|
In terms of basic interface, and the code-like chat commands, do you think there's room for MMOs to get more streamlined and friendly? Facebook and other social services are becoming so prevalent, I think people would respond well to a smoother social experience in-game.
MJ: Absolutely. I think we've done some of that, and I think there's going to be more. The MMO genre is relatively new, compared to the game industry. People have been making computer games for decades and decades -- even PC computer games started in the late 70s or early 80s. You've got 30 years of PC computer games, but you only have true MMOs for 11. Online games were well before that, of course -- I made my first online game over 20 years ago, but true MMOs have been 11 or 12 years.
We've got a long way to go before we even catch up. I think there's a heck of a lot of ways we can streamline the process more, making it more intuitive, and I think we've done some of that. We've tried to do things, like the tome of knowledge, to make the whole game come alive -- everywhere you go, everything you do is recorded, and you unlock things constantly. That's a very different dynamic.
The other thing we've tried to do, and this requires taking a holistic approach to the entire game -- if you look at MMOs historically, there's always been a lot of downtime. You want people to stay a subscriber, so there's lot of downtime, and they can't spend all their time leveling. You can see it in every MMO. If you look as a designer, they're putting this in as a timesink, and that's another timesink, and that's another timesink. We've tried to streamline that and strip it down to the bare minimum.
I mean, we don't want people to die in an instance and then immediately pop back up where they died. But the way we've designed it, as a first-level player, you're surrounded by things to do. And even as an RvR player, if you don't want to wait until you can get into open RvR, you can right there start doing PvP things. We don't make you travel half the world to join in; it's right there for you. Your PvP is right there; your RvR is right there. All the areas have public quests. We're trying to take the serious downtime out of the equation. We don't want you sitting on your butt.
Doesn't that start creating difficult amounts of necessary content?
MJ: Yes, which is why we've spent so much time and money on creating so much content and so many classes. But also, our endgame is RvR. When your endgame is PvE, when you're done, you're done. "I've done all the quests, now what?" Well, you can play another class -- fair enough. We have 20 other classes. Most other games don't have that many.
But in an RvR game, you level to the top, and you can still do RvR, and you can still get rewards. And since it's RvR, it's different every night. When you're playing against a monster, you know darn well that even if the AI code is really clever, it will react the exact same way. Players are different every time.
You could go into RvR with your same group, and have a different result -- not because the designer said there's a 99% chance you won't get this thing, and you have to do it a thousand times before you get the item. It doesn't work that way. You could fight a group as good as you are -- or maybe better, or worse. It's like football -- on any given Sunday, any team could beat any other team.
Obviously, if you're level 1s, and you're going up against a bunch of level 40s, you're not going to win. But when you're close, or even, guess what? All sorts of interesting things can happen. And not because we've dictated it, but a lot of it is going to be skill and tactics. That's what makes it challenging, and that's what makes it compelling long-term, just like it was in Dark Age of Camelot.
|
And like Mark says, they're up for a good competition with WoW. Judging by how Blizzard is changing WoW, Mythic is doing something right. Siege Weapons? Battle Healers? Coming soon in Lich King. Congratulations to all the hard work the Mythic team has put in.
My only critique, and I see this in a lot of games that compete with Blizzard, is RESPONSIVENESS. The biggest thing I notice between Blizzard games and the others (try Titan Quest vs. Diablo II) is that in Blizzard games, my mouse clicks and keyboard presses are met almost instantly with some in-game action. WAR has a consistent .5 to 1 second lag on the inventory screen (try reorganizing your items), and in combat ("hey where'd he go? OH, I'M DEAD"). WoW (and all other Blizzard games) is nearly instant.
Either way, I'm sticking with WAR for a while. RvR (and Renown) is a lot of fun. PQs are awesome. And the Guild related innovations really bring things together.
I have to say at first i thought it was a WoW clone, the interface and controls are identical, but WAR managed to get only the good part of it and made major improvements.
As a player looking for PvP, being able to get into action in a few minutes of gaming was extremely joyful, i'm currently level 15, have been playing it for 3 days, and till now i'm having a experience which WoW couldn't provide me, i can just log-in and have some quick action, develop my character a bit and quit, where WoW demanded minutes(maybe hours) of preparation/party-looking(not very casual friendly) to play and replay instanced content which werent really fun at all, but required to earn XP and better items...
Better items, so that players could beat biggers monsters... cause there wasn't much else to do, since World PVP was not only non-rewarding, but somewhat discouraged (dishonor)
WoW revolutionized the genre, but in my opinion its WAR making things now go in the right way, the "war is everywhere" concept kinda buffs me with bloodlust :)
Thought this was an interesting comment. As a 3 year WoW vet, I don't really agree. WoW is so massive (at this point, after an expansion and numerous content patches) that it's hard to pick one great thing about it. Some people PvP exclusively, some people Raid exclusively. Some people raid casually, and PvP to relieve post-office stress. Some people just farm mats, make gold and walk around in pimp gear, but never make it into an instance. Plus, it's hard to discover ANY of this if you are unable to meet a sizable group of people (20-300 players in a guild) and make friends, or at least working relationships, with most of them. The end-game, some of the real brilliant game design that Blizzard has conjured, will elude you without finding personal sustainability in a progression-oriented guild.
That said, I too have really enjoyed the immediate and pervasive RvR content, and have been pleasantly surprised by the PQs, in Warhmanner Online. I've logged about 12 gameplay hours and am starting to crave some of its nuance. I do, however, feel like the game is significantly less massive that it could be and eagerly await content patch announcements (they did, in fact, leave out two major cities amongst other things) and rumblings of XPacs.
All in all, kudos to the Mythic team. The game is everything an MMO should be and some fun new additions to the genre (Tome of Knowledge ftw!). They have a lot of potential over the next 2 years to chisel themselves a niche in the MMO mountain.