWG (which did boast many at one point and time). The point that I agree with is that even if this game proves to be a gem, it's success is dependent on how EA decides to nurture it after launch. If we are speculating the budget to be $300m. The need to move millions of units at launch. I believe it took SWG a year and a half to move 1million units, though, the MMO market has grown since then. Being that World of Warcraft has perfected such a great product, wouldn't a massive an undertaking of research into WOW player's issues, gripes, wants, and needs would have held a great value as opposed to millions in voice over work?

  111. Re:Tabula Rasa was not really that different by UnknownSoldier · · Score: 1

    >> Stop thinking that WoW is the ultimate game that will ever be produced
    > Isn't it, though?

    LOL, no. WoW is the McDonalds of MMOs. Popularity != Quality.

    Let me know when they actually have player housing, or when I can level without genocide.

    Character Classes are training wheels for players & developers too lazy to implement a clean GURPs-like system.

  112. Re:Tabula Rasa was not really that different by BobMcD · · Score: 1

    Sure, sure, but Ultimate != Quality either, so what's your point?

    Did you actually read that somewhere in what I wrote?

  113. Re:Tabula Rasa was not really that different by Opportunist · · Score: 1

    Are you talking about TR or any "normal" MMO?

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  114. Re:Tabula Rasa was not really that different by rcuhljr · · Score: 1

    If your guild doesn't have at least two tanks, what raids are you getting ready for? I've healed several pug runs with the lfg tool. There's not much luck, just a little effort. 30 hours is 10 3 hour runs, average 5 bosses each, 50 boss kills of JP = 2-3 items, 60 drops assuming 1/6 are useful and you win half of those gives 5 drop upgrades and tabards mean you have at least three revered or two revered and one exalted faction which if you looked at the vendors means another 2-3 items, tada! raid ready.

  115. Re:Tabula Rasa's problem list by Opportunist · · Score: 1

    Quite accurate list. Though aside of the first point, nothing really bothered me. I liked TR for the base defense aspect.

    2) I didn't mind the lack of quests. Actually, the quests in TR felt more like grinding than the base battles did.

    3) Same here. Some of the instances were fun and intimidating, they drove the story, but in general they often felt like a huge waste of time.

    4) I didn't care for PvP (rarely do in MMOs), so the lack of PvP (let's face it, there was no sensible PvP with any meaning in TR until very, very late, and even then...) didn't bother me.

    5) Same here. I wasn't there for the "hunter/gatherer" aspect that seems to drive most MMOs. Actually, the lack thereof was refreshing.

    6) Well, due to 5, what did you want to trade? Crafting wasn't really a big issue either (most things were cheaper bought than built, or at least the price difference didn't warrant the time invested). And being a crafter at heart, the base defense system was fun enough for me to even overlook this sore lack of a feature I deem usually crucial.

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  116. Re:Tabula Rasa was not really that different by BobMcD · · Score: 1

    Oh come on, you're going to tell me that 'has two tanks' means they're always on, ready to tank whatever whenever as needed, but only for you? On what planet?

    Assuming 10 3 hour runs is fine. There's no average of 5 bosses being killed in each, though, unless you no longer need the gear. Actually, amend that to 'unless your pug group' because you simply cannot carry anyone at these gear levels. You're also assuming instant queues. 3500 JP is two items. '1/6 useful' wildly assumes that you're don't see the same item drop repeatedly. You also seem to be assuming that those 10 runs won't all be Vortex Pinnacle. You're right on the tabards and the rep, but you've also forgotten to factor in the time to find enchants/etc as well as coming up with the means to pay for them.

    Anyway, if you were hardcore like that and equally lucky you might be able to set 30 hours at an absolute minimum. I could be convinced that 80 is somehow a maximum, so I guess we'll just call it a range.

  117. Re:Tabula Rasa was not really that different by Afell001 · · Score: 1

    It also assumes that said tanks and healers have taken the painstaking task to level up their gear as well BEFORE they started running your sorry under-geared ass through instances, and they have all the strats figured out and never wipe to trash pulls, let alone bosses. I have leveled up my tank through all of this, with my wife as the healer, and I must have spent nearly 2,000+ gold on repairs alone just to learn encounters, death after death after death.

    As a run-of-the-mill DPS, you are starting to feel some of the pain that healers and tanks have had to contend with, now that you have to use ALL of your abilities, and use them without any screw-ups. In essence, your 30 hours game time is piggy-backed on the efforts your guild tanks and healers have taken to improve themselves to the point where they can reliably run you through content that would normally be beyond you.

    As one of those tanks, I am CONSTANTLY turning down random requests to come tank X heroic or Y raid. And just because you happen to be a guildie doesn't mean you get to slack off and let me run your sorry under-geared ass through instances just because you made it to level 85. I won't touch you till you have capped your gear so you can at least random heroics. Nor will I sit there and explain the strats to you...I expect you to know them since they are posted in several locations online. In other words, bring your brain and be ready to show me you are worth the effort it will take to get you raid geared.

    In response to the original article...I wait to see what BioWare Austin puts out the door. Blizzard has raised the bar considerably for any other MMO product out there. Yes, there are still bugs in the game, but overall, it has the most polished feel of just about any game out there right now, MMO or otherwise. Blizzard has taken a lot of time and effort putting a quality product out the door, and this has been proven in popularity. I can only hope BioWare has put forth the same kind of effort.

  118. Re:Tabula Rasa was not really that different by ShakaUVM · · Score: 1

    What the real problem in these games trying to follow World of Warcraft is that they usually take aim at the previous generation of WOW. As in, Blizzard keeps moving WOW forward. The change the mechanics, the reinvent classes at times, they even change their world completely. They haven't stood still.

    Right. If anything, they've moved backwards. I just started playing WoW again, to see what they did in Cata (I wasn't going to buy it, but then ended up getting it as a present for Xmas :p) and have been profoundly unimpressed. The graphics, the story, the new, horrible, talent system. Everything is half-assed, and unworth the month of service I had to buy to play it.

    And the players are the worst of any MMORPG in existence.

    What is happening at BIOWARE/EA is that I see "we have this great IP, hence any expense is justified" mentality which usually goes hand in hand with feature creep and never finishing a system to completely but having far too many incomplete ones.

    It's a really weird thing. Bioware usually does an amazingly solid job on their games, that even when they have a crap design (Mass Effect 2 is a corridor simulator) they're still entertaining. But from what the inside reports from the dev team say, they really don't have much clue what they're doing. Which makes them identical to WoW's dev team, but with 12 million less users, and no content.