Cross posting this as I’m a vain bastard and want everybody to see it when I write a 3 page monologue.
WORLD OF WARCRAFT REVIEW
After having played WoW for a months now, I think it’s high time for a little review. So far I managed to advance my warlock to level 30, a warrior to level 12 and a mage to level 10 - obviously I’m a long shot away from those kids who had level 60 chars in 2 weeks time, but I’ll pretend to know what I’m talking about anyway
On the surface WoW is a typical representative of its genre. Nevertheless, true to company tradition, Blizzard managed to take several bad aspects from other MMORPGs, e.g. timesinks, and give them a positive or at least less annoying spin.
Unfortunately some of the illnesses from the infant stages of computer roleplaying games have survived to this day. For example there are several plants that you can pick with the herbalism skill and which can be used for the alchemy skill. Those plants each have a level assigned to them, so that you can only pick a flower, when you’re proficient enough to dig it out of the ground. Fair enough. What’s pretty dumb (imho, ymmv) though is that no matter where you are, there are always the same plants. If we’re in the newbie orc desert, there will be the peacebloom and silverleaf, just like in the elven newbie forest…
Then there is the whole nonsense about level scaling so that a level 3 character is thrice as good as a level 1 character. This has some pretty nasty repercussions for the pvp system, but I guess I can’t complain about something that is rooted so deeply into gamers’ and gamedesigners’ subconsciousness…
I’ll do so nonetheless: A linear scaled level system with a slope of 1 is the worst thing to have ever happened to multiplayer computer roleplaying games. What’s fine in a pen and paper session or even a single player rpg simply does NOT work for multiplayer games. Oh well, I guess one of these days I have to continue working on my own game.
PLAYER VS PLAYER
Anyway, this brings me right to the next topic, namely pvp. When engaging in player vs player combat, there are a multitude of factors that’ll influence the outcome - potions, spells, skillpoint allocation, player skills. In fact it’s a highly complex process, but due to superior observation skills and numerous fieldtests, I was able to figure out the underlying principle: The character with the higher level wins. That’s pretty much all there is to it.
Of course this has the consequence that low level areas of faction one are camped by high level characters of faction b to wipe out those low level dudes, before they advance and harrass the lowbies of faction b.
I’m pretty shocked that Blizzard merely copied other people’s shoddy ideas here, when they could have copied good ideas in addition to a few ideas of their own warcraft series. I would have put in goldmines and such from the warcraft universe in the contested areas. Then, those mines and outposts could be captured unreal tournament style (there was this gameplay mode where you had to touch and colour in flags and they’d give you points over time as long as they were your colour) and would yield some benefit for the conquering faction. That’d get people to fight meaningful battles instead of reducing pvp to skill-free newbie nuking fests.
Those harrassment moves do have some merit when they’re done in a raiding party and you’re attacking another city. The high level city guards are protecting the towns and so they are the number one target and not some low level suckers that won’t survive a hit anyway.
http://users.baer.rwth-aachen.de/~optimus/files/a.jpg
Here you can see our little raiding party in tarren mills, shortly before the signal to march is given.
http://users.baer.rwth-aachen.de/~optimus/files/b.jpg
So far so good, we’re killing the guards. Someone had the idea to attack the windrider master, so that the influx of high level alliance players, who rushed to the town’s defense, would be stopped. What the guy didn’t know was that the npc unleashed several griffons that attacked us in response.
http://users.baer.rwth-aachen.de/~optimus/files/c.jpg
The rout can be seen above. After that I saw several griffins landing and just like in a real battle chaos ensued and our lines crumbled. Not a successful, but still funny, raid. The guildmasters decided afterwards that only level 40+ characters will be invited to raids in the future…
PARTY
A party consists of 5 people at most, but a lot of quests can be done alone. Specific dungeons called instances require you to team up with 4 others players as they are impossible to solve alone and are insanely hard with incomplete groups. Those instances are zones that will be created specifically for your party so no other person can enter and kill-steal the monsters. That in itself is a good idea, but the difficulty factor and time investment of instances are a big minus. All in all, they appear to be poorly thought out, despite a good premise.
Due to the aforementioned level gap, it’s hard to mix groups of people with vastly differing levels. This rift is even increased by having low level monsters yield 0 experience to high level players. To a high level, the playing time with a low level character is essentially lost time, which is a shame when you try to arrange games with a couple of friends who don’t have an equal amount of time to burn on the game and to raise their characters at the same pace.
Again, this is a flaw of the direct transfer between pen & paper and multiplayer games - what’s working for one medium simply doesn’t work for the other. I wish gamedesigners would see that already.
QUESTS (or “Story? What story?”)
The quests you get are mostly your garden variety kind of thing, kill x monsters of type y here, gather z items there. A few unconventional quests stand out, but mostly it’s a run of the mill type of deal.
What’s getting to me is that you’re walking around aimlessly, taking and completing quests here and there… But to what end? In Diablo 1 & 2 you knew who the bad guy was and in case you forgot several cinematic cut scenes reminded you of the overall story. Not so in WoW, there simply is no story, it’s all about walking around in the Warcraft world, leveling your character and harrassing newbies.
Some provision to long term motivation needs to be made (again imho, ymmv), be it a quarterly changing storyline or a simple highscore list. Heck, even Pacman had a highscore list, but there doesn’t seem to be anything lasting achievable in WoW.
Don’t get me wrong, the game is fun and even addictive, but after hours of playing, I always sit back and wonder “Gee, where did all that time go? What’s more, what did I accomplish in that time???”
This leads me right to
TIMESINKS
It’s another (un)necessary evil relic from other MMORPGs. The perfect timesink has to slow down the player, so that he doesn’t get to see everything there is yet and has to fork over more of that monthly fee, but they can’t slow down the player to the point of annoying him, lest he might cancel his subscription in disgust.
In Ragnarok Online the waiting time between monster respawns of an important type, the healing time and other such things were exactly that - annoying to the point of turning me off of the game. WoW strikes a good balance as time sinks - you need to walk back to your corpse after you die, traveltimes even with griffins and bats available, respawn times, healing times, etc. - aren’t a pain in the ass. It’s funny to fly around with a bat initially. However, after a while you do realize that they’re a big waste of time and don’t really add anything to the game. One more angle, where I’d improve on the genre.
HOW DOES IT COMPARE TO OTHER GAMES AND FINAL VERDICT
World of Warcraft is a nice game to play if you’re willing to shell out money for the privilege to play. It’s Diablo2 in 3d, but with more quests and less story. Personally I think it’s not even close to the game I have in my mind and would like to play (if only I had the time, motivation and funds to create that), but due to the fact that I’ve played till 2 in the morning on weekdays and killed a whole sunday playing 12 hours in a row, I’m giving it at least one thumb up. The goal is to reach level 60 by May when my subscription runs out, so that I don’t regret not renewing it.