Catch up on stories from the past week (and beyond) at the Slashdot story archive

 



Forgot your password?
typodupeerror
×
Role Playing (Games)

Sony Online Entertainment Purchases Vanguard 77

The rumours have been around for months now, but Tuesday Sony Online Entertainment confirmed that they had purchased Vanguard and Sigil Games Online from its investors. Nearly everyone on the Sigil team was laid off with around 50% of the outfit slated to be hired back, so that work can continue on the Massively Multiplayer Online Game. The game will continue running under the auspices of SOE, as announced by company CEO John Smedley in a forum post on Tuesday. Rumours that Brad McQuaid (keeper of the Vision behind Vanguard) has not seen been in Sigil's offices since last year has only exacerbated fan reaction to this announcement. It remains to be seen if SOE can undo the damage that the last five months have done to the Saga of Heroes community, and the game itself.
This discussion has been archived. No new comments can be posted.

Sony Online Entertainment Purchases Vanguard

Comments Filter:
  • So from now on, we can see rootkits being installed along with Vanguard?
  • Bad Game (Score:4, Informative)

    by Tridus ( 79566 ) on Wednesday May 16, 2007 @06:44AM (#19143259) Homepage
    The supporters of this game like to go on about "the vision" and Brad, and how that makes it good. In fact I saw one review give it an 8/10, while admitting that the game in its current state was flat out awful. The reason for the 8? Because of Brad, and that at some point it'd be good.

    Without going into "the vision" or any of that stuff, the game as it stands right now simply isn't any good. Performance is its biggest problem, most people's machines simply can't play it effectively. Sorry folks, the market of people who buy new gaming rigs every six months isn't big enough to support a MMO.

    Blizzard figured that out, and now they have a license to print money. Vanguard's makers didn't figure it out, and now they get a one way ticket to being dumped on Station Pass with a bunch of other games.
    • Re: (Score:3, Informative)

      by 0123456 ( 636235 )
      Well, Vanguard as planned had a lot of potential; unfortunately they planned far more than they could deliver. Even the version they released was great fun up to the teen levels, but then the compulsory grouping to access much of the content turned it into a boring grind for casual players who just want to log on for short periods and get something done.

      I agree about the performance though; I logged on for the last time at the weekend before unsubscribing and my PC would chug and thrash the hard disk for a
      • by faloi ( 738831 )
        but then the compulsory grouping to access much of the content turned it into a boring grind for casual players who just want to log on for short periods and get something done.

        The sad thing is... People have been telling Brad this for years. It was the big reason a lot of people got fed up with Everquest, and is a huge reason Blizzard claims millions of subscribers. Back when EQ was king, there really wasn't another choice. People that liked MMORPGs continued to play it because it was all there was.
        • I think you are partly correct.

          It's a two part equation. First, a whole lot of players are not into the whole grind thing. They weren't that into it in EQ1, but it really was the only good game out at the time.

          But, Brad set out to create a game for the hard-core player initially. A large majority of his early beta testers were people wanting a harder EQ1, with greater penalties and more enforced raiding. Those testers were VERY vocal, and Brad was happy to listen to them. By the time he pulled his head
      • I totally disagree. In fact, the reason why I'm not playing is quite the contrary of what you mention. Since it's so easy to solo, nobody groups. My lvl 32 *healer* spends day after day trying to find a group, and all I see is people soloing. Definitely not what I thought Vanguard would be. Vanguard's main problem was actually listening to the forum posts. Because of vocal minorities (as always), the game changed swings so many times during its alpha and beta, that it never really had time to be tested
        • by Tridus ( 79566 )
          Thats a lack of leadership. A lot about Vanguard's failure can be explained if you listen to the reports coming out now that Brad (CEO of Sigil and the "vision" guy) stopped coming to the office six months ago.

          Class remakes at the last minute are caused by a lack of leadership and focus, not listening to the community.
          • I totally agree. The problem I guess is that people complained and joked about EQ1's "Vision" and Brad didn't want to repeat that, so they kept changing things in Vanguard according to what the testers said, which imho was their worst mistake. We all know 90% of the posts are made by 10% of the people, so it was this 10% who kept changing the direction of the ship, until it didn't have any more time to steer away from the cliffs and crashed.
        • by 0123456 ( 636235 )
          "Since it's so easy to solo, nobody groups."

          Which is odd, because I've hardly seen a solo quest since level 12. Sure, I could grind, grind, grind killing the same damn mobs over and over and over, but I got bored of that crap years ago.
          • Oh there are plenty of areas with lots of solo quests. You can do solo quests all the way up to max level if you want. I recommend googling for vanguard leveling guide or something. There is one I read written by a necromancer who did just that (solo from 1 to max), and tells you where to go for solo content for all level ranges. It's pretty good if soloing is your thing. In my case, since grouping is my thing, I was screwed.
      • Re:Bad Game (Score:4, Interesting)

        by poot_rootbeer ( 188613 ) on Wednesday May 16, 2007 @09:21AM (#19144937)
        Vanguard as planned had a lot of potential; unfortunately they planned far more than they could deliver.

        I agree. It was overly ambitious of them to design a game that accomplished horizontal AND vertical scrolling on hardware as primitive as the Atari 2600; as a result they had to cut corners on enemy AI, leaving it nothing more than "stop, wiggle, proceed".
        • by LocoMan ( 744414 )
          I don't think I've ever said this... but I wish I had mod points... aaah.. the memories (that was my first videogame ever on an atari 5200 that came with vanguard, pac man and moon patrol).. :)
    • Vanguard has been on Station Pass since day 1. I wouldn't have tried it if it wasn't. And the game proved me right.
    • Re:Bad Game (Score:4, Interesting)

      by Targon ( 17348 ) on Wednesday May 16, 2007 @07:23AM (#19143525)
      Back in the days of EQ, there was always a lot of talk about Brad's vision for the game. The reality was that the game was static with new paid expansions being required for any change. The idea that the world was alive was garbage due to the world never being updated except for the expansions and the VERY rare "free new zone". After several years, the idea that Brad had a vision worth implementing seemed foolish in light of the reality of the way the game was designed.

      Now, you want vision, how about a world where the monster population would grow over time, and where the lives of the NPCs go on, with a script for changes in the lives of the NPCs that will happen if the players don't interfere? That's the sort of vision that would make for a better game. Oblivion has the problem where nothing changes or happens unless the player is there. I am more of a fan that life in any game, single player or MMO, TIME should update what is going on in the game world. NPCs who are in love will eventually get engaged, they may break up or they will get married. Children may or may not happen, but all of these things should go on without the need for the player to be there to get involved.

      Now, there will obviously be changes caused by the player(players) in "My vision" of a good game world. The players can get involved in the events, and if they do, the outcome might change. So you have these little RP quests going on, where you can either help or hurt the people involved(depending on alignment). If you kill an NPC, that NPC stays gone, and the people that NPC knows will mourn their loss, and either hate you or look more favorably on you. The NPC reactions and day to day might also change as a result. What's more, by having scripts for "if this then that" and having many options for the NPCs, they really can have full lives. The key to this is that every game day at 3:30am or so, there is a "loading screen", which will update the AI for the towns based on the events. Mobs would also fall into this category where mobs would have a life cycle, and that life cycle would include being born, growing up, finding a mate, food, etc.

      Now, all of this really wouldn't be THAT hard with modular NPC AI(where old "what if" scripting is pruned, and the devs put in new life events into the people. A default set for babies/children could also be auto-generated without being too complicated. But, I havn't heard of any developer looking at how to make an MMO that isn't based entirely on fighting/magic/crafting as a way to have fun. How about just going from small town to town as a bard, meeting people and having fun. No combat, but just "living the life"? Roleplaying, and how to add roleplaying to an MMO should be seen as the next true "next generation" MMO. The AI doesn't even need to be THAT advanced to make it fun, look at Baldur's Gate 2 and how you CAN have long-term interactions with party members. Now, expand that to an MMO setting and give the player more choices. It may be multiple choice roleplaying, but Planescape: Torment showed you can have a lot of different ways to play.

      Eye candy is only one part of having "a vision", but if that vision doesn't include making the world feel alive, it will never be a true "next generation", because there will always be a "grind" just to have fun.
      • Re:Bad Game (Score:4, Insightful)

        by 0123456 ( 636235 ) on Wednesday May 16, 2007 @07:38AM (#19143657)
        The problem with world-changing events in an MMO is that everyone wants to be there when it happens; the players who were at work when the demon army invaded (or whatever) will be pissed that they missed the phat lewt drops when they're paying the same as the people who were home at the time.

        That's one of the reasons why MMOGs have to be limited compared to single-player games. In a single-player game you're one adventurer (or a small party) in a world full of monsters and normal people, in a MMOG you're one of a bazillion adventurers in a world where almost everyone is an adventurer.

        Just imagine, for example, a LOTR MMO where only one person could ever do the 'Ring Quest', or a Star Wars MMO where only one person could ever blow up the Death Star. Don't you think most players would be pissed?
        • A "solution"... Instance it. Present a storyline with quests and some such that build the story, then have an instanced "dungeon" that friends can group together and play through the conclusion of.

          However, I would also make a cut off point. Give players 30 or 60 days then drop that content and then rearrange the game world to reflect those changes. You could also have a larger open to all event at that point.

          Anyway you slice it though, one thing MMO studios need to realize is the "grind, grind, grind" simpl
          • Give players 30 or 60 days then drop that content and then rearrange the game world to reflect those changes.

            MMOs already do this and call them 'story quests', 'story arcs', and whatnot.

            A "solution"... Instance it. Present a storyline with quests and some such that build the story, then have an instanced "dungeon" that friends can group together and play through the conclusion of.

            That takes the MMO out of MMO, and leaves you with a single player or cooperative game that is not an MMO. When you do that, yo

            • what's the difference between instancing it (and i didn't mean all content, just event style ones) and ignoring everyone else around you while you and friends run around doing lame quests? this is entertainment, not real life. don't be seem so anal. so for the main storyline arcs you can instance some portions of it so people won't miss out, and then throw in "you either see it or don't" events. good grief you make it sound like a computer program simply HAS to be limited to a specific method of operation.
      • by Tridus ( 79566 )
        That sounds interesting, but I find these types of ideas always run into problems when random asshats show up. Some jerk levels a character, then goes in and murders an entire village worth of NPCs.

        Now what?
      • by Wyrd01 ( 761346 )
        I would love to have that level of Artificial Life going on in a game, but it just wouldn't work in an MMO. Griefing is real part of MMO life. There will always be some kid, or some guy who had a bad day at work, or just a plain old jerk who wants to log into the game and make other people suffer for their amusement.

        You'd inevitably have some group go through an entire town and kill every single NPC "just for fun"... then what? That town is just a ghost town now? That might be kind of cool, but what h
    • > In fact I saw one review give it an 8/10, while admitting that the game in its current state was flat out awful.

      Pics or it didn't happen.
    • by Bobosan ( 917446 )
      I rushed out to buy Vanguard when as soon as it came out. I even scheduled that day off. I would rush home every night to play, and for the first few months, I had fun. Nevermind the bugs that I would find, or the client crashing.

      I was so hyped on VG that I put that out of my mind. But months later, I felt cheated. I wanted Sigil to, well, frankly, die. I wanted Brad's Vison (TM) to fail. Why? Because I was cheated. You, me, and everyone else who played this game was cheated!

      We stuck around in the promise o
  • Star Wars Galaxies (Score:5, Insightful)

    by icthus13 ( 972796 ) on Wednesday May 16, 2007 @07:03AM (#19143375)
    So now we're looking to SOE to fix an MMO????
    • Why not? Look at the wonders they have done to turn around The Matrix Online. Oh...
    • by 0123456 ( 636235 )
      Given how much SWG sucked a few years ago when I played a trial version (and uninstalled it after 2 days) I can't see how they could have made it worse. And they definitely improved EQ2 over the last couple of years.
      • Re: (Score:2, Informative)

        by danbert8 ( 1024253 )
        Then you truely haven't seen the current game. SWG was an RPG then, and probably sucked because you were a noob. It was fun when you got friends, lived in a player city, and were a master at your profession.
         
        Now it's a role playing action game, where you'd be much more happy. You'd jump in the game and already have skills, hell you could be a jedi if you want. I think it kills the game if you don't have to earn your skills.
        • Completely agreed. I wish I had mod points, but since I don't I'll simply voice my agreement.
        • Re: (Score:2, Informative)

          by 0123456 ( 636235 )
          "It was fun when you got friends, lived in a player city, and were a master at your profession."

          Maybe... but who's going to stick around that long in a game that isn't fun?

          When I think of 'Star Wars' I think of flying around in spaceships, fighting in big battles, and shagging Natalie Portman. But all I could find to do in SWG was spend thirty minutes running from one city to another doing Fedex deliveries to NPCs who often weren't even there (or wait around for ten minutes for a shuttle which ate up most o
          • I don't think you're familiar with the point of an RPG... I think what you're looking for is called the Jedi Knight series of FPS games. What people who played SWG wanted was to be a part of the star wars universe. Unfortunately, in a realistic universe, not everyone can be a Jedi (and even less so in the timeline the game was supposed to take place). I was quite happy to be a wookiee doctor, and did not aspire to be a Jedi at all.
        • It was fun when you got friends, lived in a player city, and were a master at your profession. Speaking as a former Master Weaponsmith on the Ahazi server I can say that no, it wasn't fun. It was a tedious grind that felt like a second job. The only thing that made it somewhat interesting was having friends playing. I thought JTL was a blast, but a lot of MMO players despise "twitch" gameplay.

          WoW has dominated because it is fun to play AND you can have a good time with friends.

      • I wish I had mod points right now.

        SWG sucked out of the box. I never understood people that thought it was the greatest MMO.

        And EQ2 has gotten incredible changes, changes so good it is no wonder that SOE took a flier on fixing SWG.

        Ask anyone who ever played EQ2 when it first came out, quit the game, and then gave it another try after getting baked on WoW for a year or so. Just about every one of them will tell you they were amazed at how cool the game became. Heck, most of the ones that did that wouldn't
        • I never understood people that thought it was the greatest MMO.
          It was the greatest MMO in terms of being a role-playing game. It appealed to a minority of people who enjoyed being "Moisture Farmer #5" to "Uber Jedi Galactic Hero."
  • down the drain that SOE is, precisely.

    they have managed to take a franchise like star wars and screw up its game SO bad that, swg have broken fastest account cancellation rate among mmos in history once, or maybe twice from what i remember.
    • SWG was messed up from the beginning, the design for it was just terrible not to mention the bugs.
      As for Vanguard SOE has been purchasing failed MMORPG, such as Matrix online, and combining them into thier all access pass. If you are to plan SOE and not Brad. SOE saw an MMORG with a large fan base that was being dumpped by Microsoft, purchased the rights to support gave Brad money(aggreements on this was before SOE signed on) and expected him to know what he was talking about. As some others have put i
      • soe uses userbase as cash cows. they continue games only to draw a month's payments from them. just like they do with star wars - its like hosting business. recently they have created a small ploy to make people log in once so that their houses wont be purged if they closed their subscription. and probably theyll do it more. in that buying vanguard is like web hosts buy each others' clients - ready subscribers to pay monthly fees as long as you can take them.
  • SOE... (Score:5, Funny)

    by djones101 ( 1021277 ) on Wednesday May 16, 2007 @07:18AM (#19143481)
    The place where MMOs go to die.
  • Good times [vanguardsoh.com]. =D
  • Wow, I didn't realize they wanted to get into the stock broker business [vanguard.com]. I wonder if I'll be able to set up an IRA for my EverQuest characters.
  • The bugs aside (Score:3, Interesting)

    by PrescriptionWarning ( 932687 ) on Wednesday May 16, 2007 @07:40AM (#19143679)
    its a pretty fun game. I guess people also tend to forget that pretty much every MMO ever release had a few months of very rough performance. For WoW it was major lag, for Vanguard its the graphics. I really don't see a big difference there, and I kinda appreciate the fact that once I can get a better computer the game will look even more amazing than it does now. That's aside from the fact that the game's performance has drastically improved the last couple of months. I know I probably just sounded like a huge zealot there, but whatever, the fact is the game has actually managed to keep me as a casual player for a few months now, whereas WoW only managed to keep me for 2 months and it was my first MMO.
    • by Tridus ( 79566 )
      Lord of the Rings Online just had a very smooth launch. No lag, hardly any queues, and the game actually runs decently.
      • True, LotR:O was the most solid beta I've ever been in, and has had a smooth launch. Its' main problem is in figuring out what differentiates itself from WoW, other than more appeal to the Tolkien fan base.

        My HOPE is that they actually have some story direction and movement through the War of the Ring events (especially since it would be cool to play in "the rest of the world" that you never saw directly in the trilogy, but still had lots going on), but that puts them on a path to an "ending," so... I'm
        • I don't know that this was the first "smooth launch".

          City of Heroes had a pretty smooth launch. It wasn't perfect, but nobody will every achieve that. But I had the least amount of problems with the CoH launch than any other MMO I played/beta tested.

          The biggest problem for LotR:O is that it was fairly boring. Other than it being based on LotR, there wasn't anything that made me go "whoa, this game is cool!" It's one of the few (real) games I got so bored with while beta testing, that I had to force myse
          • by Foz ( 17040 )
            DAoC also had an amazingly smooth launch.

            Launching a game smoothly shouldn't be rocket science. It should be the norm instead of the exception. Unfortunately...

            -- Gary F.
          • Final Fantasy XI had a smooth US launch, but that was mostly because it had been out for almost a year in Japan (the first US release came bundled with the first expansion!). I've heard that the initial Japan release was somewhat rougher.

            Chris Mattern
        • As others may point out, the reason for this is that Turbine has launched more MMOs than anyone else. Asheron's Call, AC2 (failure), DDO, and LOTR.

          AC is still alive and trying to do well and I'd say it was much superior to the EQ that seemed to oclude it during it's early lifetime.

          AC2 was pretty ambitious but for some reason - and I'm not 100% sure why - it failed. Very pretty game.

          DDO - it is still alive and has an appeal to a very specific kind of player, trying to be faithful to the pnp DD crowd. I'm

          • AC2 was pretty ambitious but for some reason - and I'm not 100% sure why - it failed. Very pretty game.

            I'm going to have to assume based on this comment that you didn't acutally play the game? The first 5 months of it's retail release it was an Alpha quality product. There were huge bugs in every aspect of the game. Chat didn't work most of the time. Mobs (and players) constantly got stuck on terrain. There were practically no quests. There was practically no content of any kind really. The crafting system was a joke. Leveling a character was about repeating the two or three quests available at your level r

            • Hi,

              I played the Beta. I really wanted to be an engineer in that game. But I got tied back into AC as no one I was with in AC were inclined to go to AC2. I wound up doing the monarch thing instead on AC.

              Maybe you should let your friend get LOTRO and consider AC2 a learning moment for Turbine. I don't know if you aren't buying Turbine anymore to PUNISH them or because you don't believe they can make a good product. Both are invalid. You need to REWARD them for good products (buy LOTRO) and PUNISH them for b

      • they had lots of lag in the city area's and the 'hardly any queues' is only a good thing if you compare it to WoW... most games have launched without any queues.

        But yes the launch has been very solid.
    • Re: (Score:2, Interesting)

      by Krinsath ( 1048838 )
      Not to derail this too much, but I do believe that complaining that the WoW launch had "Major lag" is overlooking that nobody, Blizzard included, had any idea what WoW would become. They probably thought by February of '05 they might have 500,000 subscribers, which was roughly the peak of EQ's success. I'm sure the concept that there would be (at that time) 1.2 million people playing (based on information from http://www.mmogchart.com/ [mmogchart.com] )was almost their publisher's wet dream, not something that could actual
      • > When someone figures out that how to balance solo play with group play with PvP and PvE so that any combination you want to choose is viable and actually delivers it.

        Why don't you first define what you mean by "balance" ??
        • Meaning "If I want to play solo most of the time I can progress to the same level of gear/abilities/etc. that people who participate in larger scale affairs, albeit at a suitably adjusted rate based on number of people involved" (in other words, if I choose to play solo instead of in a 5 man group, I progress at roughly 1/6th the speed I would in said group giving me incentive to group, but not forcing me to should I not desire to) or "If I want to advance solely via PvP I can, or if I want to focus just on
      • I am convinced that the problem with WoW is that you can't make everyone happy. 8 million people means 8 different "visions" of what the perfect MMOG would be.

        Witness the BC ideas. Separate PvP and PvE progression? Sounds good, except that the way they chose to do it doesn't apply equally to all classes; if they went further, though, and put PvP-only or PvE-only bonuses on items, you start to have two divergent systems of gameplay, which means you might as well make two games and stop confusing people.
    • I really don't see a big difference there, and I kinda appreciate the fact that once I can get a better computer the game will look even more amazing than it does now.

      The only reason WoW had lag issues in the beginning was because even Blizzard didn't anticipate such a quick adoption by so many people. That was in part because so many people could play it (it barely required a decent PC when it came out, let alone now). They quickly fixed the lag issues, and even offered credit to players for server d

      • I remember back in mid-2005 that one of the servers I had a character on went down for 2-3 days.

        Blizzard gave me a five day credit on my account and I continued playing on other servers during that time period.

        Still... I remember the bad times when walking around Ironforge or Orgrimmar near the Auction Houses would lag my computer... not just because of the number of people, but also because it only had 512MB of RAM. Doubling that reduced the problem considerably.
  • Uh oh! I think I know whose stock is going to be overweighted in their S&P 500 index fund!
  • Really? (Score:3, Funny)

    by Cyryathorn ( 6591 ) on Wednesday May 16, 2007 @08:43AM (#19144423) Homepage
    Sony Online buys Vanguard? I sure hope they do a good job with my retirement savings ...
  • by thezig2 ( 1102967 ) on Wednesday May 16, 2007 @09:07AM (#19144719)
    Yes, SOE totally screwed up Star Wars. They were, however, able to fix EQ2 so it's actually fun and playable. Hopefully they've learned since the SWG mess and will be able to turn Vanguard into something worthwhile.
    • Re: (Score:3, Insightful)

      by Todd Knarr ( 15451 )

      SOE learned from SWG:NGE, yes. But they didn't create that mess. If you look at the deal between SOE and LucasArts that resulted in SWG, you find that SOE has no control over the game itself. LucasArts controls game mechanics, artwork creation, content creation, customer-service policies, in-game rules and just about every other aspect of the game. NGE was Lucas' idea, SOE was violently against it but they've no say over that aspect of the game. Essentially they're contractors, providing coders, CS bodies a

  • For a second there, I thought I was going to have to dump my 401K plan!
  • Something tells me Sony is going to do just as good a job fixing it as they have with PSP and PS3. Maybe SOE being a different branch will mean they have some sense left in their PR though.
  • Can't abandon those Heroclix figs...
  • ...for a second there I thought we were going to get a classic shoot-em-up [centuri.net] in the PS Store. Oh well.
  • Sony/EQ people bought 'em?

    I was wondering why I saw a charge on my credit card for Vanguard a few days ago, when I had cancelled it before the free month had even expired.

    Maybe it will be as hard as Horizons to cancel.

    On the positive side, my "WoW Burning Cruscade Please Come Back" free 10 days just expired yesterday. I had gotten my new Blood Elf up to level 18, on top of half a dozen other new characters, and that's with a family and life. A flunking college student could have probably gotten up to leve
  • LOTRO vs Vanguard (Score:4, Interesting)

    by SmallFurryCreature ( 593017 ) on Wednesday May 16, 2007 @02:34PM (#19149891) Journal

    Right now the race seems to be between Lord of the Rings Online, a WoW clone with a well-known license and an amazingly done hobit starter area, and Vanguard: Sage of Heroes, a sorta sequal to Everquest that is claimed to try to innovate the MMORPG.

    WoW is an Everquest light with added evercamp and evergrind added but coated in a delicous cholate covering that have most of us not noticing how goddamn boring the game actually is at times.

    LOTRO in some ways tries to remedy this, it for instance has reduced to almost zero the number of times you will have to kill for a rare lootdrop. If you are asked to collect bear pelts then the bears will drop them pelts, if not it is a bug. So far I seen only two quests were did this not happen, this was mentioned in the quest description and it was then about half that dropped them.

    It also has reduced the evercamp, rare or named mobs just respawn at a reasonable time, nothing close to everquests 2, once in a blue moon. Yet you still have quests were you have to kill boss X and have to stand in line to do it. One of the worse variations of this is a quest were you have to rescue a lynx kitten (don't ask) and it is a afraid to come out so you have to kill six budgies that are pestering it. Problem? They ain't assinged to you, so far this invariably results in someone else attacking one of yours. Since you have to kill six of them, this means you then have to wait around for someone else to trigger a respawn of six of them and kills some of theirs. At times you wish they set the respawn more frequent or made such quests into instances.

    In the end LOTRO seems to be a WoW with a nice license done slightly better. Yes the Shire is absolutly amazing but the dwarf hall has nothing on the one in WoW.

    Vanguard on the other hand is.... Well what is it? Once upon a time SWG was a game that was radically different from Everquest. You just could not compare the two. Vanguard has a lot of lofty claims but ends up being WoW with lots of complexity and even more bugs added but deep down a WoW clone (not that this need amaze you, WoW is an everquest clone and Vanguard is by the everquest guy).

    LOTRO and Vanguard even share an oddity. For crafting you need special tools. Sensible enough I suppose, vanguard for some reason turns it into an entire outfit. Yet they both add an amazingly stupid bit of micro management. In LOTRO you have to equip the right tool for the job yourselve. WHY?

    Vanguard goes even further, during the crafting process you use a lot of different tools, you can have them in bags (3 tools in a bag) but only one bag active at once, if you need a different tool you need to make a different bag active. WHY?

    It really adds nothing to the gameplay but annoyance.

    While in theory the combat in Vanguard should be deeper in reality it just isn't. It looks better (LoTRO animation is not even close to Vanguard) but it is just as shallow. If you played WoW or EQ1/2 you will know the drill.

    But where LOTRO beats vanguard is in presentation. If you look on at the shire then LOTRO vs Vanguard is like WoW vs Everquest2 times 100. The shire is like one of those adventure themeparks. Something is always happening, it is a beautifully animated populated world. Its quests are fun and exciting and bug free (so far, I do see others having troubles) and it is just an amazingly well done world.

    Compared to that Vanguard just seems, lacking.

    It is not simply that they are bad, they are not, but they lack the spark. It just ain't the shire and that is it.

    The odd thing here that it is not SWG vs EQ or WoW. This is a WoW with license vs WoW with lots of complexity bolted on comparison.

    For all that vanguard claims to do, it is just WoW made complex and confusing.

    Not that it is all bad, short of Guild Wars Vanguard wins for having females have their own animation. (GW has boobie animation and so beats almost any game) Its combat animations also seem to connect more.

    But offcourse, last but not leas

  • It's okay (Score:3, Funny)

    by cordsie ( 565171 ) on Wednesday May 16, 2007 @07:16PM (#19154031)
    It's okay Vanguard fans, another MMO has been announced recently that's sure to ease the utter failure and disappointment of Vanguard.

    Ladies and gentleman pretending to be ladies, I give you The John Romero MMOG! [gamasutra.com]

    You think Brad McQuaid knows how to burn $30 million? Just wait till you see this guy in action. He'll make McQuaid look like Steve Jobs.

    Come to think of it, now that McQuaid's on the market again perhaps he'll find his way into Romero's Team. Damn, can you imagine that? A joint Romero-McQuaid MMOG vision? They'll have the combined power to take down any billion dollar development operation, and cause dozens of other local businesses to file for chapter 11 just from proximity fallout alone!

  • It remains to be seen if SOE can undo the damage that the last five months have done to the Saga of Heroes community, and the game itself.

    Well SOE/Sony's track record points to no. No they can't and won't. Let's not forget SWG.

Don't tell me how hard you work. Tell me how much you get done. -- James J. Ling

Working...