Why Vanguard Sets a Bad Precedent for MMOGs 135
The ever-enjoyable Gamers with Jobs has up a fascinating look at the recently released MMOG Vanguard . The article's author, Elysium, takes pains to point out that it's not a review. He didn't play the title long enough to get a firm grasp of the game; he just didn't care enough to spend the time. He outlines what makes Vanguard a bad game, and then points out that the game's creator Brad McQuaid himself has as much as admitted it was released too early. Sony Online Entertainment saved the game from bankruptcy, and released it when the schedule said to and not a moment later. In Elysium's mind, this sets up a really, really bad precedent: "Now that the game has released in its incomplete state, in a state that McQuaid himself describes as requiring patches, bug fixes and new feature implementation on par with a beta product, Sigil essentially comes to the consumer as the third investor in the process of the development cycle, and that is not just a terrible way of doing business, but an irresponsible step in the wrong direction for complicit consumers. Let me put it bluntly, if a game is not ready for retail when the money runs out find another investor or shut the doors. We are customers, and the retail end of the industry is bad enough about not supporting incomplete or inoperable products without developers and publishers assuming we are investors in the development process. Your job as the industry is to create product, and then, and only then, we buy it."
The alternative sucks worse. (Score:3, Interesting)
So no, it's not really a very bad precedent at all as far as I'm concerned.
What's to care about? (Score:4, Interesting)
Re:Early? Yes. Bad? No. (Score:2, Interesting)
Re:Why does this sound familiar? (Score:4, Interesting)
Who was it who said "Release Early and Often"? Oh yes, Eric S Raymond, in the seminal The Cathedral and the Bazaar [catb.org].
Not to mention the plethora of literature about product development in other, non-software environments. All major product companies nowadays release products as fast as they can and let the customers do the "paying beta". Once the features are ironed out, they release a more polished mass-market product that has benefited from all the customer feedback.
Game development has been totally ass-backwards in terms of its development approach since forever. Games are effectively developed in giant waterfall projects which either crash and burn or do extremely well - but you only find out at the end. Unlike the poster of the original article I think it's great to see the games development processes maturing in this way towards what is the de-facto model of choice for product development in the real world. Well done Vanguard!
The results that can be expected from this shift of approach are:
Daniel
It's sad too... (Score:4, Interesting)
Re:Informed customers knew it (Score:5, Interesting)
ATITD had the feeling of being in regular development as well, although it was very stable.
Don't even get me STARTED on Eve Online... There are bugs affecting everyday gameplay that have existed pretty much since launch. Every patch breaks something that previously worked, and getting acknowledgement of the bugs from the devs is like pulling teeth.
These bugs have become so commonplace that they're now part of the game, and finding exploits and utilizing them is an arms race.
So yeah, Vanguard may have been pushed out early, but it's definitely not the first game to go through it.
Re:WoW is seen by some as "EQ Lite" (Score:4, Interesting)
Personally, I haven't really liked anything since Ultima Online started sucking. I'm kind of looking for another MMORPG to try, after getting bored with Guild Wars, but I don't see anything out there.
that is a very difficult call (Score:3, Interesting)
Its probably best they do not release, if the developer cannot be realistic before release how can we expect them to be so after? I have been in games where bugs went unchecked for a long time because the developer kept adding features. Instead of fixing what was there they got caught in the trap of new stuff is fun, who wants to work on old code.
There have a been a few games which I think were just tossed out there to see what response would be. Its easy to throw together a bunch of mock ups, its even easier to put up a webpage of things your game will have, getting it all delivered is a whole 'nuther story.
It's gameplay, not code, that's broken. (Score:3, Interesting)
When you read the guy's actual review, most of the things he's complaining about are gameplay design decisions, not code defects. He's not complaining about rendering problems or bad collision detection. He's complaining about the plot and dialog being lame, and the terrain and characters being boring.
That's not a "released too early" issue. That's a bad screenplay issue.
Re:What's to care about? (Score:3, Interesting)
Re:WoW is seen by some as "EQ Lite" (Score:1, Interesting)
No more experience penalties on death
Just cause no one has mentioned it yet....Keep in mind that Blizzard did not start making games with WOW.
The true predecessor to WOW is not Warcraft 3, but Diablo 2. In Diablo 2 you lost experience when you died. I think many game developers, as with Blizzard, think this is a good idea initially. But as you can see with WOW, they decided against it.
Having played Diablo2 way too much, it's very evident how much they learned from it in WOW. People pretend as if EQ was the first ever multiplayer fantasy game and on and on...but WOW is shockingly similar to Diablo2, with incrementally improved game mechanics and the graphics are 3D.
Re:What's to care about? (Score:4, Interesting)
Having played all three, and the original Everquest for most of the eight years of its existance (I've been flaky the past couple... I'm now a married man with children) I will say that Vanguard has potential that none of these games have. It beats EQ2 (a lot of reviewers call Vanguard "EQ3"). Comparing it to WoW is a joke. Social interaction is much improved over any MMO I've ever played. Diplomacy is a great and interesting feature that is a game within itself. The crafting of homes and massive ships is beyond what most MMO's have promised, much less delivered.
Only reason I'm not playing it is I'm expecing my second son in a few weeks. I played the beta and enjoyed it thoroughly. I've let my other subscriptions lapse. When I have time again, I'll definitely pick up a copy.
Re:Early? Yes. Bad? No. (Score:3, Interesting)
Your comments don't comment on the difficulty of the levelling process, but on the content that is available while you do it. You may get the same XP questing as you do killing 1000 basement rats. But the questing is far less tedious, and to many people that equates to easier.
What is boils down to is that some people think that levelling in WoW doesn't suck enough. If you're not suffering through your levels then the game is too easy. screw that. But again, the people who want it to be hard are the same people who see end-game as 'real' game, and with that being the case, who gives a rats ass how long it takes to get to max level?