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Review: World of Warcraft 602

Announced at the European Computer Trade Show in September of 2001, before Warcraft III had even reached retail shelves, Blizzard's Massively Multiplayer Online Roleplaying Game has commanded attention for years. World of Warcraft is a fantasy game like no other, with a unique spin on the genre and an intense attention to detail. The game was released last week after a six month long beta test capped off with a tremendous 500,000 person open testing period. Read on for my impressions of World of Warcraft as the game stands at Launch.
  • Title: World of Warcraft
  • Developer: Blizzard Entertainment
  • Publisher: Vivendi Universal Games
  • Reviewer: Zonk
  • Score: 10/10
Expectations for this game, as for many of the games released late this year, ran very high during the years leading up to game's launch. No group of fanbois can obsess like Massively Multiplayer Gamers, and every aspect of the game was poked, prodded, and analyzed by the legions of would-be players. Once the Beta began, a line was thrown up between the lucky gamers who had the opportunity to participate and those who didn't. There was much wailing and gnashing of teeth in the Battle.net forums, and expectations ran even higher for those on the outside looking in. The game has been released and in many ways it's a lot like other Massively Multiplayer games. Characters have levels, you gain experience to gain levels, and your equipment is an integral part of your character's stats. Despite all the similarities to previous games, Blizzard did this one right. If you have been eagerly anticipating this game you have a lot to be happy about. Blizzard has released a remarkable game, and unless you expect World of Warcraft to solve your problems with the opposite sex you're not likely to be disappointed.

* That said, in the interests of disclosure I should state that I've been playing the game since the first round of Beta invitations in March of this year. I've seen the good and the bad as the game's final form took shape, and I've rode all of them out with a high degree of satisfaction. Before I was snagged to be an editor here, I wrote for a site dedicated to Massively Multiplayer games. I've played over a dozen of them, and I follow Massive gaming news with an intense personal interest. As you read my review, keep my level of commitment to the game and the genre in mind.

Character creation is a straightforward process. Once your account is created and you're into the game proper, your first choice is going to be what server to play on. Currently the game has been released to North America, South Korea, and Australia. The rest of the world is officially on hold as the European launch of the game moves forward. If you have associates in the Old World who you plan on playing with, be aware that Blizzard's current plan is to enforce continental segregation. Apart from what continent you're on, Blizzard has recognized that the "flyover states" are more than just places you see in movies when a plot has to reference a train accident. Servers are available in the four time zones represented on the North American continent. They have also taken the step of classifying servers into different rules-sets. The normal rules-set only allows Player vs. Player (PvP) combat on a voluntary basis. PvP servers also exist which allow any player to attack any other player, a no-holds barred environment between the two major factions. Finally, there are roleplaying (RP) servers, essentially "normal" servers with extra GM support to provide an atmosphere conducive to roleplaying. There are only a few RP servers, but there are more than enough Normal and PvP servers to go around. Deciding between the two is literally this simple: Do you plan on participating in Player Vs. Player combat on a regular basis? If the answer is yes, you know where to go.

Once you're on a server, you have a number of choices to make. There are currently eight races available to choose from, and each race has between three and five character classes open to them. On one side you have the members of the Alliance. Brought together by the Humans, the Alliance represents the forces of the Human nation of Stormwind, the Dwarven nation of Ironforge, the Night Elf nation of Darnassus, and the remains of the Gnomish civilization. Primarily based on the continent of Azeroth, the forces of "good" face down their enemy among the Horde across a vast sea. The races of the Horde, primarily based on the continent of Kalimdor, represent the tenuous group brought together under the leadership of the Orcs. The Horde represents the Orcs of Orgrimmar, the Tauren of Thunder Bluff, the Undead followers of Sylvanas Windrunner located in the Undercity below Lordaeron, and the jungle Trolls who have allied themselves with the Orcish chieftain Thrall. Character classes are broken down to fit with established racial history (Night Elves can't be mages because their history is littered with magical disasters) and fantasy tropes (Dwarves can't be mages because they can't).

The actual character classes presented in the game cover all of the fantasy basics, with each class actually having a useful role to play in a group. There are only nine available, but the lack of extreme diversification means that each class can really live into the role they have to play within the game. The standards are all available: The combat machine is the Warrior, the long distance spellcaster is the Mage, the stealthy high damage character is the Rogue, and the healer is the Priest. There are a few multipurpose classes you'll likely recognize from other games. The Paladin (an Alliance-only class) combines combat abilities with healing and backup resurrection duties. The Warlock is a dark caster that has spells but primarily relies on summoned entities to fight and interact with his enemies. Because it's Blizzard, there are also a few classes that may have titles you're familiar with, but have a very different flavour to them. The Druid is the "nature" version of the Paladin, with spellcasting and combat abilities, but their primary role is to become group glue. Druids have the ability to take on various animal forms, enabling them to take on the roles of combat-intensive classes if needed. Their bear form is a nice fill-in for a Warrior, while the jungle cat slashes and claws like a rogue. Shaman (a Horde-only class) are elemental based spellcasters, tapping into the four aspects of the wilderness to produce unique effects within range of their totems. Finally, the Hunter is a crack shot with bows, thrown axes, and guns (yes, guns). Hunters have the ability to train animals from the wilds to be their companions, with everything from bears and wolves to crocodiles and velociraptors being available as pets.

* Once you've gotten your race, class, and name picked out, you're introduced to your race's struggle within the World of Warcraft through a brief panning shot inside the game engine. The camera pans over most of the starting area you'll be exploring and a voiceover intones a brief backstory of the problems facing your race.

When it comes to advanced graphics technology, World of Warcraft is not the top dog. If you want to give your graphics card a workout, the normal settings on World of Warcraft aren't going to fulfill your needs. The upshot of this is that the game scales amazingly well. 256 megs of ram and a GeForce 2 really will run this game well enough to have an excellent gameplay experience. The visual presentation of the game actually takes advantage of this. As you can see from the screenshots, World of Warcraft is a stunning place to explore. Instead of aiming for a hyper-realistic approach Blizzard has actually accentuated the unreality of the gameworld, endowing the Night Elves with long pointed ears, the Gnomes with large, limpid eyes, and the Undead with horrible clawlike manipulators. Characters have an almost anime quality, while beasts and monsters wear new interpretations that accentuate their most vivid characters. Moving through the landscape is more like walking through a painting than playing a game. Particularly picturesque landscapes such as the snowy Dwarven home of Dun Morogh or the sweltering jungle of Stranglethorn Vale require real pauses to stop and drink them in.

The visual quality of the world and the introductory voiceover at your character's creation begins the process of drawing you into the game world, a task which World of Warcraft does more meticulously than any other Massive game I've had the opportunity to play. Each race faces specific challenges, bourn out by the quests you receive immediately upon entering the game world. Non-Player Characters (NPCs) with quests for you appear with a yellow exclamation point above their heads, and speaking with them prompts a short vocal interaction and the possibility to add a quest to your log. Each quest is a miniature story unto itself, just waiting for you to carry it through to completion. Quest goals are clearly marked, as are the rewards you will receive from completing the quest. All quests have an experience reward (making questing an integral part of level advancement), but the rewards displayed include the amount of coin you'll receive and any items. Many quests give you the option of choosing your reward from among a few different items, allowing you to customize your character's loot set from NPC quests. Beyond simply providing you an impetus for getting out into the world, these quests are the hook that allows you to stop being just some person wandering around killing monsters and allows you to actually become a hero. From the start, you're participating in events that are keeping your fellow countrymen safe and secure. Beyond just simple "go here and kill the thingie" quests, there are endless opportunities to become involved in the lives of your people. Here, you take a note to an important official notifying him of how a pest eradication campaign goes, while there you collect the pieces necessary for a powerful potion. Your actions have consequences as well, as the NPCs begin to treat you with greater and greater respect (and remember you when you return to them), allowing you deeper into their lives and into the story of the world around you. In some places, questing even pays off in lucrative gains as vendors offer you discounts because of your service to their cause.

* Beyond the ways that you interact directly with the world, Azeroth does it's own thing quite well without you. Guardsman patrol the streets of the major cities, keeping the populace safe (and answering any questions that wayward adventurers might have). Children are at play in houses or gardens, and hilarious conversations play out between the folks wandering through the avenues of the racial strongholds. Far from a static world on which you leave your mark, the World of Warcraft is a place littered with it's own history and peopled by individuals with motivations and stories.

This inclusive experience extends beyond just the visuals and the storyline. World of Warcraft has the richest sound environment I've yet experienced in a MMOG. Music, often the most frustrating aspect of a Massive game's soundtrack, is incredibly well produced and judiciously used. There is no "combat music". When you enter combat the only sounds you'll experience are the harsh clash of weaponry and armor. Musical scores are cued based on location, with each city and wilderness area having their own themes. The music isn't constantly on at a consistent volume. Swelling music announces your arrival at a new area, and then fades back into the background to allow you to enjoy the music without overwhelming you with it. In the spare manner in which it's used, the musical score completes the atmosphere that World of Warcraft attempts to create.

Sound effects are also well tended to. Weapon noises and spell effects are very satisfying, with grunts and clashes making combatants incredibly aware of the danger they're in. Tiny audio clues also keep a player aware of his surroundings. Tiny "clinks" announce personal messages from fellow players, and an small explosion of sound announces your arrival at a higher level. Beyond the normal text and animated emotes common to many games, Blizzard has also included voice emotes. The emotes, which are combinations of animations and voices that get across a particular emotion, are very similar to the clicky-conversations you can have with your units in Warcraft III. I especially like the male Dwarf's flirt emotes.

Beyond the game's excellent presentation, Blizzard's reputation for making intuitive game interfaces is upheld. A simple quick-launch bar is available at the foot of the screen, with numerous other bars available with a combination of the shift and middle mouse buttons. Right clicking is the default "do stuff" button, and the action taken changes in context to what you're clicking on. Items are easy to examine, as each features a small portrait next to it's name. This portrait, when moused over, displays a popup detailing the statistics associated with the item. Simple color coding indicates the rarity of the item (green for magic, purple for rares, etc.), and the display lists a level requirement. Every item has a level requirement, which a character has to meet or exceed in order to equip or use the item. Items which are not useable by your race or class have portraits tinged with red. This intuitive interface extends to quests and tradeskills as well. The quest log displays all the information given out by the originating NPC and color codes quests based on the difficulty of the quest in relation to your character's level.

Tradeskills are often the red headed stepchildren of a Massive game because of poor documentation and a high barrier to entry. WoW's approach to tradeskilling allows even the most casual player to get involved, and ensures that every crafter knows where they stand as regards possible crafted items. Each character is allowed to train in two tradeskills, which are called professions. Some options, such as Tailoring and Enchanting are viable thanks to specialized equipment or scavenged goods. Others, such as Herbalism and Blacksmithing, have a counterpart "gathering" Profession that allows materials to be collected from the environment. Mining allows a character to obtain ore, which can be melted down via Blacksmithing for use in Arms and Armor. Training in a Profession is as simple as finding a trainer and saying "sign me up". You are then presented with a list of recipes that you currently have access to. Each recipe has a materials requirement for completion. To create an item, you have to have the required materials present in your inventory, and then hit the "create" button while a recipe is selected. There is no margin for error here. Every attempt to create an item using a recipe is successful. As you create items your skill in your chosen Profession goes up. Recipes are color coded (like items and quests), and as your skill goes up recipes begin to become relatively "easier". Once you've created your hundredth tunic, you've got it cold. As such, new recipes become available for purchase from the trainer, allowing you access to better and more challenging items. Skills without gathering requirements are extremely easy to get into, and even Blacksmithing only requires that you keep an eye out once in a while for a mineral deposit. The Mining Profession even provides you with an ability that makes mineral deposits show up on your local mini-map.

* This is, of course, a Roleplaying Game and RPGs are nothing if not fighting intensive. Combat has been as carefully considered as all other elements of the game. The most striking thing about the combat is the interactivity. Combat is a very fluid experience in World of Warcraft. Every class has abilities and spells that allow it to contribute to a fight, with the typical Massive Gaming roles (such as the Tank and the Healer) being filled by overlapping classes. Grouping casually is not a cause for worry, and almost any combination of classes can form a valid hunting party. The actual act of combat follows many other games' patterns. You activate an "autoattack" mode, where your character swings his or her weapon or weapons as often as she can every few seconds. The difference is that, unless you utilize the abilities at your disposal you're likely to lose in a fight between yourself and an enemy of equal level. Constant use of spells and abilities to keep your opponent on their toes is required to ensure that a fight goes your way, and finding the rhythm to your class's combat style is one of the most engaging parts of the game. And if you die?

You don't lose experience. I'm going to say that again, because it's so important. You don't lose experience when you die. There's no debt, there's no recriminations, nothing. You reappear as a ghost in the nearest graveyard to the point where you died, with the world outlined in white and a spooky soundscape playing around you. You just jog back to your body and click the button that says "Resurrect". You reappear with about 75% of your health and mana intact, and go on from there. Many characters can just hop right back into combat. If you're in a group, a friendly Priest or Paladin can raise you on the spot. If you don't want to jog back to your body or don't have a Priest in your pocket, you can speak to an NPC located in each graveyard and resurrect in the graveyard. You're penalized for taking this option by reducing the durability of your items by 25%. Items with reduced durability eventually stop working and must be repaired, so taking the easy way out costs you money but no experience. You will never be penalized experience for your death.

With a good group at your back and a level head, you can tear through levels at a brisk pace. Character advancement in World of Warcraft is anything but a grind. And if you die, who cares? A minor annoyance, and you're back into the thick of things. Leveling up is anything but a chore with the combination of enjoyable combat and risk free death. In fact combining the experience you get from combat with the XP received from questing, and you'll regularly find yourself honestly surprised when you gain a level. And leveling up is definitely enjoyable. In addition to improving your basic attributes, at even levels you're given access to new abilities or spells. These are trained up by speaking to a class trainer. At the trainer you will be given a list of the abilities available for you to learn, with two or three new abilities opening up every other level. Every ability has a monetary cost associated with it, but once you have a new ability or spell in your hands it's incredibly satisfying to try them out. Once you reach level ten you'll begin working on your Talents, as well. Talents are how you take your character and really make him your own. As opposed to being just another Mage or Warrior, you're given three "trees" in which to allocate Talent points. The three trees each correspond to a facet of your character class. Each new level starting at ten allows you access to a Talent point. As opposed to the instant gratification of Abilities, Talents allow you to specialize your character over time. Mages, for example, can choose to specialize in Fire or Frost spells, and their talents allow them to reduce casting time, improve damage, and generally tweak their relationship with a chosen field of abilities. Warriors, in turn, can focus on defensive, offensive, or weapon skills.

Combat, questing, graphics, backstory, and game design are what bring a player to a Massive game. What keeps him there is the community. While the actual community you find yourself in is highly variable (there's a reason the ESRB sticker says "Game Experience May Change During Online Play") the tools Blizzard has provided for getting into the community around you are very robust. The game has a very versatile "/who" command, allowing you to see the level, name, class, and group status of everyone around you. Finding folks who might be interested in grouping is a snap, and contact ing them is as well. There is a flexible chat system that allows players to congregate as they desire based on their interests. Guilds, always an important aspect of an online game, get a great deal of respect from the Blizzard developers. A charter is required to begin a Guild, ensuring that one person Guilds don't clutter up the Guild namespace. Once the Guild has been formed, a permanent chat channel is formed that connects every member of the group. Guild members that want to show their pride can purchase a tabard, which go into an equipment slot that isn't used for anything else. The Guild leader decides on the tabard design, and every tabard bears the same color and design. Guild pride is something these designers understood. Beyond simple communication, mercantile exchange is promoted through Auction Houses. These locations (one per continent), allow players to put items up for sale and reap monetary rewards through the in-game mail system. Filling an equipment hole that quests haven't taken care of yet is easy and convenient.

World of Warcraft, then, is a remarkable achievement. It has both depth and breadth, allowing old hands at online games to feel right at home while inviting new players into the genre. The game's backstory is easily accessible via the questing system, and the interactive combat system ensures that you're never bored while exploring the vast world you inhabit. Beautiful done graphics combine with a carefully constructed soundscape to transport you to another place. From a game design standpoint World of Warcraft is an accomplishment to be proud of. In my mind, though, what pushes this game from a nine to a ten are the little things. The Blizzard polish that resulted in the endlessly clickable strategy game units has expressed itself as a world that always has something new to reveal to the curious player. Books lie on desks, waiting to be opened and their stories read. Crystal balls allow you to peer beyond a Wizards tower across half a continent. A woman in a shop asks you to deliver a sewing kit to her son. Someone else needs your help convincing a tavern-keep to carry his brew. Blizzard has somehow found the happy medium between an online world and an online game, and the results are satisfying beyond measure. Every gamer who is tired of shooting zombies or killing rats deserves to try this game. I highly recommend it to every gamer, every MMOG player, and everyone who's ever picked up a fantasy book and gone "I wonder what I would do in their shoes?" World of Warcraft is your chance to find out.

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Review: World of Warcraft

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  • MMORPG's (Score:4, Insightful)

    by LiNKz ( 257629 ) * on Wednesday December 01, 2004 @04:15PM (#10966427) Homepage Journal
    Though I expect WoW to be rather nice, I can't seem to get into 3d mmorpg's. I don't know if its the fact that I hate seeing a 3d world but having such crap control of it.

    I know I'll probably get laughed at for this, but FPS's have build a very nice way of controling your players.. and usually its rather smooth movements. Games i've played, like Lineage 2, FFXI, these games make me use my mouse to move my character around.. and I don't like it.. Aim, swing, I could see that for my mouse.. But moving, I would far rather use fingers.

    Just my two cents.
  • by Jakhel ( 808204 ) on Wednesday December 01, 2004 @04:17PM (#10966456)
    LET THE ADDICTION BEGIN!!!
  • by dcarey ( 321183 ) on Wednesday December 01, 2004 @04:19PM (#10966482) Homepage
    My apologies to the WoW fanbois as I'm sure this is a good game ... but is it a GREAT game in the LONG term?

    I played Lineage 2 for a while and it ran out of steam for me. Same with Star Wars Galaxies. So what are the delineating factors for a game that I'd be interested in NOW?

    My personal opinion is that snazzy graphics, while interesting, can only go so far. If you've played a game of the a particular genre for so long (oh lets say fantasy - Lineage, EQ, WoW), and there comes along a new game which has --- ooo -- better graphics, does this REALLY keep you in the game very long? Sure, buy the $50 game, snag a few months of subscriptions, then ... oh the grind ... and the same type of fantasy genre again ... uh, why'd I buy this ...

    My opinion is that playability outlasts graphics. Graphics are an immediately gratifying factor, but in the long term, I think peoeple are sick of the fantasy and or sci-fi genre. So what's next? I dunno ... something completely out of the box.
  • by Lightwarrior ( 73124 ) on Wednesday December 01, 2004 @04:28PM (#10966618) Journal
    Let me get this out of the way - I really, really enjoy WoW. I played in the first Stress Test up to ~25, I played in the Open Beta up to ~25, and I'm just reaching there now in Retail. What I have played of the game is damn near perfect.

    But it's not *flawless* - and by rating something 10/10, you're basically saying that there is *no* room for improvement, and that *nothing* could be done better.

    So far, the release has been a little shakey. Yeah, it has only just now been a week, but there has been significant problems for four of the servers, some lag issues, and some unexpected down times. Nothing really serious - it has been a pretty good launch - but nothing worthy of a *PERFECT* score.

    It's definitely 9/10 material, 9.5 even, and I would highly recommend it to fans of Warcraft and the MMOG genre.

    -lw
  • by NerveGas ( 168686 ) on Wednesday December 01, 2004 @04:30PM (#10966656)


    There's just no way I'm going to pay $50 for a game that I can't even play unless I keep forking out more money. If they want $13 to $15 per month to play the game, then they should give the game away for free.

    steve
  • by THX-1139 ( 115741 ) on Wednesday December 01, 2004 @04:34PM (#10966726)
    Nice review, but I'm going to have to disagree with this statement. I've played every MMORPG since Everquest, including WoW since Alpha, and EQ2. WoW is an excellent game, and Blizzard is to be credited with waiting until they had a polished product to release (unlike EQ2). But it contains no real advances in gameplay. The mechanics are pretty much exactly the same, albeit with an attractive and well-designed interface.

    I played it extensively in pre-release, but ultimately decided I am not interested in a rerun of the experiences of the past. Unfortunately, the major MMORPGs all seem to be converging on a set of features, which involve structuring the players experience to maximize the little mini-rewards such as experience and loot. This takes away from the original appeal of the virtual world, with degrees of freedom allowing the player to seek his own goals and write his own story. Some of the things I've heard about Vanguard [vanguardsoh.com] have raised my hopes that this game on the horizon, designed by the original creators of Everquest, will both push the envelope in gameplay, and return some of the virtual adventure to the genre.

  • by Severious ( 826370 ) on Wednesday December 01, 2004 @04:40PM (#10966812)
    I played the WoW beta from the beginning till around August.

    Although it was fun it was also very repetitive and really not something you will want to play for the long haul without some major changes. Up until I left every character of the same class was essentially identical. My major problem with this game is that there is nothing in it that if fun for it's own sake. Grand Theft Auto is a game that is fun to play without the proverbial carrot always taunting you will that new skill/power/loot.
    Another major problem with WoW is that you have no effect on the world you "live" in. This may have changed in the final months but when I left you could not even place items on the ground. This really destroys the feeling of living in a world when you have no way to affect any kind of change upon anything. I felt this was more of a game that people just happened to be playing at the same time instead of a really interactive experience. Anyway I got sick of the repetition.

    I give it 7/10, decent but nothing great.

    A massively multilayer Grand Theft Auto would be a game that would claim may a soul. It will happen eventually but not for a long time I think.
  • Re:Grind (Score:5, Insightful)

    by nostgard ( 645633 ) on Wednesday December 01, 2004 @04:49PM (#10966934) Homepage
    "No monthly events."

    Blizzard has discussed this in the past and said they have many plans for world events based around seasonal things and other game world related subjects.

    "No property ownership and kingdom duels like warcraft."

    Blizzard has also said that will houses will be implemented.

    "No end game."

    Far from it! What about instanced raid dungeons, or raiding in general? What about PvP?

    "No adventures or campaigns."

    Seeing as you only got to level 20, I really think that you missed out on a lot of the content, which would lend itself to a comment like this.

    For just one examples... when you're playing as Horde, at around level 18-20, the stories of many of the quests in the Barrens and the surrounding areas start to grow closer and closer together, finally threading together into one big ball of trouble - the Wailing Caverns. No less than 6 independent quests lead you into this instanced dungeon, and playing through it is an extremely satisfying experience. This dungeon alone is a four hour adventure.
  • Re:Some Review (Score:3, Insightful)

    by tricops ( 635353 ) <tricops1111@@@yahoo...com> on Wednesday December 01, 2004 @04:51PM (#10966956)
    While a part of me agrees with that complaint, at the same time....

    You could rent a few movies (or insert other form of entertainment) per month for a limited/set # of hours of entertainment, or.... you could pay $15 or less a month and spend as much time playing it/being entertained as you wish to.

    When I get bored of it I'll unsubscribe, but for now it's worth the money to me :)
  • Re:Some Review (Score:3, Insightful)

    by Peyna ( 14792 ) on Wednesday December 01, 2004 @04:59PM (#10967077) Homepage
    When you buy a house, should you still have to pay rent to live in it?

    You do, it's called property taxes.
  • by Chyeld ( 713439 ) <chyeld@gmaiBOYSENl.com minus berry> on Wednesday December 01, 2004 @05:29PM (#10967434)
    To me, the question isn't so much the game'ss lasting power as it is the game's return on investment.

    In the first month, do I feel like the game was worth the originial cost of buying it? Given most of the non-MMOG I get don't last even a month the first go around, it isn't hard to justify WoW. From the descriptions it'd definately pass muster here. Hell, Deus Ex 2 made it past the bar, you'd have to really try hard to loss.

    After the first month, do I feel like I'm still getting enough out of the game to warrent the cost of the subscription? If I do, I pay and play. If I don't, I drop it.

    It really isn't any more complicated than that to me, a MMOG isn't a carreer. You shouldn't be looking for something that you'll still be playing in the nursing home.

    Yeah, sometimes you'll get into situations where you'll have friends in the game that you don't want to lose and feel like you can't quit the game because of that. But you know, that's what email and IM is for. Get a free message board hosted off one of the big sites and keep in touch with them there.
  • WTF is the point? (Score:4, Insightful)

    by chill ( 34294 ) on Wednesday December 01, 2004 @05:38PM (#10967521) Journal
    You don't lose experience when you die. There's no debt, there's no recriminations, nothing. You reappear as a ghost in the nearest graveyard to the point where you died, with the world outlined in white and a spooky soundscape playing around you. You just jog back to your body and click the button that says "Resurrect". You reappear with about 75% of your health and mana intact, and go on from there.

    WTF is the point in that? If there is no penalty for death, you can play pretty damn recklessly knowing you can just hack your way thru, eventually.

    I would much prefer not having that ghost-jog-resurrect bit. If you can't make friends (or financial arrangements) with a decent level priest, dead you stay and over you start.

    I've played too many MMRPGs where you can wipe our monsters 10x your level just by getting in a whack or two each time; getting raised; coming back; repeat until monster is dead, since (other than Trolls) they never heal.

    The LEAST they could do is limit that. Like having 9 lives, or something. Auto resurrect/respawn is for pussies.

    -Charles
  • by iolaus ( 704845 ) on Wednesday December 01, 2004 @06:20PM (#10967966) Homepage
    After 3 years of playing UO I know all too well that the real problem with MMORPGs is sustainable gameplay. After you max out your skills, then what? Continue to get stuff which will enable you to get more stuff? Games using the current MMORPG framework eventually become endless loops. Without some sort of overiding plot (preferably with an ending), permanent death, or serious consequences everything slowly becomes mundane. A feeling of detatchment grows as the gamer finds that they have no real or lasting influence on the world around them. IMHO, no MMORPG will be worth playing until some of the cornerstones of all current MMORPGs are replaced.
  • by Proc6 ( 518858 ) on Wednesday December 01, 2004 @06:20PM (#10967967)
    10/10 implies (to me) the developers put as much conceivable effort as any large project can be expected to require. That the designers and coders have worked hard to make it the best game the (always) limiting funds, time and current technology can provide.

    Why I am replying to this, I don't know.

  • by attonitus ( 533238 ) on Wednesday December 01, 2004 @06:22PM (#10967989)
    Yes, Canada is indeed part of North America.

    Maybe someone should take geography...

    Err ... I'm going to assume that you're saying I'm stupid, rather than agreeing with me. If you were in fact agreeing with me, then you can ignore all the rest of this, but maybe try and find something better to do than writing "me too" posts on Slashdot (although, arguably, the same could be said about any posting on Slashdot, particularly what follows :-).

    From the article: "Currently the game has been released to North America, Canada, South Korea, and Australia". In a list like this, the commas mean "and", which, combined with the fact that, as you so perceptively note, Canada is part of North America, makes the sentence a tautology. My original post was a brief and possibly even mildly amusing note to that effect.

    Maybe someone should take English.

    Incidentally, for future reference, you'll notice that I finished my post with "Eh?". This is an almost-witty device commonly used by people making comments about Canada who have a vague idea about what goes on there. The "two languages" refers to the fact that Canada has in fact two official languages - another sign that maybe I know where Canada is on the map. In fact, there are even people whose families have been here for centuries and who don't speak any English at all! Amazing, Eh?

  • by Anonymous Coward on Wednesday December 01, 2004 @06:22PM (#10967993)
    They really should.. according to them New Zelaland is a part of Australia..
  • by snarlydwarf ( 532865 ) on Wednesday December 01, 2004 @06:49PM (#10968256) Homepage

    I believe the article you are referring to is this one: http://www.gamasutra.com/features/20041103/bartle_ pfv.htm [gamasutra.com]

    The dumbing down of MMORPG's, IMHO, is clear from WoW... not only has perm-death no place in the present MMORPG world, now there's no real penalty at all for dying, just a minor inconvenience.

    Not able to work well as a team player? Okay, you can level up solo!

    Not willing to devote a lot of time to a game? Okay, we'll make it so you can reach max level in a couple or three weeks. We'll even give you XP while you're not logged in!

    Frustrated at crafting and losing your items on a failed craft? Okay, you will always succeed in your craft!

    (Things like this: Every attempt to create an item using a recipe is successful. As you create items your skill in your chosen Profession goes up. Recipes are color coded (like items and quests), and as your skill goes up recipes begin to become relatively "easier".... it becomes 'easier' to always succeed? But you always succeed anyway, where did you actually improve?)

    WoW certainly appears to be exactly as Bartle fortold.... And the 'next gen' will be even worse.

    In the days of text muds, there was a term for games that pulled all the risk (and therefore all the accomplishment) from a game: Twink.

  • Slamming (Score:3, Insightful)

    by ChozSun ( 49528 ) on Thursday December 02, 2004 @12:11AM (#10971125) Homepage
    I have definitely slammed my fair share of MMORPGs in the past (mostly for the lack of roleplaying).

    I tried City of Heroes because it was unique. It got old fast just like -insert any MMORPG here-.

    I tried WoW for one reason and I am surprised it is not mentioned more (if at all) in the review: the game rewards you for being a casual player.

    When you log out, you build up XP bonuses which can add up to 2x XP per kill. If you rest/logout in a Inn, that bonus per kill can rise to 4x per kill. Mostly, when you log back in, you notice your XP bar is blue with a marker set past your current amount of XP. The more you've rested, the more to the right that marker will be. When you gain experience, it will add bonuses (the most I've gotten was double) to those kills and get your XP closer to the mark. Once you hit the mark, "you feel normal" i.e. not rested.

    Blizzard's thought on this is that if you take a lot of rest, you are going to go back out hunting with more energy and zeal... thus more XP.

    WoW and EQ2 are incredibly similar in a lot of ways. WoW's clear superiority over any other MMORPG, including EQ2, lies in rewarding casual/rping players. We pay the same amount so why should we get penalized for not logging on as many times as the 13yoa punk next door on his daddy's DSL with the fresh GED.

    The practice of "Extra XP" is not a lot but it helps.
  • by Anonymous Coward on Thursday December 02, 2004 @02:40AM (#10971972)
    Why bother with levels? What is wrong with a vet grinding a n00b to bits in FPS combat? Isn't that how it is with an MMORPG right now only a thousand times worse? If I were to log onto WoW tomorrow and pick a fight with a level 50 guy, he would grind my ass hands down. I could try a thousand times and I would never kill him. I probably couldn't even hit him. Talk about imbalance. Not only does the guy who has been there longer have more time to develop better player skills, but his character is completely and totally invulnerable to a n00b.

    Now, if I log into Counter Strike Source, a game I have not played, I will get kick my ass kicked. The difference is that getting my ass kicked is not a sure thing. Sure, I might die 9 times out of 10, but a good or lucky shot to the head of the uber l337 d00d is just as lethal to him as it is to me. In fact, because I have played many FPS online and off line, my chances are actually much better then 9/10. Within a day I would likely be able to hold my own against (or with) the average player.

    People need to get the fuck out of the box. RPGs and massive online worlds are not mutually exclusive. Just make an RPG and then rip its shitty combat and experience system out. This stupid rolling the dice shit is a throw back from D&D. People... we are PAST D&D. We don't need to roll dice to simulate a fight because stabbing your friends with a real sword is illegal. You can fight in real time - behold the wonders of the computer.

    The problem is that people assume that an RPG has to have dice and experience points to be an RPG. The thing they seem to forget is that RPG stands for Role Playing Game, not Roll (as in dice) Playing Game.

    Just imagine an MMORPG in Fallout's setting with WoWs guild system. Add in Half-Life 2's physics engine and combat so you use a crane (or a few strong men) to build your own little car fort town for your guild and defend with FPS style combat. Chill out in a bar and do crafting like it was DAoC, then go on a raid Counter Strike style for weapons. Set up your own merchant stand and sell your l00t for profit you use customize your character's looks and clothing like it is SWG. Build a car using a complex crafting system and drive it like it is GTA. God damn it. Get some fucking imagination. I am so fucking sick of Everquest version 20.3 (also known as WoW).

    Take the god damn dice and throw them in the trashcan. Get it out of your collective heads that it isn't and RPG without a pair of fucking dice. At this rate, by the time we get full body VR, we will still be rolling a d20 to see if we hit the monster or not. THROW AWAY THE DICE.

Never call a man a fool. Borrow from him.

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