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Vanguard Beta In Trouble?
Posted by
Zonk
on Thu May 25, '06 10:53 AM
from the too-hardcore-for-you dept.
from the too-hardcore-for-you dept.
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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Vanguard - Saga of Heroes Previewed 116 comments
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.
[+]
Sigil Drops Microsoft, Publishing With SOE 43 comments
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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In some ways I can understand it
(Score:4, Insightful)(Last Journal: Friday October 24, @12:44PM)
But quite frankly its really stupid to hate mechanics from WoW cause some of them are REALLY very good. Worse most come from Everquest it's self, which a LOT of the hardcores hold as sacred, WoW just improved on this.
My take. Just get rid of the bad element of beta testers. Or better yet just ignore them when you know they are making a rediculous suggestion. It's their place to find the bugs, not dictate the design of the game.
Re:In some ways I can understand it
(Score:5, Insightful)I'm gonna have to ask you to clarify that. Define "hard". Keep in mind that "takes a long time" isn't hard, it's annoying. Something that requires skill is hard. Something that just anyone can do over a long period of time isn't hard, it's boring. The reason I ask is because you're apparently an FFXI player [slashdot.org] and the standard FFXI player seems to think WoW is "too easy" because things don't take forever.
Quick returns are good, keeping in mind that a quick return can still be a failure. FFXI has plenty of things where you get one try every day (real time) or so. They're "hard" because you have to beat out the 20 gold farmers camping the single spawn point. Succeed in getting it, and you have a 1/20 chance of getting the drop. While that does mean that it's hard to get the drop, it's not hard due to any skill requirement. It's hard because it requires a lot of luck and time.
Compare with WoW, where you might have a 100% chance of getting something if you complete some difficult task. There are plenty of instances in WoW where you'll have to use a large set of abilities to manage to succeed. Fail, and you can try again very quickly instead of packing up and waiting until tomorrow. That's hard, but not due to a time requirement, due to a skill requirement.
So, please. Explain your statement. The rest of your post I agree with completely, I just want to understand why you think WoW "dumbed down" gaming. If anything, WoW is harder to play than FFXI in terms of skill - although not time.
Can't say I blame them...
(Score:4, Insightful)(http://komblok.com/)
Even though WoW is fun (and addicting), if I was playing another game it would be rather annoying to see WoW with just another game engine slapped over it. If you want to play WoW, then it is already there and waiting for you.
For those who want to play something different... Well... It would be nice to have sometehing other than the old "kill things over and over to level up to kill bigger things over and over again to level up to kill bigger things over and over again" because that is pretty much the same formula of WoW, EQ 1/2, and every other MMOG known the man these days. (SWG and UO rest in peace)
Re:Can't say I blame them...
(Score:5, Insightful)Vanguard could use elements that work great in WoW and implement them with their own gameplay elements. For example, WoW has proved that instances are fun and needed. Not to mention instances allow very creative encounters and great rewards for players because the designers control everything (including the number of people involved in the instance). Take away instances and you have good old issues that plagued EQ: boring fights, retarded competition for mobs where by guilds/players camp mobs. It augments the number of support calls and it encourages griefing. Which avenue did Vanguard chose? No instances. Yes they are planning to put boss mob encounters "on demand", sort of semi instance but even then, they will never be able to make awesome and complex encounters like WoW endzones have (well minus MC). You can't have a complex scripted encounter if you can't control the number of people during the encounter (aka no instances) because guilds will "zerg" it. EQ has proved that.
The more and more I look at Vanguard reminds me of EQ with all their faults. Lot of grinding, no instances, heaven for griefers and gold farmers. Most modern games have implemented ideas from other games, WoW is a perfect example of very little innovation but they cherry picked the stuff that worked in other game. Instances from Anarchy Online, fast paced combat from City of Heroes, PvP from DAoC, humor from
Vanguard will be a huge flop. The designers who were responsible for the worse flaws EQ had didn't learn from their own mistakes, they are the ones designing Vanguard.
Re:Can't say I blame them...
(Score:5, Insightful)Grinds- check. Expect a long hard grind for levels
Farming- check. Expect to do tons of cash farming
Camping- check. No instances, so expect either a "play nice" rule or guilds fighting for spawns
Death penalties- check. Harsher than EQs, according to articles I've read
Long travel times- check. No fast transport or teleports at all.
Yup, not touching this one with a 10 foot pole.
reap what you sow
(Score:2, Interesting)Re:you forgot Ultima Online and Eve
(Score:4, Interesting)I've played many of the larger MMORPG's out there (UO, EQ1/2, SWG, WoW, and EVE). EVE is truely unique. CCP has bucked the trend in a lot of areas and almost all of them work. 1 server. Letting you know the population (which continues to go up all the time). Skills train over time, even when offline. No way to speed up the process (except learning skills that aid in the processes).
Roleplay is a little difficult because there really isn't an Avatar running around. You are essentially your ship. But other than that, the game has a lot to offer. I jumped in late(Jan 06), years after release. However, the way everything is layed out, you don't feel completely useless unless you grind to the top. Because there is no top. You just keep learning skills.
Re:you forgot Ultima Online and Eve
(Score:4, Informative)Actually, I'd be inclined to disagree. In Eve, roleplay takes it's form in Corporation Management. So you can't pretend to be a dancing catgirl. Instead, you take a leadership role that requires the player to act the part. Be responsible, smart, and decisive. Or you can choose to be a pirate, ruthless and coldblooded. So you just wiped out someone's work for a month in thirty seconds. He should have payed the ransom.
Interpersonal politics make a huge part of the Eve experience. From forming alliances to elbowing out rivals, the role playing element of Eve isn't dictated by the cute and fuzzy animated cartoon, but by the results your actions bring. The hand-off approach from the creators really pays off when your corp takes over a new zone to bring it's own brand of order. You *can't* script that.
Vanguard fails...
(Score:2, Insightful)(http://www.chozsun.com/)
Shocking, we are hearing reports of them struggling.
Goths?
(Score:4, Insightful)(http://www.civilwar.org/ | Last Journal: Tuesday September 05, @07:45PM)
Listen up, guys, WoW has 5.5 million+ subscribers because what it's doing is good, not bad. It's not dumbed down, and if - like me - you spent hardcore-style hours raiding to get the best stuff, you'd know that.
But no, like the guys at Vanguard, you can't get past appearance. If it's popular, it must be bad.
Re:Goths?
(Score:4, Insightful)Listen up, guys, WoW has 5.5 million+ subscribers because what it's doing is good, not bad.
Reality TV gets a lot of viewers - as does Fox News for that matter. McDonalds sells a lot of burgers. The Da Vinci Code book/movie/hype train is sheer nonsense yet it's taken millions already. This is not because what these ventures are doing is good per se - it's because they've been designed to reach out to the lowest common denominators in order to have a broad appeal.
It's not dumbed down, and if - like me - you spent hardcore-style hours raiding to get the best stuff, you'd know that.
Oh I beg your pardon - I thought you were talking about WoW but clearly I must have misunderstood.
Please raise your hand if this surprises you
(Score:5, Insightful)(http://www.neverwhen.net/)
And the same "I am Jack's Ass" crowd is full of people with an over inflated sense of self importantce who believe that being invited to join a beta test and asked for some constructive feedback makes their voices more important than those of people who have been developing the game for years, and they regularly hold public roasts of any member of the development team who still cares enough to attempt to communicate with them?
I would be shocked and appalled if it weren't for the fact that this is exactly what has happened with every single game relased this century. The same arrogant twits infest every forum, loudly proclaiming that they now own the game and that those pinhead developers had better start doing things their way or else they're going to leave and take all six billion of their friends with them to whatever the next unreleased game is. The only thing that's surprising about this is that the writer says that Brad McQuaid is still trying to give them what they claim they want.
People often wonder just why it is that game developers often don't participate in their fora or talk directly to the players, and why they are often secretive about what they are working on. This kind of thing is exactly why they do that. Having to deal with this kind of abuse on a daily basis will turn anybody into a recluse.
Inmates running the asylum.
(Score:3, Interesting)Not exactly getting both sides of the story are we
(Score:3, Insightful)(Last Journal: Friday May 26, @09:12PM)
There seems to be some hatred against WoW players. I can only imagine that this is the same hatred that Counterstrike players get. I was in a beta for a couple of more realistic shooters and we had good reasons to loathe CS players. They would get their beta key and instantly demand the game be turned into a CS clone.
If you get a post like "they should do X like they it in CS" or "this game sucks because I am good at X in CS and I suck at it in this game" then there really isn't much you can do.
So the players who like the game as it is fight the players who want to change the game. This nothing new. Just try following a debate on language reform.
The example of a corpse run is mentioned. Corpse run is a penalty for dying. Everquest 2 for instance punishes you with an experience debt unless you go back to where you died and reassorb your ghost. Other games leave your equipment lying out in the wild forcing you to go back to get your loot.
It makes the game more of a challenge forcing you to think about a battle. Not just wether you can handle that boss you need for a quest but wether you will make it back out again.
Without a corspe run you run the risk of players just using dying to get back to the city to sell their loot. Ask Star Wars Galaxies with the Trials of Obi-wan expansion. For that matter it existed before where people would kill themselves to get rid of a doctor buff that was about to run out so they could get a new one.
Kinda ruins the atmo when you got people begging to be wiped out. "Hey you want to go hunt rancors tonight" "Sure, let me just kill myself before we head out okay?" "Eh, right".
WoW for all its success is not everyones cup of tea and it can be disappointing to see every game try to emulate it. Again, look at SWG. It tried to WoW people and is near dead because of it.
So yes forum discusssions can become very heated BUT there is always two sides to a story. The person comments we read in the main article claim that the hardcore resisted attempts to add WoW elements to the game. Eheh, meaning he wanted to make the game into WoW. Is he basically upset because he didn't get to mold the game into his vision?
MMORPG's are very hard games to produce and if the designer doesn't 100% believe in what he wants to do there is the risk that he could start to believe that the tiny vocal minority on the forums somehow represents the majority. On the other hand if he ignores them he risks that they are infact the majority.
You can't please everyone but you sure as hell can upset everyone.
Nintendo's Plan of Attack
(Score:2)The games should be made to be fun, and when it is, people will come. It seems that games nowadays are made to be a bragging grounds, fun or not. It has to be an overly difficult game that rewards time (and lots of it) to pander to the "still in school" crowd who have that much time to burn.
I'm not sure that making a game specifically for these people
Solve the real problem
(Score:1)There is nothing worse than starting a new game and having to go around trying to make virtual friends to let you in their clique. When I pick up a fun looking game that none of my friends play, I just want to be able to jump in and play.
It is the clique-y-ness of MMO's that put a lot of people off. Either make the group huge and assign new players to it automatically based on their character choice, or at least have some sort of initial grouping system to quickly play and build friends.
Keep 'em out
(Score:3, Informative)There is something to be said for having to wait for 30 minutes for a boat ride from Freeport to Butcherblock with islands to visit on the way. It keeps people more inclined to explore their current environment instead of looking for the fastest way to level up and going to the appropriate zone to do that.
I do hope the game lives up to what it is being advertised to be.
And I'll say it one more time: THEY HAVE BEEN ADVERTISING THAT THEY DON'T WANT THE "WOW" CROWD FOR YEARS. That alone has driven up their popularity with the hardcore MMORPG gamers because honestly, very few hardcore people even PLAY WoW to begin with.
SOE is their biggest problem
(Score:3, Insightful)(http://wcmi.myftp.org/)
Star Wars Galaxies Combat Upgrade
Star Wars Galaxies New Game Experience
It's so bad that mmorpg.com has posted a stickied "Official SOE hate thread" in the forum of every SOE game.
Drama queens ?
(Score:1)I think Iwata said it best "Don't listen..."
(Score:1)This wisdom applies doubley so for MMOs as those hardcore players "play" (I use that term loosely) the game so much different from the average player. Vangaurd was doomed from the very begining, corpse runs and experience penalties were tolerated because there was not another game like EQ at the time. The landscape is different for MMOs now, if your game even gives a hint of some boring, grindlike mechanic gamers have way to many other options that are actually fun. Making a game challenging does create a fun experience for most people however if that challenge is simply enduring hour upon hour of repeated monotony then you missed the point. Anyone can make an undeafeatable challenge (he mister raid encouter have a billion health points) and it is easy enough to flip some numbers in a database to make leveling up take 50 hours as opposed to 5. Making 50 hours of rock solid challenging yet not frustrating fun however is difficult. I would be all to happy to pay you 20$ a month if you can entertain me that much.
Ves
Well written article
(Score:2)Corpse runs are definately something that should be left in the past.
Vanguard is an attempt at Everquest III
(Score:1)Vanguard apparently wants to bring back what even EQ had to do major gymnastics to code around. Guilds spending more time finding third party programs and strategies to ensure other guilds won't progress rather than working on progression. (If you played EQ during the PoP era and were in a high end guild, it was common to make sure one or both Decorins were moved under the world to make sure nobody got flagged for Rallos Zek until the servers got rebooted.) Some people love the PvE racing, but eventually it will become an arms race of who can make the better ShowEQ, MQ2, or other third party utility. If Sigil doesn't police the game well, it may end up an item duper's paradise as well.
Instead of Sigil actually making content, they seem to want to have players fight amongst themselves to try to get through artifically created bottlenecks, as a way to not have to create new content as fast. For example, having a locked high-end raid zone, where the key only is available by killing the Grand Poobah. Of course the Grand Poobah only spawns every xxx amount of days, and this allows the zone to be itemized and built on the fly, even after release, because players are effectively locked out.
WoW is a casual game, so casual I quit playing it after getting a couple characters to 60, and finding that one Uqua plow is harder than all the WoW raiding put together. However, Blizzard engineered the game right, where player griefing is fairly difficult. WoW is a fun game. You can solo, group, raid, and pvp, and have some means of progression, even if its a faction treadmill. Blizzard also does attempt to address issues with the game. Next patch, they are adding a decent raid area.
If Sigil gives WoW fans the middle finger, who are they going to sell to? The dedicated raiders don't make up that much of the gaming population, and unless Sigil charges $200 a month, they won't be making much money from this game. This only hurts Sigil, as if there isn't a good playerbase, guilds and groups can't get a critical mass to keep raids going, and the game gets abandoned.
Of course, Sigil may be intending to sell this game to people in the East who play Lineage 2 and are used to long grinds and very stiff death penalties (In L2 death had a chance of you losing your weapon, and in that game, weapon loss basically means buying another from ebay or rerolling a new charcter.) I'm not disparaging them, they are an insanely lucrative game market, but If Sigil is intending to pitch to that crowd, they shouldn't have been touting they are "Everquest done right." Instead, maybe tout how they are better than L2.
All and all, I do have a suspicion that this MMO from Sigil was intended to be Everquest 3.
Off Topic, but...
(Score:1)Hum....
(Score:2)The first is that Vanguard is not aimed at the same user base as WoW. WoW is clearly a more 'casual' game than EverQuest before it, and Vanguard looks to be designed to be a more sophisticated version of EverQuest's original vision for reward-and-punishment systems, perhaps even harsher. Is the potential playerbase for a game of Vanguard's sort as large as WoW's has proven to be? I've always thought that it wasn't by at least one order of magnitude, perhaps more, and thought that assertions that there was some large community of people that enjoy XP loss and racing to non-instanced raid bosses were flying in the face of all our experiences, player and dev alike, of EQ1. However, if your expectations for population are appropriately calibrated, there's nothing wrong with not having a huge playerbase. If you, as the dev, are satisfied with the artistry and craftsmanship of your game and your game experience, and your players are playing the game they want to be playing (as opposed to killing time waiting for The Next Big Thing), then more power to you. Much as I bash EVE sometimes, there's nothing wrong with it other than offending my (highly personal and idiosyncratic) sense of gaming aesthetics.
The second issue here is the to-me inexplicable assertion, loudly and often repeated, by so many of Vanguard's partisans that their sort of preferred game experience is 'better'. It's true that this sort of 'what I like is better than what you like' is common enough to be banal amongst gamers (even now, wargaming grognards are sneering at us Johnny-come-latelys; nothing we do will ever equal the hate of table-top wargamers for one another). I'm hardly immune myself (see above for my admission of EVE bashing). But certain classes of gamer, and those attracted to the 'difficult' and 'hardcore' aspirations of Vanguard seem very much one of those classes, seem to me to be much worse about it than most. More dogmatic, more aggressive, less tolerant of other perspectives and far, far more strident.
A Response
(Score:3, Insightful)I Hope It Fails
(Score:1)(http://www.cycleutah.com/)
Fundementally flawed.
(Score:2)I can't be content with being Joe Soldier in a huge army, I want to be special in the game world (Although, thinking that some celebrities play MMOs anonymously, maybe they want to be 'ordinary' for a change) I wasn't satisfied with leaving Everquest until for one thing I was the first player in the game to do it.(Actually solving a challenge when there was no online walkthrough!)
The other side is that few people are willing to go through the effort of doing something difficult until someone else has shown it can be done (In Everquest, that's reasonable, because new content was usually broken and incomplete. Killing named dragons that have no loot sucks.)
Someday, with hard work, and reading walkthroughs, and buying expansions, you can be as powerful as that super-awesome guy in the shiny armor you saw as a newbie. except he's even more powerful now.
And you could do what the top players do: pee into bottles so you don't leave the computer, use exploits and cheat programs, not go to school, buy 12 accounts, not go to work, buy items outside of the game context, die of deep vein thrombosis when you finally get out of the chair....
After I finally accomplished something unique in the game, it still didn't satisfy me at all, because I knew that the accomplishment was planned, scripted, and coded to be done in exactly that way. It was in no way creative, constructive, or inventive on my part, I was simply following the script as written. Which is fine, but it consumed a large chunk of a very finite resource, that being time in my life.
I still play games, but I will not play a game with 'time sinks'. Instead I play board games with my neices (Settlers of Catan is great), skill based games (like CounterStrike (on no-AWP servers)), or strategy games (Railroad Tycoon 3, Civ 4), and even some non-MMO rpgs (Oblivion)
But anything where you have to wait to have a turn to wait for an attempt to do something with a small chance of giving you a tiny fraction of a goal, for one of the 20+ people on your team...
Vanguard = Not for Carebears
(Score:2)(http://hangarbay.niteshdw.com/)
Games such as WoW are one giant safe zone really. Not counting the "pvp" in it, the fact of Instances takes out alot of such things. This is why games such as Shadowbane, Neocron and the upcoming Darkfall excell at player versus player. Open ended maps where your clan can control towns, you fight other players almost from the start of the game for the rest of the game, no truly safe leveling. The "danger" adds a level of fun, excitment and randomness to it. Theres no Go Here, Kill This and return all in safety. You have to watch your back, you have to time spawns and fight others off for them.
Depending on how Vanguard implements the pvp if any, the no Instances thing for drops/loot would be awesome. Such mechanics have already worked in the aforementioned games. And granted most of those don't have anywhere near the amount of people WoW does, they still have loyal followings and the best pvp I've seen in MMO's.
Another MMO?
(Score:1)Where have all the nice WoW players gone?
(Score:1)Why do we have no tolerance when we hit 60?
I hate to bring up a dead subject, however...
(Score:1)I hate X because it doesnt have Y from Everquest.
This game would be much better if it was Everquest.
In short, Hypocritics and Kainophobists.
Re:Not Invented Here
(Score:2, Insightful)Way to RTFA.
It's not developers that are doing this, it's the hardcore, epeen waving, fanbois that have the WoW hate-on.