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Vanguard - Saga of Heroes Previewed
Posted by
Zonk
on Wed Feb 15, 2006 03:07 PM
from the play-to-crush dept.
from the play-to-crush dept.
Labyrrinth writes "The media blitz for the upcoming release of the new MMOG, Vanguard: Saga of Heroes
has begun with 2 independent previews at IGN
and Gamespot
. From the article at Gamespot 'In days of old when knights were bold, elves with pointy sticks would totally beat up on a bunch of skeletons. You may have seen online games that take place in high-fantasy worlds, but recently, these games have become much more lenient on players, so that exploring, fighting, and even falling in battle has relatively minor consequences. Not since EverQuest of 1999 (a game that was infamously punishing back then and was clearly one of the main reasons why newer games got easier) has a new massively multiplayer game tried to offer a well-thought-out, but purposely steep, challenge.'" Normally I don't think previews are noteworthy, but Vanguard has been practically a black hole of information since development began.
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Labyrrinth writes "'As the development process is ongoing and constantly shifting, it became clear that MGS and Sigil had varying visions and direction for the title's development,' said Brad McQuaid, CEO of Sigil Games Online. 'In the best interest of Vanguard, it was decided that we would buy back the publishing rights from Microsoft.'" They've hooked up with Sony Online Entertainment, publishers of EQ and EQII, and Brad McQuaid's old employer. Aggro Me has commentary on this union.
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Vanguard Beta In Trouble? 176 comments
Heartless Gamer writes to mention a blog post exploring potential problems with the Vanguard Beta. The hardcore MMOG in development by Sigil has had some rocky times of late, and it sounds like the beta testers are right up at the top of the list of problems. From the article: "To the detriment of Vanguard, they (Vanguard's community) will protest any implementation that even remotely resembles a mechanic within World of Warcraft. Good or bad, it doesn't matter. If it's something within WoW, they want it O-U-T. Likewise, if you are from WoW, they want YOU out, too. They've already succeeded in driving out many of those testers. They're long gone and I can't say I blame them." Read on for other sites' commentary on this issue.
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Dungeons and Dragons Online Impressions 292 comments
Tabletop roleplaying has been a fixture in my life since I was ten. You can probably imagine my enthusiasm when I heard of the joint venture between Asheron's Call developer Turbine and D&D publisher Wizards of the Coast. The goal: A Massively Multiplayer game set in a D&D campaign. Keith Baker's Eberron was tapped for the gameworld's flavour, with the d20 ruleset providing the skeleton on which to create the title's mechanics. The result is Dungeons and Dragons Online (DDO), which has been in the works for about two years now. DDO is faithful in ways I wouldn't have thought possible, but still manages to raise conflicting opinions for me. DDO has real-time traps and combat, beautiful graphics, and still fails to interest me on any level of my gamer soul. Read on for my impressions of a most perplexing MMOG.
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blah (Score:3, Insightful)
All the annoyances of Everquest, but more so (Score:4, Insightful)
Re:All the annoyances of Everquest, but more so (Score:3, Funny)
Re:All the annoyances of Everquest, but more so (Score:2)
Re:All the annoyances of Everquest, but more so (Score:2)
I know!?!
There is a game called Darkfall which (hopefully) will be more challenging not because of the 4 annoyances mentioned above, but because it will require skill and teamwork.
(And when you die, people can loot you).
www.darkfallonline.com
Re:All the annoyances of Everquest, but more so (Score:2)
Re:All the annoyances of Everquest, but more so (Score:2)
Beyond that, there were some fundamental problems in game design- nothing to do other than PvP (I love PvP, but some other content is needed) and a broken siege system to start. Way too much stress on guild leaders as well- I've never seen a game chew through guild leaders like SB did.
Re:All the annoyances of Everquest, but more so (Score:2, Informative)
Short travel times = no locality. Does it matter where you are if you can be on the other side of the world in 10 minutes? This also concentrates the market furthur into the big trade hubs since it is so easy to get to them. I actually prefer the long travel times, so long as the game is set up in a way which supports it (don't force people to the ends of the earth every 5 minutes). Makes the world feel bigger.
corpse runs, heavy death penalties
Some people find thi
Re:All the annoyances of Everquest, but more so (Score:2)
a
Once other games came out without the severe penalties that corpse runs imposed, SoE was forced to change their tune.
There are players that enjoy suffering, on the theory that it makes their "acheivements" feel more important.
The vast majority of the MMO market, however, prefers to ENJOY their playtime.
I will never again play a game that makes me not want to tak
Re:All the annoyances of Everquest, but more so (Score:2)
I especially would never play a game where another PLAYER could put me in that position without my consent.
From TFA: Unlike EQ, you will be able to carry multiple sets of gear in your horse's saddlebags (different horses can hold more stuff or move faster than their counterparts) and your body won't decay as long as it ha
Re:All the annoyances of Everquest, but more so (Score:2)
Re:All the annoyances of Everquest, but more so (Score:2)
Re:All the annoyances of Everquest, but more so (Score:2)
Well, it doesn't look like aimed for Guild Wars fans (game synopsis [guildwars.com]) for sure.
Re:All the annoyances of Everquest, but more so (Score:2)
Long travel times, level loss, death penalites, xp penalites- these are tedium. It does not take skill to reach cap even with these, it just takes time. A trained monkey will still eventually hit 60. Have the tank taunt, the healer heal, the nuker nuke. Rinse and repeat until capped.
Real skill requires either your reflexes or your brain to matter at all times when playing. Where correct use of your and your groupmates skills is needed, or you'll die. It
Re:All the annoyances of Everquest, but more so (Score:2)
Hooray! (Score:2)
At last, those who claim World of Warcraft & it's brethren are "too easy" or "too fun" have a way to recapture those heady Everquest I days, where games were work & fun was a dirty word!
Update of a side-scrolling shooter? (Score:2)
Oh, wait... Nevermind.
Yayyyyyy!!!!!! (Score:2, Funny)
The world will never be the same.
Difficult != Bad (Score:3, Informative)
The only problem with current 'hardcore' geared MMOs is the fact that most developers design their systems with the 'ship now, add content later' mentality. This leads to gamers blowing through the early levels so quickly, developers are forced to focus on end-game content and ignore 'mid-game' content. A MMO that can be challenging yet not end-game focused (organizing and planning a 40-man raid is simply frustrating and time consuming) would be an excellent for gamers. Face it, as much as people talk about WoW as 'the best MMO evar!', they generally end their statements with 'I just wish there was more mid-game content.'
Re:Difficult != Bad (Score:2)
Re:Difficult != Bad (Score:2)
And thats not counting the upcoming competition. The new FFXI expansion,
Market Saturation (Score:2, Insightful)
I remember reading something by the guy who does the MMOG charts and him saying how the market for this type of game is somewhat saturated already. Sure, WoW has five million players now, but a lot of its "hardcore" crowd was cannibalized from EQ and other
Re:Market Saturation (Score:3, Insightful)
The 'radial' content model and large world is good.
The corpse runs and XP debt are bad.
The player housing and horse/saddlebags/flying mounts are good.
The lack of point-to-point transportation is bad.
The spell/counterspell/aspect-based attacks is good.
The level-based paradigm is bad (well, not bad, but yet another MMORG that's unable to break free from the old Chainmaelle wargaming system, circa 1977).
The player-owned properties, including inns and stores, is good.
It's l
Re:Market Saturation (Score:2, Funny)
Re:Market Saturation (Score:2)
It seems cookie cutter at first, but as I was reading through the developers responses to the questions posed, it seems like they wanted to do what has been done before, but *correctly* and with game longevity in mind.
(And by longevity I don't mean six hour long raids, though they may exist, the devs have stated that they want their game to be primarily group focused. Not so lonely that you're soloing, not
Re:Market Saturation (Score:2)
Re:Market Saturation (Score:3)
As for Vanguard, they've always said they were
How many MMO fans want their game to be harder? (Score:2, Informative)
Re:How many MMO fans want their game to be harder? (Score:2)
Re:How many MMO fans want their game to be harder? (Score:2)
Re:How many MMO fans want their game to be harder? (Score:2)
Says you. WoW was my first MMORPG and I was bored stupid at level 35 because of the lack of interaction with other players. Vanguard looks like it will be a breath of fresh air and a step back in the right direction.
Re:How many MMO fans want their game to be harder? (Score:2)
WoW is certainly not my first MMORPG. If you think Vanguard is a step back in the right direction, go play it and let us know afterwards what you think.
As for player interaction, a lot of it has to come the player him/herself. WoW is very solo-able, so yeah, there can and will be a lot of peo
Re:How many MMO fans want their game to be harder? (Score:2)
I was originally in WoW then switch to EQ2 and found it alot better. Soloing is extermly possible and there are also alot of quests that require groups.
Re:How many MMO fans want their game to be harder? (Score:2)
They also talked about how much of an adventure it will be for everyone as they will long travels between spots, if you could fly and bypass all that how much of an adventure would it be?
Re:How many MMO fans want their game to be harder? (Score:2)
MMOs are already one huge treadmill grind. Why make it even longer? I'm of the opinion that games should be fun to play. Make it too frustrating, and I'll find something else to spend my time on. I realize that not everyone shares my playstyle, nor does everyone share yours though
A Long Time EQ Player (Score:3, Informative)
Imagine having to spend 10+ hours of grinding to get level 29.
Imagine doing a 5+ endgame raid where you finally get the boss and you lose the roll on the loot. And so you leave your computer having lost almost a complete level of experience with wipes and not much to show for it. (And you though get groups together was hard)
Now imagine trying to keep a guild together or just general group tension down when wiping with any party can cost you the exp equivalent of 3-4 hours of mob grinding. Plus a ton of extra time and money in regents from having to summon all your corpses from under the feet of "Baron VonAssbeater".
I had alot of fun with EQ and a pretty successful guild. But I was also a teenager and this was the best that was available at the time. There is No Way in Hell I would put up with that stuff now.
Re:A Long Time EQ Player (Score:2)
Yes, I still play EQ. Have played it, on and off for 8 years: my first toon was created back when it was still 989 Studios, 3 weeks after EQ shipped. I have a 70 toon in Time now, and am working GoD flags. . .still fun,
Another look. (Score:2, Insightful)
EQ vs. WoW (Score:4, Insightful)
EQ/Vanguard are not for people who enjoy playing mmorpgs, like they enjoy playing other games, or for people who play them like glorified IM clients. These games are for the people who actually enjoy the challenge, enjoy the fact that it might take hours to get a reward, and instead of hating the process, count it as an effort towards building a character they see value in.
This is like saying MGS 2 was too hard because you couldn't play it like Tetris or Solitaire, they are totally different types of games. In WoW, the actual work done by the player is minimal, with low risk, and even unskilled/casual players (which is a huge, HUGE market) can compete evenly with the hardcore players. They are actually different games, and the problem until now has been trying to expand the market with new unskilled players, while still keeping the hardcore tier-1 dragon-slayers with server-uniques which are critical to the game, like the old FoH and LoS guilds were to EQ, setting an inspiring ideal for the rest of the players to follow, part hero-worship, part social-hierarchy.
My point is they are different audiences completely. Trying to put them in the same game is difficult without either pissing off the casual players, or letting the hardcore players reach the "End". WoW tried, and got an assload of casual players, but most of the hardcore players I know have left, doing cameos whenever a new dragon comes out, and otherwise actually getting on with their lives. The only hardcore players in WoW now are the compulsive "Ok now I want armor X and horse Y so I look cooler" until the next patch comes out with new armor X and horse Y.
Basically, I miss EQ
Re:EQ vs. WoW (Score:2)
Going back to the dark ages (Score:2)
I really don't mind a challenging game. I enjoy playing games like Half-Life/HL2 without using god mode, for the sheer challenge of succeeding. But MMOs tend to take up a lot more time, and you are dependent on others for the most part. You can't just save and walk away because the kid is throwing up, or the cat is climbing the curtains.
Re:Going back to the dark ages (Score:2)
vanguard? (Score:2)
http://www.atariage.com/software_page.html?Softwa
and
http://coinop.org/g.aspx/100208/Vanguard.html [coinop.org]
Lots of whining, oh wait, it's /. (Score:2, Insightful)
My comments (Score:2)
Lets start with the stand out comment of the article; "The actual game mechanics should be familiar to anyone who's dabbled in MMOs in the past few years."
- Holy fizzle... Vanguard really is Everquest 2.0 (not to be mistaken with Everquest 2 from SOE). Read that quote again. Translated to human speak the previewers impression was "This is Everquest with better graphics."
Something about housing that caught my eye; "Once you start racking up a lot of dough, you'll eventually
Re:damn (Score:2)
Re:If only most MMOGames had an offline mode... (Score:2)
The main problem is that if you don't keep up levelling at the same pace as your friends, you fall behind and have to start all over on building up relationships and reputation with a
Re:If only most MMOGames had an offline mode... (Score:2)
-Eric
Marriage and MMORGs don't mix (Score:2)
Re:10 diseases I'd rather get than play this game. (Score:2)
-Eric