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."
Informed customers knew it (Score:5, Insightful)
Of course there were still the die-hards who dismissed these with their standard "Go back to WoW" line, but everybody knew it was true. The die-hards often commented that they knew they were going to be funding a retail Beta, but didn't care because they "believed in the vision"
So I don't think it's setting a bad precedent - the precedent was there long before Vanguard. Asheron's Call 2, Dungeons and Dragons Online, The Matrix Online, Star Wars Galaxies... all beta'd by me, and all forced out the door too soon. It's no coincidence that they're all doing poorly, with one (AC2) dead.
World of Warcraft was not forced out the door, and in fact slipped over 2 years from its initial announced release date of Winter 2002. I beta'd WoW, and while there were still a few small bugs (and their servers were underprepared for the launch) it was polished and it shows in its subscriber numbers.
The only way we can change the precedent is by being informed customers and not buying crap when we know it's crap. The only way a company like SOE will stop rushing release dates is when they see long-term dissatisfaction outweighing short-term development costs. If they threw another $2 million into development and pushed Vanguard back a few months it would have made a world of difference, giving them subscribers for years to come. Blizzard understood this.
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.
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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.
While I agree there are quite a few broken things in Eve, I would have to say that SWG takes the cake for being rushed out. I payed to play the SWG beta. While it had it's fun moments, I would say 90% of the quests I tried where bugged in someway, and I couldn't even finish them because the mobs the quest was supposed to generate never appeared. It was also very unbalanced and messy. When they announced that it was going to go retail, I seriously could not believe it. I thought it needed at least anot
Re:Informed customers knew it (Score:5, Insightful)
Ship a bad game on time and no one cares.
Ship a good game late, and people won't remember how late it was.
Hardly anyone has such faith in their products anymore...
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Ship a bad game (on time or not), it gets slaughtered. Think about any bad game, does the fact that it shipped late factor into why its bad?
Ship a good game late and people will still love it. In the long run, if its good no one complains about how they waited two months for it. They are too busy playing it.
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For example, Anarchy Online.
Anarchy Online was released unfinished in beta state, and got a reputation for being a crap game. Despite all the bugs being fixed and a few excellent expansion packs being released, it never got over the stigma of being a crappy game, and never won back those people who quit in the beginning.
I beta tested it, so I knew it wasn't finished at release, so waited a couple months when all the most terrible bugs were fixed, and got several years of enjoyment out of i
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So I don't think it's setting a bad precedent - the precedent was there long before Vanguard. Asheron's Call 2, Dungeons and Dragons Online, The Matrix Online, Star Wars Galaxies... all beta'd by me, and all forced out the door too soon. It's no coincidence that they're all doing poorly, with one (AC2) dead.
World of Warcraft was not forced out the door, and in fact slipped over 2 years from its initial announced release date of Winter 2002. I beta'd WoW, and while there were still a few small bugs (and their servers were underprepared for the launch) it was polished and it shows in its subscriber numbers.
I beta'd most of those same games, as well as WoW. WoW wasn't completely finished, either. And the beta community was telling Blizzard loud and clear that certain things needed to be fixed. But Blizzard had delayed release too many times, and they needed to get the damn thing out the door. So, they pushed it.
But the simple fact is, no MMO is released as a full gold. They haven't been for a long time. They know that once they go past the beta, all sorts of bugs are going to turn up, and their server i
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.
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Your idea of of buying it will fund future patches is also faulty. That money goes directly to paying the current debt, and any money left over goes to the investors, and they MIGHT think about reinvesting it back into the project but would you want to depend on that all the time?
Worst case scenario is you end up with a
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
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Release month 1 of Anarchy Online (Score:5, Funny)
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At least Vanguard is playable on launch. AO and WWIIOL had bugs so disastrous that they made the game in some way unplayable or just plain laughable. Flying Panzer tanks in WWIIOL. Doors in AO that led outside the rendered world. Skills that
Setting precedent? (Score:3, Informative)
The precedent has already been set. Microsoft, Sony (and I'm thinking EQ expansions here more than PS3), whoever released NWN2...I'm sure there's more but I don't want to bother google searching for this junk. Only company that bothers to release stuff as best they can is Valve I think.
The whole plan is 'release now, patch later.' Patches are too ingrained in the norm these days. Heck, people practically EXPECT patches. If a company didn't release patches, people would begin to think they're leaving their product unsecure or something. Catch-22. Blame the public for accepting patches.
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Or just out of date. And they'd be right; for one thing, Vista breaks games.
No, the model you want to look for is id software. Game works flawlessly out of the box, only problem is they can take awhile on their Linux/Mac binaries. Once released, they patch it, and patch it, and patch it, until they don't want to patch it anymore and just release the source, so we can keep it rolling.
Patche
You forgot 3drealms (Score:1)
When Duke Nukem Forever comes out, it will be so perfect that it will require negative patches to scale back the brilliance.
Mod parent up! (Score:1)
Post of the day.
Swi
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(and I'm thinking EQ expansions here more than PS3)
EQ expansion 'problems' were entirely intentional. When Runes of Kunark was released, they made everything drop desirable items at intense rates. Their online store was also 'broken' such that you couldn't just buy the expansion pack. However, you *could* buy the full game + expansion pack combo. Within a few weeks, the store was fixed such that the expansion pack was once again for sale by itself, and everything stopped dropping such good items. Bait and switch if I've ever seen it.
What's to care about? (Score:4, Interesting)
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In fact, Vanguard has massive potential. Yes, its buggy and incomplete - but every single MMORPG released that I can recall has been buggy and missing some content at release. The fact is that these projects are so la
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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.
Some MMOs change totally after launch (Score:1)
I took up EQ2 a couple months ago (after just burning out of WoW), and have been extremely pleased with the UI, the playing style, the graphics, pretty much everything in the game. I almost say that EQ2 is EQ2.5, because of all the major positive w
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As TFA says, we are customers, not investors, and we should expect to be treated as such. So if everyone took your advice, Vanguard would be dead. Which means that if I do check it out in six months, and buy it (which I might), I will essentially be buying a game that's funded by idiots.
I don't have a problem with it being funded by idiots, but I would much rather games be released whole
SOE (Score:2)
Trend? (Score:2)
Not news. (Score:1)
THIS sets a bad precedent? (Score:2)
I can't imagine it was any worse than SWG, pretty much everything was broken at launch. MMO's have notoriously launched in a less than stable state (to say the least). The dev post on the SWG beta boards in response to the beta tester outcry when the launch date was announced, was something to the effect of "the game is in
Sets a precedent? (Score:1)
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Blackwing Lair was pretty much beta tested on the live servers. After that debacle Blizzard went to having longer public test realm segments. Ahn'Qiraj was also questionable. It required a long 'gate opening' world event that kept people out for at least a few weeks before they could even start the encounters. Once people got to the bosses a lot of changes were made because they were somewhat difficult if not impossible.
It's sad too... (Score:4, Interesting)
What's in a name (Score:4, Funny)
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Didn't SOE learn from Starwars Galaxies and EQ2? (Score:1)
Re:Didn't SOE learn from Starwars Galaxies and EQ2 (Score:1, Flamebait)
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The rest of that stuff... can't really argue against it. It's all overpriced and mediocre. But I'd like to point out that SOE probably learned from Everquest (the first)... Millions of subscribers paying $13 US/month to beta test it makes a pretty compelling argu
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TV stations used Betacam, not Betamax. The formats are somewhat related, but incompatible.
Oh, and VHS won because they came out with bigger tapes sooner. Betamax launched with 1 hour recordable tapes.
Station Access means it doesn't matter. (Score:1)
Sony have what they call Station Access ( http://station-access.station.sony.com/ [sony.com]), for $24.99 a user gets a subscription to Vanguard, EQ1, EQ2, Matrix Online, SWG, Planetside and a few others. Sony do not need Vanguard to be a smash hit runaway success, what they need is for a supply of extra games added to the pass so that:
a) people buy the boxed game ("Hey I'm already paying for the pass so why not give Vanguard a go")
b) people
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Equally, now I'm paying that there's no way I'll be paying more to play any pay-per-month MMOG that isn't SoE, unless I cancel all three games.
Which is a shame given how many bad SoE experiences I've had in the past. Unfortunately they own all the games I've tried that I actually wanted
Don't Forget WoW (Score:4, Insightful)
I'm a little more concerned about console games needing patches: wasn't the whole idea with console was that they were different from PCs? The same "push it early, then patch" mentality seems to be affecting consoles, too.
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The queue was simply and issue to solve the temporary problem of unexpected demand. Thats a simple logistics issues, you can
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Nerfs and class unbalances also happ
It is good (Score:1)
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I can't say anything about the gameplay of Vanguard but damn, it is an ugly game.
So, wait... (Score:1)
*blinks*
Did this guy wake up from a 20 year coma as of last month?
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.
Caveat Emptor (Score:2)
The act of releasing rushed and unfinished product on to the marketplace is as ancient as commerce itself.
It doesn't hurt the industry as much as it helps those who have a high standard of production.
The onus is on us, the consumers, to identify and asess quality prior to purchase -- as it has been for millennia.
Anti-review review and game review (Score:1, Redundant)
With all that said, I pla
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Some quests are just plain broken.
Items "disappear" from your inventory at random times, which seems to be a form of "virtual stacking" and takes you resorting a lot of items or logging off to clear up.
"Soft-zoning" through chunks can have a lot of effects, ranging from breaking
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Vanguard is a good game (Score:1)
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And about Publishers pushing Developers, have this guys ever heard of contracts? It's a nice concept we adopted in software development a while back, you should google it, it would make your development cycle much easier.
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Community? In EQ, you were forced to group, unless you played one of a handful of classes. Being forced to interact with other people built up a sense of community. All I saw in WoW were random names that happened to be going the same places I was.
Competition? The prevalence of instancing in WoW basically destroyed the idea of competition. All that you have is who is first to beat
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Community? In EQ, you were forced to group, unless you played one of a handful of classes. Being forced to interact with other people built up a sense of community. All I saw in WoW were random names that happened to be going the same places I was.
Competition? The prevalence of instancing in WoW basically destroyed the idea of competition. All that you have is who is first to beat new con
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The time to level isn't difficulty, I've played through games that take one hour to finish and are MUCH harder than any MMO I've ever seen and likewise I've played through games that took 40 hours or more but were as easy as a walk in the park (discounting the dog shit you have to dodge all the time on a real walk). Are the fights in Vanguard really more difficult to pull off than the fig
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I've played Vanguard since its "retail" release, having quit WoW in December (exams). In my opinion the combat is much more involved than in WoW. You always have a variety of abilities to use and some are more appropriate to different situations. Plus, the chained abilities are a lot of fun. My Dreadknight is really fun to solo, where in WoW my warrior would just sit back and sunder away with some rends and overpowers thro
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And you would be wrong. A Dreadknight is a defensive fighter meant to hold aggro whilst others DPS, just like a Warrior. The hate generating abilities, stunning abilities and different stances are very similar to those of a Warrior.
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Yes, because there's just loads of fun competing against a team of people who take turns keeping specific mobs on farm status over and over again so I could never get my JBoots.
WoW removed the "competition" of having to be the first one to a specific mob in the once-in-24 hours that
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Competition? The prevalence of instancing in WoW basically destroyed the idea of competition. All that you have is who is first to beat new content. There's no more racing for big named mobs, which was part of the fun of EQ, imo.
IMO, this was the WORST feature of EQ1.
I don't know what server you played on, but on Xegony, Time was effectively blocked by about 3 guilds that had access to it, for over a year. They killed every mob needed for planar advancement as soon as it spawned. The only way you had a chance was a random server restart that they couldn't mobilize fast enough for, and then you had to race another group of guilds/alliances that were trying to do the same thing you were. There were several times that we were almo
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Difficulty? WoW is made for casual gamers. I've gotten an alt to level sixty (pre BoC) in less than 96 hours played time.
Considering the game doesn't start until max level, how is this even relevant?
Community? In EQ, you were forced to group, unless you played one of a handful of classes. Being forced to interact with other people built up a sense of community. All I saw in WoW were random names that happened to be going the same places I was.
There is plenty of content in WoW that can't be solo'ed. Is there a reason not to have ANY content that can be soloed? Supporting group play is good. Forcing group play is bad.
Competition? The prevalence of instancing in WoW basically destroyed the idea of competition. All that you have is who is first to beat new content. There's no more racing for big named mobs, which was part of the fun of EQ, imo.
My roommate used to be in a hardcore raiding guild in EQ1 as a cleric. He was telling me how he would be woken up at 3am to log in because a boss spawned. Perhaps I'm just not hardcore enough, but I don't see that as fun. At all.
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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
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Comunity: WoW has more players then any other game...you don't think it has a community? It doesn't sound like you joined a guild or did any end game content (or ran instances at all). Being forced to group in order to accomplis
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Difficulty? WoW is made for casual gamers. I've gotten an alt to level sixty (pre BoC) in less than 96 hours played time.
No, WoW is made for both casual and hardcore gamers. You make it seem like the game ended at level 60. Most hardcore players in my guild would say that the game began at level 60. Did you ever make High Warlord/Grand Marshall? Did you ever complete Ahn`Qiraj or Nax? Did you get all of your tier3 gear? If you did all of this, maybe then you can talk about how WoW is for casual players.
With the release of BC, there is now even more hardcore content. Arena PVP is looking to turn out some very serious
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It's more like "... DikuMUD spawned a line of games
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On that note, does anyone know of any ROM based muds that are still alive? (i.e. 15+ non-afk players online?)
WoW is seen by some as "EQ Lite" (Score:5, Insightful)
The simplest objection some have about WoW is that it is too simple. This is about taste and cannot really be argued.
One of the things is about how death is handled. SWG at one time handled it so bad that players commited suicide as a way to quickly travel back to base. This is not a good thing for a game. There should be at least some suspension of disbelief and everyone in your party jumping into a lavastream after the big fight saying, "see you later" just doesn't do it.
WoW requires you to go back to your body in an invulnerable form from a fixed point and then respawn in the immidiate area of your body. If you don't you suffer a severe hit to your stats for a period of time.
The "punishement" aspects here are obvious. Going back to your corpse is boring, if in a party it requires everyone to wait, and you better hope they wait because what ever killed you will still be there + fresh respawns.
Some people think this is too though while others think it is too weak. Both are right.
If I remember correctly (I haven't played any MMO in months and they tend to blur together) in EQ2 the punishements are slightly more severe, you respawned alive and well similar to were your ghosts spawns in WoW but with a severe hit to your stats and XP. You could lighten the punishement by recovering your "shard" from your place of death.
Think for a second about the difference between WoW and EQ2 right there. In WoW you travel back to your corpse in order to continue meaningfull play in invulenrable mode, it is nothing but a time waster. You died so you don't get to play for a few minutes. Don't die again.
In EQ2 you are back in the game again from the moment you die BUT severely reduced and now faced with the same journey as a WoW player except you are very vulnerable and now got to fight everything between you and your bleeding mangled corpse.
That is not all, your group has not only now lost a valuable member of your party (or a piece of dead weight) but now faces the choice of making their way back to the entrance to pick you up and escort you to your corpse OR going on in reduced state.
A common sight in EQ2 was to see players hitching a ride into a dungeon with later groups to get back to their group waiting inside.
Obviously therefore death is something far more severe in EQ2 then in WoW. Some people like this.
Yeah it can be seen as a waste of time but it can also be seen as a way of getting better players who actively take care of each other. Having played both of them I have noted that EQ2 groups tend to work better together then WoW. In EQ2 EVERYONE in the group shared in your XP penalty. Can you imagine WoW players trying to deal with this? (The shared XP hit was removed from EQ2, as were shard runs apparently)
There is however yet another way of doing death. SWG had an amazing concept that I think was unique. Not all enemies killed you. You had three bars, if one was reduced to zero you were knocked out. It was then up to the enemy to deliver a finishing blow. Not all critters would do that (depending on species) and even if they wanted too it was possible for them to be distracted by your team mates. This added a whole new element to the game. Now there was still the tactical option of "saving" a teammate because a lesser class of healer could recover them on the field then a death character. Any medic could revive a knocked out character while death was only reversible by a highlevel doctor.
This made it actually important to have a few points in medic as a fighter as it allowed you to recover your true medic when they got knocked out. (because of SWG design were actions causes health bar loss a hardworking medic could put themselves in a vulnerable state were a single hit could knock them out)
Needlessly complex OR intresting gameplay? It is a matter of taste. (That is to say nothing of the difference between having a dedicated action/mana bar from wich you perform your actions and having to pay for your actions with your
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.
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But judging from the sales numbers, I'm guessing *most* people don't enjoy EQ-style downtime, camping, severe XP loss + corpse retrieval, etc.
Who DOES like these things? I played a lot of EQ years ago because it was, in my opinion, the best MMORPG out on the market at the time. Later I made it into the WoW beta, and I have been playing ever since. Here are the things that I think WoW has going for it over EQ and EQ2:
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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
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they removed the whole 'go get your shard' bit, Not you respawn at a spawn point with a mild xp and stat hit.
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You also get a durability hit to all your armor (and currently equipped weapon). This can be repaired at a vendor, for a fee. Of course this is especially bad if you die too many times in the middle of a dungeon. Items with 0 durability are no longer useful.
It doesn't sound like you've played WoW al
3 months last spring (Score:2)
And as I explained, the games tend to run together. Frankly I couldn't recall if that item damage was in WoW or if I recalled it from another game.
Anyway, it was pretty trivial, if you die that much (was it about 10% damange meaning you had to die 10 times before it affects you) you are in the wrong group. The repair costs were pretty low so the only effect was that it punished you if you were dying an extreme amount. In my experience it was only an effect on players who didn't just repair after a session
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You've stated the bad, and that's what I usually look for in a review when I want a new game. (I've been considering Vanguard for a while.) But I find that nobody is stating the good, which is disconcerting. Can you tell me what you -do- like about the game? In particular, can you tell me how good/bad the combat, magic, crafting, and quest systems are?
Thanks
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"Combines the best [worst?] of EQ1 and WoW"
Really, this says it all. It's a terribly derivative product with little or no thought behind what might actually propel the industry forward. Then again, who was expecting anything more from Brad?
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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
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MMOs are different - the experience changes every time. So I think that putting ou
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Game development has been totally ass-backwards in terms of its development approach since forever. Games are effectively developed in giant waterfall proje
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There are many others... ultimately this is an extremely good move for the industry and we should be very glad of it. Perhaps with this the games industry will finally move towards the "software as a service/continuously updated product" model that is spreading far and wide in the rest of the software and meatspace industry.
What MMORPG doesn't take this view point, though? All MMORPGs that I've seen consistently release patches to fix issues and add new content. Successful ones put out expansions to add a whole lot of new content to maintain interest in the product. I think the problem here is that if your initial product is not working, then don't release it yet. If you have major scope creep occuring on your game project, then move a bunch of features to "Phase 2" and release an overall solid and working but lesse
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The typical open source project can be downloaded and tried out for free, games developers that expect their customers to do their testing for them should do the same. And you still have to release something playable, otherwise people will get frustrated enough to quit even if it is free.
In practice, some development shops do this. I got into the Auto Assault beta, played the game for a few months and helped to find the bugs. While I did finally NOT buy
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b) hardware is affected as well. Most major electronics companies, for instance, come up with an "early adopters" product that isn't quite there yet which they manufacture in smaller numbers and don't advertise as much. They then get the customer feedback on that and use it to ensure the next version is much more customer-friendly.
Daniel
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Things that Blizzard held back and implemented later were held back until they matched the polish of the original game. When Battlegrounds came out, they were flawless, along with the newer raid dungeons and instances. Hero classes were never promised for release, and AFAIK it was more of an idea that was thrown out there on the "coming in the