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Dungeons and Dragons Online Impressions 292

Tabletop roleplaying has been a fixture in my life since I was ten. You can probably imagine my enthusiasm when I heard of the joint venture between Asheron's Call developer Turbine and D&D publisher Wizards of the Coast. The goal: A Massively Multiplayer game set in a D&D campaign. Keith Baker's Eberron was tapped for the gameworld's flavour, with the d20 ruleset providing the skeleton on which to create the title's mechanics. The result is Dungeons and Dragons Online (DDO), which has been in the works for about two years now. DDO is faithful in ways I wouldn't have thought possible, but still manages to raise conflicting opinions for me. DDO has real-time traps and combat, beautiful graphics, and still fails to interest me on any level of my gamer soul. Read on for my impressions of a most perplexing MMOG.
  • Title: Dungeons and Dragons Online
  • Developer: Turbine Entertainment
  • Publisher: Atari
  • System:PC
When I say impressions, I feel that I should emphasize my level of interaction with the game. I've only been playing the game for about a month total time now, which is hardly enough to take in the length and breadth of a game the size of DDO. When I reviewed World of Warcraft in 2004, I'd been playing the game for over six months. Here I just have my ten days of beta try-out and the time since the retail headstart began. As an MMOG, DDO will be changing and adapting as players play and devs develop. We'll do our best to keep you up to date on the game as it changes, and keep you informed if the state of the game becomes drastically different. That said, I do feel I have a good enough grasp of the game to offer a considered opinion on the game as it exists at launch.

One aspect of the title I know I have a firm grasp on is the setting. Eberron was developed by Keith Baker for a contest held by Wizards of the Coast a few years ago. Since then the pulp action setting for the D&D system has become the company's premier IP. Novels, sourcebooks, comics, and miniatures are all being created with the Eberron world in mind, and Dungeons and Dragons Online is the second work of electronic entertainment to use the setting. You may recall Dragonshard, the D&D RTS title. That too is based in Eberron, but with an (understandably) less immersive look at the setting. DDO delves deep into the backstory of the gameworld. Set in the settlement of Stormreach on the continent of Xen'drik, the game allows you to explore some of the elements that make Eberron unique. The powerful merchant and political factions known as Dragonmarked Houses make an appearance in the game, as benefactors and opponents. Dragons are rare, powerful, and mysterious. While I would have liked to get more of the backstory from the setting's main continent of Khorvaire, there is a definite sense of place in DDO. It's thin, but it's there.

Creating a character is the first of many DDO aspects that reinforce a D&D feel. Attributes are created using the 'point buy' system, allowing a player to build a character to fit a class without relying on random die rolls. If you're uninterested in tweaking a character's skills and attributes, you can simply select a class/race combo and accept the pre-built character the game will provide you. Prebuilt characters all have fairly sane choices made as regards attributes and skills, and if you're not interested in learning the particulars of D&D character creation it's a safe choice to make. All of the D&D iconic classes are available (even poncy bards), along with the typical player races. The Warforged are the stand-out race for the game, living constructs that resemble animated statues. In the game's lore, Warforged were construct troops created for a titanic century-long war. With the war at an end Warforged are emancipated creatures and can fill any role the fleshy races do. While I find them intriguing plot elements, I've heard a lot of player commentary about their inhumanity. It's a fact that the race most often played in a MMOG is 'human', and the unliving nature of the Warforged may make them an unpopular race. Just the same, their inclusion is a powerful reminder of the setting's background. The classes available are typical to what you'd find in most MMOGs; With good reason, as most MMOGs stole their class concepts from D&D in the first place. One class element that might surprise some folks who haven't done table-top gaming before is the role of the cleric. D&D clerics are almost as powerful front-line fighters as your fighter or paladin. They wear heavy armor, kick ass, and take names in the pursuit of their god's goals. Rogues are also fundamentally more useful than in many typical MMOGs. There are plenty of traps in D&D dungeons, and rogues are the only ones who can disable them. Making your character 'feels' very D&D, and sets the stage for your integration into the Eberron setting.

Once you're in the game, you'll find that the D&D setting is the least of the elements setting DDO apart from other MMOGs. Combat is a very different animal than almost any other title in the genre. In a word, DDO combat is realtime. Instead of hitting fight and using abilities as they become available, or simply watching as your avatar filets a bunny, DDO is a click-fest worthy of either Diablo game. Each click is a swing of the sword, and whether you 'hit' or not is determined by your stats. In the corner of the screen you're shown your to-hit roll, which is a random number between 1 and 20 modified by your Strength score. To score a hit, you have to get higher than your opponent's AC, and on a natural 20 you do more damage (a critical hit). In other words, you're going to do a lot of missing. This gets frustrating very very quickly. In fact, it's gets just boring after a while. Tabletop D&D combat is fun because it's abstract, with the blows landing on the screen in your mind. Actually having to sit there and watch the swords swing over and over is more than a little tedious. D&D monsters aren't like the villains of Diablo; They jump around, move out of range, and generally do their best not to get killed. That means that in addition to repeatedly clicking on your opponent you're going to be trying to follow their movements. It's all too dang chaotic to be truly fun.

Besides just poking the baddies, there is actually a good deal of depth to DDO combat. All characters have the option of using some tactics in their fighting. Skills actually play a large part in combat if used correctly. Diplomacy attempts to throw off aggro, making a monster attack someone else. Intimidate is the opposite, encouraging foes to attack your character. Rogues can use the Hide and Move Silently skills to avoid notice, and bypass monsters if need be. If they don't, they can strike from hiding and possible score a sneak attack for massive damage. Rogues can even do sneak attacks in combat by using the Bluff skill to throw an opponent off balance. Magic is more your typical MMOG fare. Wizards, Clerics, etc, have mana points which are used up by spellcasting. Even with that as the base mechanic, the system is very D&D. Spellcasting classes have only a few spell slots, and can only swap out what they have online when resting. Further, arcane spellcasters only know a subset of their available spells and must find or purchase additional spells before they can use them. These elements are all laudable additions to the game, but in reality many combats feel more like a group of individuals doing their own thing than a party effort. Because of the frenetic nature of real-time clicky combat fights are fast and hard to manage. A group comfortable with each other, with voice chat in use, will have a good deal of success. Pick-up groups, though, are at even more of a disadvantage than in most games simply because things happen so fast.

That's what you do in combat. What you're actually *doing* when you play DDO is almost entirely dungeon-crawling. You receive quests from the people of Stormreach, all of whom need help with this or that. Like City of Heroes/Villains, your missions are instanced, meaning that you and your party get to play around with your own copy of the dank basement/decaying sewer/giant ruin that you have to explore. With the missions instanced, DDO dungeons are allowed to do some really interesting stuff. Traps, for example, are deadly challenges that affect the world in real-time. More than just kicking open a chest and being set on fire, razor-sharp blades swing from the ceiling. Splashes of acid fly from spigots in the walls. If you don't have a rogue with you, some traps can be avoided by using your platforming skills to time the gap in a trap's movement. If you do have a rogue handy, the trap mechanisms can be searched out and disabled. The traps are a very cool addition to the genre, but the quests are unfortunately laughable. The thin layer of Eberron that I mentioned above is mostly related through quest text, and what is offered through NPC interaction is cookie cutter and boring. Quests usually have a voice-over, from an intangible Dungeon Master, to spice up your understanding of the situation and evoke the table-top setting. In my opinion, the voice-over doesn't add much. In truth, the storytelling that Everquest 2 and World of Warcraft manage through questing makes the story attempts of DDO look like a student project MOO in comparison.

Besides traps, dungeons are populated with all manner of gross and icky critters. While you start off fighting skeletons, slimes, and kobolds, you eventually graduate to some of the archetypal monsters of the Dungeons and Dragons product line. They're smart, too, with even the dim-witted kobolds doing their best to dance outside the range of your swordarm. You get real satisfaction from slaying enemies in DDO, both because they're a real challenge and because you can stop clicking for a little while. What you don't get is XP. Experience points are only handed out at the end of the mission, when quest objectives are completed. While some missions may have a subquest asking you to slay x number of monsters in the dungeon, each individual kill nets you nothing more than a clear hallway. I'm pretty ambivalent about this design decision. On the one hand, I like that they're emphasizing the quest instead of bashing in a kobold's brains. On the other, I don't feel quite the surge of success for whacking the baddie I might get in another game. Additionally, since the quests are so blah the XP I receive for completing them seems ill-gotten somehow. It's a toss-up, but it mostly feels like they made this decision just to be different.

That XP is put towards your next level, as with all MMOGs. There is a difference here, though, in that each level is a very long time coming. You do gain in power on a semi-regular basis, but instead of gaining a level you gain a rank. Each level is broken down into four ranks, waypoints along the road to your next level. Each rank nets you an action point, which can be spent on a character enhancement. Every race/class combo has different enhancements available to it, and all of them increase specific aspects of your character abilities. (+3 to Search, for example.) With every level being a major milestone, it won't come as a surprise that there aren't that many to gain. At the moment DDO only allows you to achieve level 10, rank 4. You can go no higher than that, but there are plans in the works to add level 11-20 content at a future date. For most normal players this will take a while; the much loved experience penalty is enacted if and when you wipe. If you die and other folks are still alive, they can take you to a resurrection shrine in the dungeon to revive you. Rest shrines are usually nearby these areas, allowing characters to regain hit points and mana mid-dungeon. Besides these rest shrines, the only way to heal HP in-dungeon is with a potion or clerical spell. I hate hate hate almost everything about these design decisions. In reverse order: Long downtimes suck. HP and MP not regenning sucks. It is not fun to sit in an inn after a mission is over watching my hp bar creep upwards. You can buy food and drink to improve this rate of regen, but it's nothing like the regeneration you'd see in other modern MMOGs. Experience penalties are evil. Taking away accomplishment from a player is the worst thing you can possibly do. It's not as harsh an experience as you'll get in FFXI, but it's still frustrating to have XP taken away because of something you may not have even had control over. Finally, their decision to ship with only ten levels is a very bad one. I'll expand on why that is below.

You'll note I've usually said 'you' when talking about gameplay, but that's misleading. I should be saying 'you and your party', because in order to play DDO you'll have to be grouped. I'll say that again so you can be clear on this: It is not possible to play Dungeons and Dragons Online solo. The intention, of course, is to evoke the flavour of a table-top session. The publisher has even included voice chat as a built-in feature to the game client to facilitate team communication. The result is a title that you cannot play alone. Some classes, like spellcasters and rogues, will have trouble soloing even the introductory quest when you first get off the boat. Clerics are probably the best soloing class, as they can heal themselves most effectively, but after the first few 'figure out the game' dungeons they're outmatched by the strength of most monsters. I can't really fault them for deciding to go this route, but it's a very harsh line. Even Vanguard, the upcoming hardcore MMO being designed very specifically with grouping in mind, is said to have something like 15% of its content geared for solo players. There isn't even that much for the individual in DDO.

The one thing I can say without prevarication is that Dungeons and Dragons Online looks good. The streets of Stormreach are beautifully laid out, with a style of architecture that really gets across the character of Eberron. A floating inn out over the water is just the tip of the iceberg; DDO has a truly unique look. Character and monster animations are well done, and the soft lighting that pervades the game gives an otherworldly charm to the title. The visual look does more than anything else to establish the character of the dungeons and city streets you'll be exploring. The sound situation has likewise gotten a good deal of attention, but the results there seem merely adequate. Sound effects are competently accomplished, and the musical track highlights game moments without being offensive. There is 'combat music', though, which I'm already tired of. Combat music is fine in a single-player RPG, but FFXI is the only MMOG in which I find that acceptable.

Another website is quoted in a DDO television commercial as offering "A Genuine Online D&D Experience". Whoever it was that came up with that piece of pabulum has never actually played Dungeons and Dragons. Table-top D&D is about storytelling, camaraderie, and having fun with your friends. Somehow in the brave new electronic frontier, these qualities are translated into meaningless grind quests, chaotic click-fest combat, and swearing over voicechat. I'm enormously frustrated by DDO because there is just so much new and interesting going on here. The skill use and traps are real firsts for the genre, providing meaningful player choice in how to navigate a dungeon and how to do combat. These awesome mechanics are sandwiched side by side with other elements that seem more appropriate for launch-day Ultima Online. There are so many contradictions within this game that it's hard to know which is most confusing, but I have a top pick. For those who will like this game, they're going to just eat this thing up. And when I mean eat it up I mean "grind through the game in about a month or two". There were already characters at max level before the game's headstart event had finished out. Whoever did that payed about fifty bucks for ten days or so worth of play. They undoubtedly started a new character, but because of the simple questing structure there's almost no replay value currently in the game. Thankfully not all is doom and gloom. Turbine just announced that they're already planning to add 15 new dungeons and a raid on a dragon's lair in April. That commitment to new content is the going to be the only thing keeping the hardcore around because there is nothing at all available for you once you hit level 10. There is nothing to the endgame yet; It's all still in production.

So, let's review: The game isn't for the hardcore because they'll eat the content too quickly. It's not for the casual gamer because it's impossible to play on your own. Dungeons and Dragons Online is very specifically crafted for folks playing with other people at a non-hardcore pace. And in a way I think that's a good thing. It's good they have a target audience in mind, and if I were planning on adopting DDO as my game of choice that would probably be a good description of me. Just the same, it's a very bold decision to make. Only time will tell for sure, but I have a feeling it's a decision that will come back to haunt them. In the meantime: If you've got a group of regular online gamers you play with, you and your crew should consider giving DDO a try. It's got some interesting new elements that make it stand quite apart from most other Massive games. Don't be surprised if you get bored of it sooner rather than later, but if you and your group are tired of raiding Molten Core for the hundredth time this should keep you out out of Azeroth for a month or two. Hardcore gamers should stick to whatever they're playing now. They'll eat this title for lunch and find themselves frustrated with the lack of endgame content. Casual players should just keep on moving. If you're not willing to commit the time and energy to the constant search for a group, you won't find anything to do here. At the end of the day, DDO is a game with a great deal of promise squandered by some very confusing design decisions. Now go find your DM and give him a hug.
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Dungeons and Dragons Online Impressions

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  • by dada21 ( 163177 ) * <adam.dada@gmail.com> on Wednesday March 15, 2006 @03:46PM (#14926680) Homepage Journal
    I played D&D when I was young -- it was part of the reason I entered the BBS world. Later, my BBS grew beyond single node and many of my regulars played Tele-Arena, a MUD that could handle dozens of users. When the Internet destroyed most BBSes, I played a few MUDs but it wasn't the same. With the BBS gaming, people all lived fairly close to one another, and many users got together on a regular basis. With the Internet, this "get together" is nearly impossible.

    MMOGs don't interest me -- the graphics pretty much ruin in. I've thought about getting together with some other "over the hill" D&D geeks on occasion to try table top gaming again, but there isn't enough time for most people to make it a regular scheduled item.

    What are the options? I was thinking of an MMOG with reduced graphics (leading to increased imagination) that maybe segregated players into communities where they'd play against others close to one another. Communities might be tied to one another allowing crossover, but requiring the player to want to take the time to travel to these truly distant lands but requiring them to return home before retiring for the day.

    I don't know if this is really an answer, but I'm sure there are others out there that don't get into the graphics, don't have time to find others nearby, but still want the chance to have some virtual face-to-face time.

    From what I can tell, there aren't any "locally restricted" options for any MMOG, but I wonder if this is the next step in gaming: offering people the chance to play within their true community, whatever that may be. Beyond that, I'd like to see how more imagination can be part of gaming, like it used to be.

    Side note: are there any MMOGs that have a graphic interface that is built around a user's imagination? Maybe in between games (or even during games) the user can go elect to redesign a given monster or land or whatever to more of what they see in their heads? I'd think this would add a uniqueness factor that would make the game more playable -- rather than being stuck with the typical same interface, the player has a lot more control. For example: you're fighting Monster X but the monster isn't really what you see in your head. Hit the + key or something and you can scroll through the various monster designs out there (even third party designed maybe) until you see what you like. Same thing could be true for the various land designs and overall world feel.
  • Combat (Score:2, Insightful)

    by Anonymous Coward on Wednesday March 15, 2006 @03:48PM (#14926697)
    Although I didnt play this that long myself in the beta... I did enjoy the combat as it added almost like an FPS feel to it, which can separate the men from the boys of just click once and watch WoW, EQ etc. So that was refreshing, and keeping on your toes especially as a melee character where you needed to be close for effective combat. I can see how over time this can get boring but so does clicking your attack bind once and waiting around like a ditz.

    The graphics were very good and detailed, and not too cartoonish.

    However overall it failed to draw me in, and nothing has since UO/EQ (1), and DAoC.... I dont know if its because im older and dont have the time to commit, the story lines, the environment, quests lack of or too many, etc.....

    Hopefully the game will do well, and may be able to draw off some WoW mindless zombies.
  • RFIDice (Score:4, Insightful)

    by Doc Ruby ( 173196 ) on Wednesday March 15, 2006 @03:51PM (#14926729) Homepage Journal
    I don't want to give up my funny (polyhedral) dice. I started playing D&D with the "Basic Set", which included cutout "chits" bound into the rulebooks. We had to pick numbers from cups until the game was popular enough that a hobby store within 50 miles could mailorder some dice. I never went back. Throwing dice is the perfect physical connection between verbal roleplaying and throwing spells/punches/ropes. "Saving throw" is so much more real with a real throw. Lots of chance should be automated to smooth flow of the game and keep DM decisions secret. But I want the option of throwing some dice in the game, even if just to burn some entropy to show it who's playing.

    Maybe a "Real Funny Interface Dice" controller, where a couple of RFID sensors detect the 3D position of a couple of RFID chips in each die? Or maybe a "dicepad" that images the bottoms of the dice after they roll. Just as long as I can throw some nuggets to pick a number, I'll be able to keep the moves I learned as a kid.
  • LOADING... (Score:4, Insightful)

    by Wind_Walker ( 83965 ) on Wednesday March 15, 2006 @03:54PM (#14926741) Homepage Journal
    I played DDO during the Stress Test event and my biggest

    LOADING...

    problem was that everything was instanced. After games like

    LOADING...

    World of Warcraft where (on a single continent at least) the game is

    LOADING...

    virtually seamless, the long load times and lack of immersion it created really

    LOADING...

    got to me.

  • DDO is hardly D&D (Score:5, Insightful)

    by luvirini ( 753157 ) on Wednesday March 15, 2006 @03:54PM (#14926752)
    One of the basics of D&D is indeed the abstract nature of combat and skill uses. The fact that DDO forces the horrible clicking, making it a reflex clicking game makes me stay very far from it.

    So, as I want to feel the RPG feeling, I am sticking to NWN and soon going over to NWN2.

  • by bahwi ( 43111 ) on Wednesday March 15, 2006 @03:59PM (#14926788)
    I think DDO is more of a mainstream game for the casual gamer, not for the die hard gamers. Sorry, WoW never interested me, if you didn't play daily you lost out on way too much and it was hard to either catch up with friends or find a new group. FFXI was too much crafting pointlessness and it felt like they were leading you on your path all the time.

    DDO is just fine to pick up once a week, easy to use, quick to group, and the dungeons are a good hour or two and you can be done for the night.

    People either love it or hate it, and most of the people who hate it are on other MMORPG's while the ones who love it have a nice mix of other MMO's and people who weren't playing anything before(like me).

    "It's not for the casual gamer because it's impossible to play on your own. "

    Huh? Click LFG in the social menu and in about 10 minutes normally(normally much less) you're grouped. What are you talking about?

    Sorry, but tell me when WoW gets to this level of gameplay(not quality, not features, not content, just the quality of actually playing the game, I know WoW beats it on features and content, and quality is up for debate since it's still in it's rocky start, like WoW was).
  • Also to the point. (Score:2, Insightful)

    by gentimjs ( 930934 ) on Wednesday March 15, 2006 @04:00PM (#14926798) Journal
    Until they have a solaris/sparc version, I'll be sticking with text MUDs. kthxbye. Sadly, the majority of games developers dont seem to give half a shiznit about platforms other than WindowsXP (and vista soon) .. im not saying they SHOULD care about porting thier game to a serious minority platform (such as mine), im just pointing out that they DONT.
  • by ArmedLemming ( 18042 ) on Wednesday March 15, 2006 @04:04PM (#14926832)
    "In other words, you're going to do a lot of missing. This gets frustrating very very quickly. In fact, it's gets just boring after a while."

    What's interesting to me is the philosophy behind this statement.

    Perhaps it's a little more realistic to believe one will miss alot during a battle? Maybe it's boring because we've all been spoiled by automatic action gaming that doesn't require much in the way of character dexterity while fighting? I'd like to think that if one maneuvers their character well during a fight, they'll land more hits. And while it still may be abit boring to those used to rapid XP gain, I think it's truer to the original aspects of the tabletop D&D I used to play.

    "They jump around, move out of range, and generally do their best not to get killed. That means that in addition to repeatedly clicking on your opponent you're going to be trying to follow their movements. It's all too dang chaotic to be truly fun."

    Sounds more realistic to me. Perhaps this game will filter out the less diehard players and leave only the more serious gamers? I wonder if the MMO player-base has grown enough to sustain a game like this where it requires more skill and dedication (as in you'd have to be pretty dedicated to play this game if it's as boring as you've said it is)? Actually, I'd like to think it has, and additionally, I'd like to think that this game wouldn't change much to accomodate the people who want a fantasy MMO where you don't have to be particularly good, you just have to know when to hit the attack key...

    I personally hope that this fighting model for MMO takes off and is incorporated in more games...

  • by Anonymous Coward on Wednesday March 15, 2006 @04:05PM (#14926840)
    Experience points are only handed out at the end of the mission, when quest objectives are completed.

    Good, I say. This is keeping in line with pen-and-paper D&D, the idea that there is offscreen training and what-not involved in actually "levelling up"

    But really, anything to get away from the standard MMPORG grind would be great. Why do most games hand out experience as if everyone is playing a fighter? How about doling out XP for using class skills successfully?

    Instead of levelling up solely by killing one identical monster after another, a healer should get experience for successfully using healing and protection spells to aid the party-- and the riskier the situation the better. A rogue should get XP for disarming traps, successfully stealing and backstabbing, etc.
  • by urikkiru ( 801560 ) on Wednesday March 15, 2006 @04:05PM (#14926844) Journal
    Something that seems to be missing from all MMORPGS, is stories. Tabletop role play was about epic stories, and interaction with people on your adventures. MMORPGS seem to be about killing things and collecting loot. I didn't play DnD with friends for getting cool magical swords. After all, all it took was writing in a cool item on your character sheet to 'have it' anyway. Also, DM's are famous for scaling their adventures to the players stats/skills/items anyway, so leveling up was simply a way to keep score, not the goal in mind.

    I played such games for *stories*. Things to tantalize my mind, to experience in a more direct role. I look at a role playing session as like experiencing an epic tale that I can have a direct hand in. All attempts to recreate that in a digital form for MMORPGS have failed dismally in my opinion. Even WoW.

    Is it so hard to create some gameplay that is more like playing the Baldur's Gate style games? Or Planescape Torment? Most of the single player RPG's manage this pretty well. What about NWN? That game has managed a multiplayer component that has virtually no rivals in the digital age, purely from it's lack of centralized multiplayer, and by allowing players to create their own content. These are all food for thought I think, although I'll stop rambling now about this, as I could go on for a while.
  • Two problems (Score:5, Insightful)

    by Arandir ( 19206 ) on Wednesday March 15, 2006 @04:14PM (#14926923) Homepage Journal
    You are facing two problems. The first is that it's very hard to translate a paper-and-dice RPG to computer, regardless if it's a MUD, MMORPG, CRPG, etc. The reasons for this are myriad.

    The second problem, however, is that you might be confused as to what "D&D" actually is. It's a rules set for apaper-and-dice RPG. It has nothing to do with milieu, setting, or environment. A D&D game could be set in Greyhawk, Forgettable Realms, Middle Earth, or your own setting. It could have every monster in the Monster Manual I and II, or it might have none of them. It might have trolls, but not the typical regenerating trolls. It could have twenty different races, or it might have just humans. The point is, D&D is a set of rules, nothing more.

    Now that I've thought about it a bit more, my unhumble opinion is that wanting a "D&D" MMORPG is silly. There's so much a MMORPG can offer, that wanting it limited by a set of tabletop rules is dumb. It's like wanting a word processor to be limited to the concept of a pencil. An MMORPG can use *REAL* statistic probabilities instead of rolling a silly s20. Why use hitpoints when you can now calculate damage based precise hit location, armor covering and layering, weapon aspect, wound types, etc? Even with the grossly simplified and abstracted combat necessary for performance, a computer is still going to give you a combat experience that would otherwise take you pages and pages charts and tables in a tabletop game. And that's just combat! Imagine would it could do for skills such as lockpicking, trap detection, spell research, weaponcrafting, ale brewing and literacy!
  • Review, short form (Score:5, Insightful)

    by Minwee ( 522556 ) <dcr@neverwhen.org> on Wednesday March 15, 2006 @04:15PM (#14926930) Homepage
    This follows the general pattern of most reviews I have seen of DDO, or any other new game released since early 2004 for that matter. Let me see if I can sum it up a bit:

    "It's pretty, but it's not World of Warcraft. I like World of Warcraft, and am accustomed to how World of Warcraft plays. The parts of this which are like World of Warcraft are good, but the parts which are different (from World of Warcraft) are obviously bad decisions. I'm going to go back to playing World of Warcraft, and if you like World of Warcraft like I like World of Warcraft, you should just keep on playing World of Warcraft instead of this game, which is not World of Warcraft."

  • by The Rizz ( 1319 ) on Wednesday March 15, 2006 @04:18PM (#14926962)
    > It is not possible to play Dungeons and Dragons Online solo.
    Anyone else out there really disappointed by this?


    I am. If I've only got 20-30 minutes free to play at some point (which is very common), it would be nice to be able to sit down and play the game, and not just pop in and sit there for 10+ minutes trying to find a party to work with. In contrast, if you play Neverwinter Nights you generally can just pop in and play, even if you don't have a party. It's more difficult, but generally do-able.

    If ~50% of my time in a game is spent waiting to play, I think I'll move to something else, TYVM.
  • Shift to dodge (Score:2, Insightful)

    by jzuska ( 65827 ) on Wednesday March 15, 2006 @04:19PM (#14926967) Homepage
    How exactly is pressing shift to dodge an attack REAL d&d. Shouldnt it be calculated hrmmmmmmmmmmm. This was an okay game till my first fight, then I was pissed. oh and loading..........
  • by Anonymous Coward on Wednesday March 15, 2006 @04:19PM (#14926972)
    was immersion. When I used to play table-top DnD, what really captured me was the fact that my character was an interactive part of the world around them physically, and more important, socially. If I was the captain of an army and deserted them right before a pivotal battle, the GM made damn sure my character became notorious and was remembered by their former comrades. Sure, MMOs have some really stunning graphics now, but eye candy only goes so far in creating an immersive feeling.

    I think a system that would help would be to hire online GMs. These GMs should be given the power to change all kinds of aspects of the game, like geography and NPC status to reflect the actions of the players. If a bunch of players band together and raid a goblin village, any GM online at the time that witnesses the raid could change the village by either adding ogre mercs that the goblins hired or making the village deserted representing a decision by the goblins to relocate to somewhere safer. These companies pay for people to keep up their network systems, maybe they could pay people to keep up the virtual systems, too.
  • by garylian ( 870843 ) on Wednesday March 15, 2006 @04:22PM (#14926998)
    Yes, the game has only been live for a short period of time, but the article is pretty accurate.

    I actually enjoyed the combat that came along with DDO as opposed to EQ or WoW. And the mob AI is probably the best I have seen in any of the MMOs I have played in. Those kobolds jumping around mean that you have to chase them, and that's a -4 to hit unless you used a Feat to offset it. They don't make themselves easy to kill. That's refreshing.

    While some of the powergamers will hit lvl 10 fairly quick, this game isn't designed around the power gamer, imo. And there is nothing wrong with that. Power gamers will enjoy V:SoH in all likelyhood. If the author only played for a month, I am not sure how many levels they got with a single character. My highest in beta with over a month of time put in on that toon, playing most nights for 4 or more hours, was lvl 6.4, a cleric. Lack of content and the moving of game worlds for the last few weeks hurt grouping, but lvl 7.x would have been my best attempt.

    The real problem is the lack of other quests to do, and the diminishing returns you get on repeating quests. There is no way to get to level 10 without repeating many quests. That is just poor planning. I am sure most players that had extended beta time like I did, knew every nook and cranny of the WaterWorks dungeons. We knew all the trap locations. We knew all the secret doors. We knew if we needed a certain stat at a certain score to open a certain door. That's a problem. Just having random traps would have made a world of difference for some of it. The game is too static for its quests and layouts.

    I don't mind the lack of solo content. Really, you are playing a MMO game. Why do people have this overwhelming need to go online and play a game where thousands of other people are playing, and not work with any of them? What's the point of it? And who played D&D in whatever form (D&D, AD&D, 2e, 3, 3.5, whatever) with just one DM and one person playing one toon? I wouldn't have wasted my time as a DM creating content for a single person and a single toon. And I hate to see MMO developers waste time creating solo content for a game designed to have thousands of toons online simultaneously. Also, solo content tends to get abused by multiple player groups doing the content because it's easy. I say, no thanks.

    Having said that, being with a regular group of people to group with will make the gameplay outstanding. The game is designed with a 4 person group as the standard, but takes up to 6. Get yourself a cleric, rogue, front line fighter, and a caster, throw in 2 of any class as a regular group, and you will quickly become a cohesive fighting group. I found having a 2nd cleric made the game go really fast, especially when you started hitting a lot of undead.

    This is no different from WoW or EQ, as well as most other games. Those people that form regular groups with people they know and have learned to trust, get a better gameplay experience. It's the same reason military units train in squads with the same people. In order to be a team, you have to work as one. So, criticizing DDO for not having solo content seems a little odd, when it's the way it *should* be.

    One thing the article didn't mention was the different way that loot is handled in DDO. Semi-similar to the COH/V model, you don't get a choice of what loot you get, and you don't roll on it. Unlike COH/V, you can see what others got in a chest if you look fast enough, but you can't say "I want that, I'm gonna roll on it" and have a chance to win it. You have to ask for something, the other person has to loot it, and then you have to trade. Lack of loot hassles made the game a lot more enjoyable. Add in no "bind on pickup/bind on equip" for items (that I ever saw) and you have a lot less arguing. Pickup groups were less hostile due to this feature alone.

    It shall be interesting to see how the time goes. I was in the beta for more than 2 months, and purchased the game. I haven't played much due to the stork being close to showing up, but I have enjoyed my time in it. No game is perfect, but DDO got a lot more right than it got wrong, imo.
  • by dc29A ( 636871 ) on Wednesday March 15, 2006 @04:37PM (#14927129)
    "It's not for the casual gamer because it's impossible to play on your own. "

    Huh? Click LFG in the social menu and in about 10 minutes normally(normally much less) you're grouped. What are you talking about?


    You forgot to add that in pickup groups you get some idiots who are completely incompetent. You got people going AFK to let the dog out. You got people lost and you wait. All this adds up. If you are a casual gamer, avoid this game like the black plague.

    I've given up on it when I had to group constantly, even at level 1. I was constantly dependent on other players' play time, competence and whatnot. I just couldn't do what I do in WoW: log on at weird times and have my Avatar progress through the game. I just dread to imagine semi-filler semi-useless classes like barbarians and rangers. I played a cleric and still got fed up with constant waiting and clueless players.
  • Few things (Score:2, Insightful)

    by Gorkamecha ( 948294 ) on Wednesday March 15, 2006 @04:43PM (#14927193)
    On the subject of humans.....I believe it's less a social statement and more of a power gaming statement. Humans have the best "long term" build. While the other races have interesting bonuses, few outweight the almighty bonus feat/bonus skill points. And as was said, you need a team, unfortunately, you can always guarantee yourself a team...so you need to build a power timmy if you want to get your play in. As for graphics and sprites, having played WoW were just about every piece of gear has an effect on your character to go back to the rather lame "well your armor changes...and it looks like everyone elses" sucks. Also XP debt isn't that big of deal in games where you can go grind and "fix" the damage. Unfortunately, since there is no way to grind, the only way to fix the debt is to replay a mission. That doesn't seem very table top to me. I've never turned to my DM and asked him if we could replay a module.... Finally, and most damning of all...is that the instances are the same every single time. To the point that I was casting spells around the corner to catch creatures as they spawned on my screen. Not a lot of replay value in that. ONE MORE THING: What's with the walkways without guard rails? Falling to your death, because you slipped off the stairs is lame. LAME. WoW did this in the beginning, then they went back and fixed them. Seriously people, WoW is not perfect...but if your building a brand new game learn from someone elses mistakes!!!
  • by looty ( 961439 ) on Wednesday March 15, 2006 @04:46PM (#14927241)
    ... is that a good story is ultimately about the meeting between a character and a world that leaves both character and world changed. You cannot really do this in an MMO, at least at this point, because the world is ultimately static.

    Yes, you can have the illusion of story, if you ignore the fact that the "story" isn't so much progressing as resetting for the next person to come along. But in the end, an MMO is more like one of those rides you see at Disneyland, where you sit in a little car and move through an endlessly-repeating animatronic "story time."

    Maybe some day, let us hope, someone will be clever enough to figure out a way to create a virtual world that is dynamic. Until then ...

  • by Foochee ( 896249 ) on Wednesday March 15, 2006 @04:56PM (#14927333)
    The classes available are typical to what you'd find in most MMOGs; With good reason, as most MMOGs stole their class concepts from D&D in the first place.
    And D&D stole them from Tolkien's LotR.
  • by zerocommazero ( 837043 ) on Wednesday March 15, 2006 @04:58PM (#14927351)
    The biggest problem is coming up with great stories for each individual player. Then somehow managing all that into the current game involving all the players. You can't have a great story without some kind of changes to your character and the environment in general. That's what I would expect. like a story where your group disposes of a dragon or wipes out a troll army or stops a pirate fleet. Now that dragon or troll army or fleet is gone forever and those implications should affect the game world for everyone to be realistic. There are environmental effects to take into consideration in order to make each story individual and still have meaning. Oh well, maybe some day. I don't think you'll ever see a MMORPG with that ambition. It would probably be best for a MMORPG to have multiple copies of the main gaming world which could have only so many players (250-1000 depending on scope and size). And kind of like the old Sliders TV show, each "dimension" has its own history of events that have or will have taken place. Just think you could create implications that affect the gaming world for everyone playing. And, if you don't like it, you could jump to another dimension with your gruff school teacher. This would definitely make everyone feel more involved. These casual/cookie cutter quests that are run through in the typical MMORPG don't make an RPG in my opinion.
  • by Qbertino ( 265505 ) <moiraNO@SPAMmodparlor.com> on Wednesday March 15, 2006 @05:09PM (#14927457)
    So you got modded insightfull? Fine. May I add some insight? ...

    I got WoW and installed it. I've never ever played an MMORPG before. It took me aprox. 30 seconds to get going with the game. The people I know that play MMORPGs have been buying GuildWars just to get away from WoW and give other games a chance and yet they come back to WoW.
    It's hardware specs aren't insane, a n00b can play it and if I log on after 4 weeks I don't feel like I need another 2 days to get into it again.
    Remember StarCraft? It had a max resolution that was allready considered pointless back then. Yet it literally crushed the market and it is still considered one of the best RTS games ever.
    Why is that?
    Blizzards playtests.
    It's that simple.
    Playtesting is a core component of development with blizzard. SC was playtested for two years!. How else do you think they could balance 3 factions so well? Something NOBODY has achieved again since then. And the same goes for WoW. A year and more is allways part of their developement. That's the reason WoW rules todays MMORPG scene. They get the medium to higher specs of todays PCs, and develop for those for a few years, allways counting that extra year of playtesting and balancing and tweaking. Thus Blizzard gives you games that A) Are finished. B) Don't suck. C) Run on normal PCs. D) Run stable. (Updates on Blizzard games allmost exclusively cover balacing, rules and game mechanic issues) E) Stay very fun for an allmost indefinite time. Ergo: Blizzard rules.

    I recently checked out EQ2 (sucked royally) and talked to a MMORPG fan that has his share of GuildWars and other accounts. His comment went like this: >>WoW is the ticket. It currently doesn't get any better so don't waste your time if your not a fulltime gamer.
    Given Blizzards track record I'm inclined to believe that.
  • Re:From the FAQ (Score:4, Insightful)

    by petsounds ( 593538 ) on Wednesday March 15, 2006 @05:43PM (#14927817)
    While some may think that Mac OS X is still a fringe OS compared to Windows, I have noticed more and more WoW players that I know choosing iBooks and PowerBooks for their "portable" WoW experience. The main reason for this is the price-performance ratio of having a good video card coming standard in the Mac portables. As we have seen as a general trend on slashdot, a lot of techies have migrated to Macs. A lot of these techies also play MMOs and other games.

    I think that MMO developers (and other genres) are being very short-sighted by discounting Mac development. While the overall market share of Macs probably hasn't increased much in the past couple years, I wouldn't be surprised if the market share of hardcore gamers using Macs has gone up quite a bit.

    The one "excuse" I am seeing from PC game developers over and over when dismissing the possibility of a Mac version is that they coded their game using DirectX. So it would seem that there is a wide-open opportunity for a middleware developer to create a DirectX wrapper for use under OS X. Unless game developers start embracing OpenGL more, this is probably the only way we'll see an increase in Mac development from smaller game studios.
  • Re:Two problems (Score:4, Insightful)

    by TekGoNos ( 748138 ) on Wednesday March 15, 2006 @05:52PM (#14927913) Journal
    Eaxctly, DDO is combining
    the limited complexity rules from a table top game with
    the limited interactivity and freedom of action of a computer game
  • by NetFu ( 155538 ) on Wednesday March 15, 2006 @05:53PM (#14927931) Homepage Journal
    Wow, you must be a game company marketing exec, or must have been brainwashed by one!

    The fact is that there are a lot of people (especially today) who use Windows PC's AND Mac PC's, but in slightly different settings. For some, it's Windows at work, Mac at home. For others, like me, it's Windows/Linux in the home office, Mac(s) in the living room.

    Since I play my games in the living room so I can relax near my family, the TV isn't dedicated to a console box. We use the Macs in the living room for kids stuff and casual home/family/work stuff. The Windows/Linux boxes in my home office are used for hardcore work, servers, and truly solo gaming (late at night or early in the morning when I'm really playing solo).

    I play WoW because I can play on any Mac in the living room or any "box" in the home office. Half-Life 2 is worth playing in my home office because I can pick it up and play it any time I decide to game solo.

    WoW can be played by casual gamers so it conforms to your schedule (running on whatever PC you have where you are), or hardcore gamers who arrange their lives around their MMO gaming with friends.

    I'm seeing the same problems with DDO that the reviewer is seeing, that the game developer seems to be intentionally blocking out certain groups from even playing the game. Not just Mac users, but casual gamers, people who have lives, etc.

    The lack of Mac support compared to DDO's prime competitor, WoW, is just one indicator of the fact that DDO is really only made for people who already sit down to play tabletop D&D every week at a scheduled time. Or, at least in drawing gamers into that traditional D&D-style gameplay.

    That's fine, but it's not going to get them anywhere near a mainstream audience. I can't see them going beyond the niche tabletop D&D players and possibly DDO LAN parties. That's probably what they want, so I hope the company who developed DDO doesn't expect much revenue, or this will be the shortest-lived MMO in HISTORY.
  • Re:Table Based (Score:2, Insightful)

    by filterban ( 916724 ) on Wednesday March 15, 2006 @06:10PM (#14928109) Homepage Journal
    1) I dont know of any comp game that allows such brawls, but I might be mistaken.

    World of Warcraft allows dueling between friendly players. The loser "kneels" and the fight results are broadcast to nearby players.

    Though, all of your points are excellent. Tabletop gaming is fun for reasons that just can't be duplicated on computers (yet).

    An example: one of my friends was a mage that pretended to be a warrior. He carried around a sword at all times. (He never hit anything with it, and sometimes would hurt himself, but it was fun for intimidating monsters and players. It also was funny.) You can't do that kind of original thing, generally, in a computer game because gosh darn it - Mages just *don't* use swords!

    Tabletop gaming will exist for a long, long time.

  • by Arkhan ( 240130 ) on Wednesday March 15, 2006 @06:23PM (#14928246)
    It feels like most of the negative reviews of DDO I have seen thus far on the net are from people in two groups:

    1. Those who dislike MMOs, but love PnP D&D, and are upset that DDO does not have a human gamemaster who can generate infinite variety and choice of path.

    2. Those who are in love with a current MMO, and are upset that DDO is not "EQ with D&D terms" or "WoW with D&D setting".

    What has the g/f and I (and several of our friends) sucked into DDO is that it addresses so many of the things we did _not_ like about other MMOs. Boring combat? Gone. Lack of strategy? Gone. Easy mode? Gone. Time sinks? Gone. Downtime? Gone. Rogues as uber-warriors instead of thieves? Gone. Static play environment where nothing changes? Gone. Dungeon as "scenery" that is 99.9% noninteractive? Gone. Dungeon as "place to stick 1000 monsters to slog through"? Gone.

    This review, in particular, seems to come from someone who not only has not played the game much, but also has not read the manual or explored the interface. Truthfully, it sounds like someone who has read all of the complaints on various discussion forums, and is summarizing them, without ever having played the game itself.

    The review complains of the "inhumanity" of the Warforged. I think that was the point. They are very inhuman and little distinction is drawn between male and female. This was enough to turn my g/f off of playing one, in fact -- but that's okay! The Warforged are different! Here we have a character who can come built-in with his own armor and other benefits from day one, but suffers the inability to actually wear "real" armor that others wear. It is interesting and different. That's a good thing.

    The review complains (repeatedly) about the click-fest that is combat. (Tell that to the millions of people happily and madly clicking on Diablo for the past 10 years.) The click-fest is _optional_. The very first icon on your default toolbar is auto-attack. Don't want to click? Click once.

    Single-click combat is actually useful in DDO, because the game allows (forces?) you, the player, to take an active role in combat. Your character does not block. You do. Your character does not tumble or evade. You do. If you don't, neither does he. Single-click combat allows you to more precisely time your swings between your opponent's swings and spend more time blocking or evading his attacks.

    If you're playing the game by running straight up to an enemy and right-clicking on him til he dies, you're going about it all wrong and will enjoy less combat success than someone who advances carefully, choses a defensible position, blocks, tumbles, tries to set ambushes, etc.

    The article states incorrectly that a natural 20 is a critical hit. It is not. A natural 20 is an automatic hit and nothing more. Each weapon has a critical hit range, which can be 20 only, 19-20, 18-20, etc. If you roll in that range on the die, the computer makes a *second* die roll. If the second roll hits, you score a critical. If the second roll misses, you score a normal hit.

    "It is all too dang chaotic to be truly fun." The chaos is the *reason* it is fun. DDO captures the feel of real combat in a way no other MMO has. Monsters can not walk through each other. They can't stand on each other to attack you. They can't walk through you, either. Want to have the fighter block a doorway with his body while the mage stands behind him (in safety) and fires spells over his shoulder? It actually _works_.

    The monsters are intelligent. Rogue-ish monsters will hide, sneak around the back of the battle, and try to sneak attack vulnerable characters... but you CAN see or hear them coming, if you're paying attention, and intercept them (or light them on fire, my favorite).

    The game rewards planning and coordination.

    The environment is truly dynamic! Because everything is instanced, the game can really respond to events. Traps are common, varied, and devilish. Monsters
  • by johnus ( 11641 ) on Wednesday March 15, 2006 @07:47PM (#14928914) Homepage
    I believe you both mispelled "publishers".

    why spend money making games for mac (what, 5% marketshare?) or linux (1% desktop?)?

    especially for linux, where people don't want to pay for it... :P
  • by Minwee ( 522556 ) <dcr@neverwhen.org> on Wednesday March 15, 2006 @09:02PM (#14929404) Homepage
    Making armor in SWG using materials gotten from around the galaxy was just as much fun for many players as even playing the game

    I have played that game and that's what I call "damning with faint praise". Making armour in SWG using materials gotten from around the galaxy was just as much fun as a root canal for many players. Heck, a lot of people said the same thing about playing SWG, so your original comparison still holds.

    What CoH had was DIFFERENCE. Unlike every other major MMO on the market at the time it wasn't a mimeographed copy of Ultima Online and Everquest. It threw away the "must get more gear" grind that was the whole end-game of Everquest, tossed the tacked-on time and money sink that was crafting, and focused on making the core gameplay fun.

    I won't say that it was a perfect game, but it did break away from the "Dungeons and Dragons Online" mold that the market was wallowing in at the time. That is the kind of thing that Gordon was talking about when he said "We're doing the same s--t over and over again." Look at what was on the MMO market when CoH was released: Ultima Online, a Swords and Sorcery fantasy RPG, Everquest, a Swords and Sorcery fantasy RPG, Asheron's Call, a Swords and Sorcery fantasy RPG, Dark Age of Camelot, a Swords and Sorcery fantasy RPG, Anarchy Online, a Swords and Sorcery fantasy RPG thinly disguised as SF, Lineage, a Swords and Sorcery fantasy RPG, Meridian 59, a Swords and Sorcery fantasy RPG... The list goes on and on. What's more, just about every other game in development at the time was the same thing: A copy of UO and EQ with the serial numbers filed off and a few bits of chrome stuck on top to make it look like something new.

    City of Heroes tried to break that mold and try something new, and a number of people liked it. You may not have, but if everybody all liked the same thing we would still be playing Pong.

Disclaimer: "These opinions are my own, though for a small fee they be yours too." -- Dave Haynie

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