World of Warcraft Beta Dissected 90
larsoncc writes "Fatman Games has published an absolutely massive hands-on preview of Blizzard's PC MMO title World of Warcraft, now that the game's NDA has expired with the commencement of the public Beta. Will MMORPG players drool over the chance to control a Succubus? Yeah, I know - obvious answer!"
Speaking of WoW (Score:2, Informative)
This page [gotwow.net] has an alternative to the alpha/beta server that Blizzard is running. I haven't tried it myself, but I have read that it lacks of content.
Re:Speaking of WoW (Score:2)
Totally OT here... but I actually spent a while blinking at that sentence. I thought you were going to crack one of those lame riddles. Like "who is my father's son that is not my brother..." and such.
Ok, run along now.
Re:Speaking of WoW (Score:2)
what i've heard (Score:4, Insightful)
Re:what i've heard (Score:2, Insightful)
A few months after
Re:what i've heard (Score:5, Interesting)
Warcraft, Starcraft, Diablo - none of these franchises really did anything 'new' or 'exciting'. What they did, they did well, and they did with a distinctive style.
The only thing WoW is poised to do - is bitchslap the notion that timesinks are necessary to make MMORPG advancement meaningful. That, and seriously challenge the lack of context that the other quest-light MMORPGs provide.
Their quests don't do anything mechanically that hasn't already been done. They are just more plentiful, more engaging, more well balanced, offer a choice in rewards, and more convenient to find and complete.
Their races don't have abilities that haven't been done before. They're not doing dragons or demons or anything way out there. But they've given each race flavor, history, culture, and style.
Playing an Orc warrior is not the same experience as playing a Dwarf warrior (unless you abstract gameplay to the the level of progress quest). You'll have different quests, the NPCs will have a distinct style and tone, and you will actually notice and experience the various facets of Orcish culture. (Tauren are probably the best example of this, with their wind-centric totemic culture).
Their classes don't do stuff that hasn't been done before. But they're more well balanced. All classes solo fairly well, and none are absolutely required for a group. You don't need a wizard to take out big mobs, you don't need a primary healer. Sure, they fit their role better than other classes, but nearly any group of 5 can get stuff done. And if you don't want a group? You can actually solo meaningful monsters to gain experience. It won't be the best, but it won't be pointless.
Their engine isn't pushing the limits of technology. Their models are low poly, and they have comparatively few options for customization (compared to lineage 2, ffxi, ac2, etc). But everything looks and moves fantastic. Everything fits together naturally and seamlessly. The colors and textures of a zone convey something that geologically plausible placement and piles of polygons don't.
WoW isn't going to change the way MMORPGs work. All it's doing is going to highlight all the broken mechanics everyone has glossed over.
It's not something you can provably demonstrate in text. The game does the current status quo, but does it right. If you didn't like EverQuest philosophically because you didn't like bashing monsters for fun and profit - then you won't like WoW. If you didn't like Everquest because you found yourself sitting around, punished by the broken rules more often than you were bashing monsters for fun and profit - then WoW will be right up your alley.
It's a game done very well, even at this state. But it's nothing revolutionary.
Re:what i've heard (Score:4, Informative)
Warcraft, Starcraft, Diablo - none of these franchises really did anything 'new' or 'exciting'. What they did, they did well, and they did with a distinctive style.
Excuse me? The RTS genre was hardly well established when Blizzard released the original Warcraft - it is only preceded by two games: Herzog Zwei and Dune II, so they most certainly did put a new twist on an genre that was in its infancy. Check your history here [gamespot.com].
Many people knock Diablo as a dumbed down rogue-like, but it undeniably started off the higly popular genre of action-RPG, which has a play style that is much more adrenalyn-based than the cerebral style of the rogue-like. Prior to Diablo RPGs were stuck somewhere in CRPG Ultima*, or console Final Fantasy* copycats.
Re:what i've heard (Score:3, Informative)
Re:what i've heard (Score:3, Insightful)
I think I see where you are coming from, after all the original Zelda was out in the late 80's. However, I personally make a distinction between these two types of games. The main distinction in my mind is one of control: In Zelda style games, yes you gain stats and items, but the game most certainly lies outside the RPG genre in that it relies on player sk
Re:what i've heard (Score:3, Informative)
Admittedly, this still leaves Diablo as the first action RPG that is heavier on
Re:what i've heard (Score:2)
Re:what i've heard (Score:4, Interesting)
The Diablo comparison is actually pretty much my point. Diablo is to Ultima what WoW is to Everquest -- at least on the 'level of action' front. It's faster, with less downtime and more stuff going on. Combat is more interactive than picking a target and wait. Min/Maxing your party's class mix isn't necessary.
Some might say it's too fast, or doesn't address the core problems of class/level design. But the change in gameplay between WoW and EQ is similarly as striking as that between Ultima and Diablo.
The only problem with a general Diablo/Ultima, WoW/EQ comparison is that WoW adds depth in questing back into the MMORPG genre - where it's been sorely lacking.
I wasn't slamming Blizzard by any stretch, I was simply referring to their focus on refining and gradually improving, rather than going in a shockingly new direction with the entire design.
Witness Warcraft 3. The original game they displayed at E3 was revolutionary. Resource gathering was gone. The player could only see the map around his Heroes. Units had to be grouped with Heroes to go fight. Army size was thereby limited to number of Heroes.
Then look at what they ultimately decided to produce: Evolutionary change. They kept the tried and true mechanics that plenty of users don't seem to mind too much. They said screw the design critics - and delivered a polished game that they knew would work.
I'm not slamming that decision either. All I'm doing is illustrating my point. Blizzard has never been one to throw away the rules and start fresh in a genre. (or at least hasn't done so since the first warcraft)
Back on topic:
World of Warcraft will play faster and more convenient - but its underlying design is still fundamentally the same as EQ - which is the same as Diku/Merc - which is the same as tabletop D&D. Anyone who tells you different hasn't played the game.
Blizzard has not revolutionized MMORPG design with WoW as it stands today. I doubt any change they make between now and release will do so either. What they have done, is damn well near perfected the model that nearly everyone's been using for the last few decades. (with regards to accessibility, usability, polish, and 'fun')
Re:what i've heard (Score:2, Informative)
They only made a really fun RTS with Warcraft 2, and Starcraft is brilliant.
Re:what i've heard (Score:3, Interesting)
But Warcraft is just Fantasy Dune 2 with much larger characters. In the end they are both about the same things; securing and exploiting resources, and blowing shit up. So it's evolution only.
Re:what i've heard (Score:1)
You are just ignorant. Diablo is a commercial roguelike. Those games are called roguelike, because they all resemble the clasic game "rogue" [www.hut.fi]. In those games you control a character that ihas stats just like in a RPG, but the focu
Re:what i've heard (Score:3, Insightful)
The difference, and it is a huge difference, is that Diablo is realtime and none of those others are. The closest text-based game I can think of off the top of my head is The Kingdom of Kroz, a game which showed up in PC Magazine some time ago as sh
Herzog Zwei (Score:2)
Thank you for giving "Herzog Zwei" a name-check -it's often overlooked when people talk about the first RTS type of games. I spent hours and hours playing that game on the Genesis. So good.
For more info. [fortunecity.com]
~jeff
Re:Herzog Zwei (Score:2)
Re:what i've heard (Score:2)
For that, you get modded up to 5, interesting? Jeeze. If I'd have seen it while I had mod points, I'd have stuck "Troll" on it. You sound like you've never played any of their games - or you've never played anything but theirs, so assume everything else is just the same.
Re:what i've heard (Score:2)
The premise Blizzard's been harping on was that we wouldn't have to go through the leveling treadmill killing rats and bunnies for hours until we're able to handle real prey, but in fact, we're still spending our time getting bunnyraped because our n00b characters are stupidly weak.
Frankly, I'm going to keep playing Ashen Empires. Granted, the level treadmill is pretty steep after level 25 to 30, but by that time (about a month's work for an i
Re:what i've heard (Score:2)
Re:what i've heard (Score:2)
Re:what i've heard (Score:5, Insightful)
The levelling treadmill is a fundamental result of trying to apply the levelling system to MMORPGs. Anything that tries to apply the idea of levelling runs into two fundamentally conflicting forces:
Any system that rewards the player for spending time in the game, or, equivalently, requires significant time in the game to advance in skills, will always have the same flaws modern "levelling treadmills" do. Until you do away with the level idea as the central organization of the game, MMORPGs will not advance significantly over what they are now. (I'm not saying they have to go away completely, but they can't be the central number used in every RNG computation.)
It's not something that can be designed around, it's fundamental to the genre and the technique. Fortunatley, all hope is not lost. I know of at least two systems that eschew the levelling treadmill: Puzzle Pirates, which uses head-to-head puzzle competition as its combat technique, and Planetside, which I've heard is more FPS then level-based. (Could be wrong. I haven't played either.) Until these alternate techniques go mainstream, MMORPGs are going to be stuck in the same rut they've been stuck in since Ultima Online.
Re:what i've heard (Score:4, Informative)
Re:what i've heard (Score:2, Informative)
Re:what i've heard (Score:3, Informative)
Re:what i've heard (Score:2)
I've played both and I agree that they have a better model. In Planetside, you do level up but it happens reasonably qui
Re:what i've heard (Score:2)
The only reason I haven't is that I am really only interested, even fascinated in the theoretical aspects of MMORPGS, but not terribly interested in playing most of them. The only MMORPG I find interesting is online discussion boards (not being silly, I consider them roughly the same thing in many significant ways), and my interest in the theoretical aspects of MMORPGs parallels my interest in how structure determines the nature of a community.
Re:what i've heard (Score:2)
After they removed that standard by lowering the leveling time, the only way to be safe was by grouping with your friends.
Time sinks have a purpose. I agree they shouldn't make the game unejoyable for those that don't want to partake (see EQ), but they need to be designed around just as much as the mid level players otherwise you will loose the uber elite (e.g. me)
Re:what i've heard (Score:2)
Uber-eliteness should come from skill, not time. That can happen in both the games I've mentioned; if you're uber-elite, you can be playing at a high level in a matter of hours, instead of just putting in time.
Time isn't a determinant of eliteness. Skill is.
Re:what i've heard (Score:2)
How exactly do you propose that people prove their skill without investing time?
Re:what i've heard (Score:2)
How does anyone ever prove skill? By doing things skillfully, of course. People who are half-baked, by definition, aren't skillful and can't do things skillfully.
Of course it takes time to develop skill, but I program far above some people who have invested as much time as I have, and far below others. I don't get to go up levels in programming just for putting another hour in, or finding some cheat; I develop skill and show it, or not. The same applies in games
Re:what i've heard (Score:1)
People who have 200+ hours logged are going to (hopefully) understand all of the basic mechanics of the game. That is one thing I can hopefully assume based on level.
For example, in EverQuest, I expect a level 30 to understand the basics of fighting mechanics for their class, at level 60 I expect them to understand the basics of all classes. Stuff like that can only be learned thro
Re:what i've heard (Score:2, Informative)
obPennyArcade [penny-arcade.com] link.
"Gabe's going to cancel his account when he finds out that it takes twice the experience to get from this level to this level, or the materials you worked so hard to get are destroyed because of some arbitrary roll. For you and me, hey, maybe we don't mind that kind of thing. Maybe we hate ourselves already and see the genre as a way to work off spiritual debt, like a karmic gym. Regular people, a definition I don't usually apply to Gabe, but whatever - regular
Re:what i've heard (Score:3, Informative)
Full Quote:
"The word which constantly comes to my mind when considering the game is "humane." I have quite a lot of patience for games of this type, I don't mind going to a town and asking every medieval jackhole I see where I can find the cathedral. Gabe's not going to do that. That sort of thing isn't fun for most people. Gab
Re:what i've heard (Score:2)
The "maybe there's some kind of grind" line does counter that, though.
Upon further reading in to it, I think you're right. But that paragraph could have made it more clear.
Re:what i've heard (Score:2)
Re:what i've heard (Score:3, Informative)
Blizzard has told us that things won't be arbitrary. You collect X consumable to craft Y
Re:what i've heard (Score:5, Interesting)
In WOW your focus is quests. I am level 30 (max level) and I have never once done the xp treadmill. All I do is do quests.
Like any game, WOW is what you make of it. In this case, the mechanics of the game strongly support quest based advancement.
Re:what i've heard (Score:2)
Re:what i've heard (Score:5, Insightful)
Re:what i've heard (Score:3, Informative)
They haven't shifted anything, you can choose to not do any quests, and instead just kill monsters. That's a valid way to advance. I would say most people prefer doing quests.
Certainly to advance you do need to either complete quests or farm xp, there is no third option for advancement. If you don't enjoy doing either, you won't enjoy advancement.
It's not clear to me from your comment exactly what it is you find unenjoyable about WOW questing. You describe the quests as not meaning much to your character.
Re:what i've heard (Score:2)
The time to finish a quest varies between 30 minutes and 3 hours in general I'd say. There are small quests, and big quests. The hardest are instance dungeon quests, where there is a very real possibility in trying to complete the quest that you will fail and have to start over.
Random Comments (Score:5, Interesting)
http://games.slashdot.org/comments.pl?sid=100998&
It is funner to read than the submitted story because you get all the 'wdupz whizzy poo were u been? ^_^' replies from his guild members.
Re:Random Comments (Score:1)
Uhm... (Score:2)
The forum seems different, but the text is the same.
The writing of this article is horrible... (Score:1, Offtopic)
Re:The writing of this article is horrible... (Score:1, Insightful)
If you don't understand the article, there's not much reason to. It's a beta of the game, not a review on the release.
So? (Score:2, Insightful)
FWIW, I did not understand most of it myself.
BC
Re:So? (Score:1)
Re:So? (Score:2)
Re:So? (Score:1, Troll)
Re:So? (Score:2, Informative)
I haven't been following WoW much, and the alpha/beta not all all, but I was able to tell from context that a 'push' was specific testing for those character classes. (The new beta is in a push of the 'good' races. Humans Dwarves Taurens, etc, no orcs or goblins.)
Also, exactly what is meant by a 'push' is irrelevant to the point of his article. He could have been extra wordy, or explain to much. Or
Re:So? (Score:2)
>Humans Dwarves Taurens, etc, no orcs or goblins.)
To be more specific, it is an alliance push, which includes dwarves, gnomes, humans and night elves (somce classes are disabled too).
Clearing some terms up (Score:3, Informative)
WoW - World of Warcraft [blizzard.com] (the game, duh)
Push - Phase
EQ - EverQuest [sony.com]
D&D - Dungeons & Dragons [wizards.com] (Pen and paper, not MMORPG)
DAoC - Dark Age of Camelot [darkageofcamelot.com]
PVP - Player versus Player
PVE - Player versus Enemy
MMORPG - Massively Multiplayer Online Role Playing Game
RTS - Real Time Strategy
NPC - Non Player Character
XP - Experience (a measure of prog
Re:Clearing some terms up (Score:2)
Good grief.
"emote" is an actual word, meaning "to express emotion."
here is the link. [reference.com]
Re:Clearing some terms up (Score:2)
Back in the days of diku MUDs most things were called objects in the code to create something the players could attack you created a mobile object or MOB. You still see people use the term MOB for anything in game that can be attacked.
Also emote is for emotion. It is usally put in a different style so people use it for alot of different stuff.
DPS is damager per second. It is a way to bring all weapons to a common comparison point. So a
I wish... (Score:2)
You mean members of his family actually think "PC Gaming" means something other than Solitaire? Can we, like, switch or something?
"Get off that computer!!!"
Anyone else want? (Score:2)
I'd like to play with 100's of people, but I really don't care about levels, etc any more.
Anyone up for a BF1942 map with 500 players? Yes there are problems with such a wide generalization, but hey, not all of us online players are exactly RPGers.
One Word (Score:4, Interesting)
Okay, more than one word, since I have to wait 20 seconds.
Up to ten people per squad, a number of squads per company, and commanders on top of that... get, say, three commanders together, each managing 30 people, and have them agree on a specific objective... and watch the enemy come a-running as a hundred soldiers, tanks, and bombers invade their continent...
Re:One Word (Score:2)
Planetside is good I guess, but it's neverending, no one ever wins.
I guess I basically want BF or UT with 100's of players instead of 32/64
Re:One Word (Score:2)
Part of the interest in a game like Planetside is the fact that there is a command structure - you do what your squad leader says, he does what the platoon leader says, etc. It goes all the way up to 'high command' level. Also, there are 'outfits', i.e. more social grouping
Re:One Word (Score:2)
We want it to end in a few hours. And start all over. People will get friends together and play but there will be nutso's running around doing their own thing. Just like BF1942 is now, just on a much larger scale.
Clans for FPS are quite social and practice on their own etc. This is not an RPG not all of us want all that extra stuff.
Re:One Word (Score:1)
Re:Anyone else want? (Score:2)
hed.
Re:Anyone else want? (Score:2)
What I want is... (Score:2)
Instead of having wizzards, healers, warriors etc, you could have medics, gunners, pilots, hackers and so on.
And you could have different species to pick from.
For example, some species would make better pilots etc.
All characters would have basic skills in all the key areas but only, say, a medic would be able to use advanced healing skills. Also, for example, you could pick up/buy 1-us
Re:What I want is... (Score:1)
Anarchy Online
Neocron
Eve Online
Anarchy Online would probably be the closest to what you are looking for. Though, I must say, the above titles are all set on one planet (unsure about Eve Online).
Re:What I want is... (Score:1)
Earth & Beyond would have been another recommendation, if it wasn't closing in September.
push? (Score:2)
It's kind of obvious if you look at the context. (Score:1)
I could be wrong, but I doubt it.
Evolutionary (Score:4, Informative)
First and foremost, it is a game, not a "world". All the attempts at turning MMOGs into worlds have resulted in boring sand-box style spaces where people have nothing to do. Puzzle Pirates and A Tale in the Desert are another two excellent examples of why massively multiplayer games should be games.
The polish on this game in the Beta stage is better than Star Wars Galaxies was 4 months after launch. By the time it is released for public consumption, it will join Final Fantasy XI in rivaling Everquest for interesting content.
I don't understand why people are scoffing at WoW for not being revolutionary. Of course not! We're only at the Third Generation of MMOGs here. Hell, Everquest is still the game with the largest player population. World of Warcraft is one really big step in the right direction though.
Shameless self promotion: Check out my first Beta Journal [mmorpgdot.com] entry at MMORPGDot.
Re:Evolutionary (Score:1)
It sounded like 'what to do' except ATITD is the most 'sandbox' like of all MMORPGs, which you said was bad.
My problem is that the games lack depth. The games lack detail. The games remove everything that sounds 'boring' and are left with standing around with auto-attack on doing nothing.
I'm asking for too much. MMORPGs can't be what I want them to. I'm just hoping someone will meet me half way.
Re:Evolutionary (Score:3, Insightful)
Translation (Score:1)
Re:Translation (Score:2, Informative)
mez = mesmerize (charm/stun/immobilize sort of thing)
DPS = damage per second (measure of how rapidly you can put the hurt on a monster)
If you want anything else translated, just list it out and I'll be glad to.
Re:Translation (Score:2)
Re:Translation (Score:2, Informative)
DoT exists in just about all MMORPGs these days - but usually refers to a damage over time spell or status effect.
DPS is the damage done over time with a weapon (usually, but can be magic too) and is calculated in seconds. Basically, DPS is calculated by taking a time fram and seeing how much damage you can inflict within that time f
Re:Translation (Score:1)
The only preview out there (Score:1)
Does this mean every other WoW tester who was thinking about writing a preview saw this one and decided it would just be easier to keep playing...err, I mean testing?