"); make(); } var browser=navigator.appName if (browser == "Netscape") { document.write(""); }*/ // *** Change this variable *** // should be the URL to the cgi script var path_to_cgi="/cgi-bin/tell_friend.cgi"; // You dont need to change anything else function tell_friend(){ path_to_cgi += '?url=' + escape(document.location); window.open(path_to_cgi,"FRIENDS01","STATUS=NO,TOOLBAR=NO,LOCATION=NO,DIRECTORIES=NO,COPYHISTORY=NO,MENU=NO,RESISABLE=NO,SCROLLBARS=YES,TOP=40,LEFT=20,WIDTH=300,HEIGHT=330"); }
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Previews: World of Warcraft
World of Warcraft, the MMO Game being developed by Blizzard Entertainment and published by Vivendi, building upon the past experiences of the Warcraft games, mixing RTS and RPG for what will no doubt be a game that stands alone. Olaf tells us why, in his continued journies from deep within the closed beta! If you missed his first part, and second parts, be sure to give it a read!
So far we've gone over the technical aspects of the game and the basics of gameplay. Today we are going to get a little deeper into the gameplay, based mostly on experiences with my 20th level Rogue. The subjects will be the death penalty, questing and grouping vs. soloing. Bring on the Rats! As I have mentioned before, the starter areas for each of the races are well crafted. They have a unique look and feel that is conveyed in the different types of terrain and architecture that are on display. They are alike in how they play across the races, however, and they are akin to the 'tutorial' mode you might find in a non-MMORPG. They work well, and they serve their purpose. The regions are relatively small. The quests are simple. Class trainers are easy to find and your basic vendor NPCs are where you need them to be. Most of the mobs in these regions are non-aggressive, and non-social. These areas are designed to be straightforward and low impact and the quests can be completed in the order you receive them with little difficulty. After about 90 minutes of gameplay, the quests in these areas will take your character to 5th level, and the last quest in each of them involves meeting with an NPC in an adjacent higher level region, a convenient and efficient gameplay devices that you will find repeated as you progress through the game.
Discretion is the Better Part of Valor Being a veteran of the genre, I was surprised to find myself dead for the first time at the tender level of 6, the victim of unchecked Kobold aggression. These weren't the Kobolds I was introduced to in Northshire Abbey! These guys were mean, aggro and social. This would be an ideal time to talk about the death penalty in WoW. When you die you are immediately given a dialogue box to release your spirit. If you don't have anyone in your party to resurrect you, and you don't have a Soulstone (no-rent items summoned by Warlocks that give 1 charge of self-resurrect) then you should just click to release. When you release you become a ghost, appearing at the region's equivalent of a bind stone. You have no control over where you appear. It depends completely on what region you die in. In ghost mode you run faster than normal, can breathe under water and are much harder for mobs to detect. Next to each of these bind stones are NPCs called Spirit Healers. These guys will resurrect you on the spot in return for some of your hard earned XP. You can't ever lose a level this way, but since XP is tracked on a per level basis, you can go negative XP in your current level if you die too soon. If you died alone in a dungeon, or someplace surrounded by elite mobs, then using the Spirit Healer might be a good idea.
For the most part the death system works well. The interruption in gameplay a death causes is penalty enough. Not everyone feels this way though, and some folks are lobbying Blizzard to make death more of an impediment, so that the game is more 'challenging'. I heard that in the alpha the penalty for using a Spirit Healer was almost non-existent but it was changed because people were using death to facilitate faster travel within a region. Oddly enough, when you are in ghost mode you do not have access to most of the interface. You can not open your friends list; you can't look at your quest log or your character sheet. You can run and you can chat, and you can check the map, that's it. Finally, player corpses litter the world for reasons unknown to me. When you die, you leave a corpse. When you get resurrected…the corpse remains in the game world for some period of hours. Thus, much to my chagrin, my pathetic attempts to curtail Kobold activity in the Goldshire region were on display to all passers-by.
Mechanically speaking, there are only a few different types of quests. So far each quest I have done has been some combination of the following basic tasks. Of course we have the standard FedEx, where you are yoked with dropping something off or picking something up, and sometimes just traveling somewhere and speaking with a particular NPC is enough. Then we have assassination missions, where you are tasked with taking a trophy from, or just plain disposing of, some kind of boss creature. Next up we have the slaughter quest, where you must kill X of some specific kind of mob. There are also quests where your job is to protect an NPC as he/she/it runs a gauntlet of some kind trying to get somewhere. So far these have been the rarest. Finally, my least favorite is the collection quest. These quests require you to collect Y number of some odd thing. The problem here is that the drop rates are inconsistent and also that these are the only kinds of quests where groups do not share the rewards. Ideally these drop rates will be tuned as the beta progresses and this will cease to be a problem. But despite this issue the pros outweigh the cons already when it comes to quests. In fact, the most significant improvement WoW brings to the MMORPG table is its take on that staple of fantasy role-playing. First off, there are a lot of them. And these aren't boring, randomly generated time sinks that some games offer. They are all hand crafted and, like many other things in WoW, they feel like they belong without coming across as clichéd. In each region there are a variety of one-off quests. Certain NPCs have something relatively simple they want done and you are the person they want to do it. A dwarvish brewer wants to experiment with his next batch of suds and wants you to grab some suspiciously named Shimmerweed from some unsuspecting Trolls. A bureaucrat left behind a personal bauble as he was running from a band of cutthroats who torched his farm, and wants it back. A lonely townswoman wants you to deliver a lunch to a patrolling guard for her. As I described, there are only a handful of different basic kinds of quests, but Blizzard put a lot of effort into differentiating them as much as possible by wrapping them up with nice flavor text.
The quests are not just interesting though. Unlike in much of the competition, leveling via quests is not only a viable way to advance your character, but encouraged within the game. Not only do quests drive you to explore new regions at mostly level appropriate times, but by providing meaty xp, cash and item rewards as compared to random mob farming, they encourage grouping (except for the collection quests)! It's genius. Finally, measurable progress can be made on many types of quests one chunk at a time. This is great for more casual players. The system as a whole works wonderfully, and it's a genre changing evolution. More than any other feature, it's why I think WoW is going to dethrone EQ. LFG! I know what the Ms mean, and it's not that I don't want to group, its just that I don't like the down time associated with getting people together, getting everyone on the same page and then finally getting down to business, especially when I might only have 45 minutes to play. In EQ, this tedium is magnified by requiring certain classes or skill sets for a particular encounter, or a 90- minute commitment from six people with very little time for interruptions or breaks. Thankfully, WoW does not have any of those issues, at least not up to level 20 and to the degree they were present in EQ. So far, one of the strengths of WoW is its combat. Its fast paced and involving, especially for classes like Warlocks and Rogues, who have a variety of either/or combat options to choose from in each fight.
The second region (Elvynn Forest for humans, as an example) for each race has quests mostly soloable, although you might have to think outside the box a little bit for a couple and go out of your way to complete them in order of difficulty, shooting for the green ones first. You are introduced to elite quests at some point, and these are not soloable. The third region for each race is about a 50/50 mix of quests that are soloable when you get them (I was 11 when I moved into Westfall, the third human region, for the first time), and quests you will need at least a partner for. You can, however, defer the third region of your race in favor of hitting the second region of an allied race. With my Rogue, I went to the Dwarven region of Dun Morogh after finishing up Elvynn Forest, and before doing too much of Westfall. The quests in DM were green/grey, but they were interesting and I also picked up some easy coin, and some much needed experience in skinning and leatherworking, my tradeskills of choice.
World of Warcraft makes more sense as a multiplayer game. You are rewarded for having a group and adding more people to it, and almost never are punished for banding together with people to do things. The other solo-limiting factor is the way the bulk of the xp is earned, from quest rewards. If too many of the quests were soloable in a given region right away, then character progression would be too fast and too easy. It's already pretty quick if you have a nucleus of friends/guildmates to draw on, because of the nice quest rewards. So, overall I am pleased with how the game handles soloing vs. grouping, and character advancement as a whole. I do wonder if this delicate balance will be preserved once the game gets more and more content added to it and the level cap gets raised. It strikes me as being too easy to powerlevel characters via quest rewards. Next week's piece will talk about some specific gameplay situations, both solo and in groups, from the perspective of my Rogue. The final piece in this series will talk about tradeskills. Part Four: It was Going to Be Tradeskills, It Changed! Discuss: Yes, there is another part! Questions? |
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