For a solid decade now, we've been playing these MMOs. We all have made some serious investments in the MMORPG genre. Those investments are not simply monetary. Many MMO players have devoted their lives, or at least their valuable free time, to these games. Time is a valuable currency, and as we get older (read: closer to the big fade) time seems to become both harder to come by and harder to dismiss as a limitless resource. Naturally stemming from that change in perspective is the lone shift we've seen in MMOs: reduced grinding. Many members of the MMO blognotti are on record saying that MMOs have not changed much over the past ten years, and they'd be right. Core mechanics have stayed the same, the player base has remained focused on core gamers and the stories told within our favorite massive titles haven't shifted far beyond cranky Dwarves and stuffy High Elves. Only a single factor has continued to spiral toward change and that is the level of grind observed in MMORPGs (It has gone down). All other elements have remained static. For ten years.Most game genres are allowed to rest on their laurels a bit. Puzzle games ranging from Tetris to Sodoku to the crossword puzzle need no innovation. Strategy wargames, computerized or tabletop, do not require much in the way of revolution. Even a relatively modern form of gaming, the almighty First Person Shooter, remains largely unchanged over the course of the past decade and suffers not an iota because of its sameness. These genres might already be perfect as they are. The game mechanics, simple or complex, are rooted permanently where they stand. Virtual worlds, RPGs and Massive games in general are nowhere near their potential. Not until we have environments nearing or exceeding those described in Snowcrash can we even begin to say the genre has reached it's pinnacle and for that reason, Mythic has officially jumped the shark that is the first generation of massive titles. (Waits for Keen and Graeve to simmer down.) Having taken part in the variety of game play modes that Warhammer Online offers, I can say with complete confidence that this game might as well have been released 4 years ago as it offers us nothing aside from one standout evolutionary concept, the public quest, that moves the genre forward. Is Warhammer Online the worst massive title on the market? Not even close. In fact, I'd go as far as saying that the overall quality of its execution put its easily in the top handful. Will it be a commercial success? Yes. I have no doubt that this game will be the number two western-world subscription-based game, probably before the year is out, perhaps much sooner. All of that said, why am I so hard on Warhammer Online? The answer is simple: It isn't fun. When Richard Bartle said "I've played Warhammer Online before, it was called World of Warcraft", he could not have hit the nail more squarely. In fact, he hit that nail with an anvil wielded by a 200 foot crane. He's exactly right. What most witnesses to that nail-smashing carnage failed to note, was his true message. What they heard was "Your beloved title Warhammer Online is being called a copy-cat game". What he meant (and what I mean) is "Mythic spent tens of millions of dollars and a ridiculous amount of man hours to churn out the same old game." What makes a game that works just like every other historically fun MMO, not fun? The timing. The timing is horrible. It is way too late for a game that plays like this to be emerging on the scene. Repetition is decidedly not fun. As players, we're no longer grinding mobs, we're grinding MMOs. If you've walked away from WoW, EQ2, or AoC because you got tired of that world, that grind, that content - strap on your newbie boots - you have a whole new grind to work through. Here are some of the un-fun things you'll get to experience: Great game? Not really. Bad game? Not really. It is hard to say it is bad when we've been playing that game for 10 years. The primary gripe is that MMO veterans like Mark Jacobs we unable to look into the future 5 years ago and say: "We better do something fresh." Instead, it honestly feels like they went for a WoW-cash grab. "We better get some of that market." We've seen tons of MMOs spring up with that same mentality and we've spent a ton of time making fun of them. What we didn't expect is that one of the big boys in the market would make the same mistake, even with a massive budget, a long timeline and plenty of talented veteran designers. Oddly enough, the right intellectual property or artistic vision can curb the pain, but it can't heal the wound. Age of Conan didn't break new ground in a huge way, but their vision and art direction seems to keep the life support on, at least for this player. After playing numerous classes in Warhammer, I started to think that perhaps I wasn't in the mood for Warhammer Online. To prove or disprove the theory, I quit out of Warhammer and loaded up Age of Conan where I played for 4 hours. And I had fun. I was still killing ten rats and fed-ex-ing items, but I was doing it in a world that had some heart, some beauty and some purpose. Warhammer seems to have none of these things. For that reason, this gamer isn't going to waste any of that increasingly valuable game time playing Warhammer Online. - Brent |
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