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Forum moderator: Miki  
World Of Warcraft
MikiDate: Friday, 2008-06-20, 2:22 PM | Message # 1
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When Blizzard first announced that it was working on a massively multiplayer online game (MMO), the first thought that ran through my mind was "Why? Blizzard has no experience in this area. What can they bring that's going to be fresh, new, or different?" It's not until I began seriously playing the final version of World of Warcraft, though, that I realized just how foolish a question that was. Blizzard's particular genius has never been in breaking new ground; it's watching the mistakes other people make and learning from them. Blizzard games have the cache they do because they're polished and refined until they gleam.

That, in a nutshell is the essential brilliance of World of Warcraft. It takes the essence of the MMO experience, breaks it down into its component parts, and plays up all the fun elements while actively minimizing the boring or tedious aspects. World of Warcraft is the MMO that nearly everybody can enjoy, and is a shining example of the game developer's art.

Time, Quests, and Main Street USA

The big appeal of World of Warcraft is that at its heart, it's a game -- no more, no less. Unlike most previous MMOs, World of Warcraft doesn't pretend to be an "online experience" or a "virtual" anything. It's a place where people can come to experience fun and interesting things for as much time as they have to spare. Superficially, of course, World of Warcraft resembles other games that have preceded it in the genre. Players create a virtual avatar, choosing their race, class, and appearance and which side of the global conflict between the Horde and the Alliance they'd like to fight on. Once they enter the game, they can take on quests, fight monsters, explore dungeons, craft items, join guilds, raid enemy towns, duel and fight with other players and band together to take on really tough creatures.

The difference, though, is the way Blizzard has managed to re-think things that were taken as gospel in MMO game design, ask "Why?", and remove them when they got in the way of having fun. Take, for example, the issue of time. For some reason, a game pace that would be considered glacial in any single-player game has always been standard issue in most MMOs. Why should it take 10 minutes after fighting to heal your character? Why should it take me an hour of running to reach a dungeon and start fighting monsters? In World of Warcraft, it doesn't. Everything in the game happens fast. Healing yourself takes less than half a minute. Quests rarely force you to travel farther than 10 or 15 minutes to reach a particular location. Crafting an item only takes you a few seconds, and a few hours of diligent work will garner enough money to at least net yourself one nice new piece of equipment.

The effect of the game's abbreviated time scale simply can't be underestimated. Playing World of Warcraft comes as close as any MMO ever has to giving the responsiveness and gratifying feedback of the best single-player games. Even death becomes only a minor issue as there's no penalty beyond the few minutes it takes for your ghosts to run back to your corpse after dying -- and even that can be avoided at the very slight cost of some money via item decay for an instant resurrection. Players with only a half-hour to play on a weeknight can actually log on and get something accomplished. For all this, though, there's never any sense that you'll run out of things to do. Underneath the game's simplified veneer is a remarkably complex offering. World of Warcraft is loaded with things to do, places to see, monsters to kill, and quests, quests, and more quests to solve.


Yoyoyo! Whatcha doooiiin ^_^
 
MikiDate: Friday, 2008-06-20, 2:24 PM | Message # 2
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Questing is hardly unique to World of Warcraft, but I'd venture to say that hardly any other MMO has as much quest content, or has questing as intimately tied into the entire experience as this game does. Put simply, there isn't any activity in the game that isn't somehow involved with going on quests. You want to craft? Fine, but be aware that you're really wasting the opportunity for experience if you're just going out to mine copper in order to level up your mining skill. That's because ore deposits will always be found in the middle of a field of monsters that just happen to be the target of a nearby quest. Indeed, I found that no matter what aspect of my character I'm working on, it not only speeds my progress, but gives the development of my game much more structure to do it in conjunction with a quest.

It helps that the quests in World of Warcraft are really, really fun. The majority, of course, are the standard MMO "Go out and kill X number of beasties" or "Bring me back Y number of monster pelts", although the game's philosophy of keeping the game moving means that the number counts on these quests aren't too onerous. The game's secret, though, is the window dressing that surrounds even the most mundane of quests. The text that accompanies quest briefings and debriefings is really interesting and well written. Completing a quest is also occasionally accompanied by a little mini-animation, a sort of play performed by an NPC, which works well as a reward almost as valuable as the money or items given out.

The quests also boast impressive variety. There are quests that revolve around stealth in order to acquire items guarded by monsters. There are escort quests in which players will have to bring an NPC back to a certain point. There are also "bread crumb" quests that bring you to new areas, and even separate "quest lines" that have the player follow multiple quests in order to complete a specific story or uncover an interesting bit of lore about the game's fictional background. There are also quests that dovetail together in interesting ways. One of the best is a series of quests in the Orc capital city that has the player follow two quest lines as a secret agent infiltrating the traitorous Shadow Council. The player must complete certain quests as a traitor while also finishing hidden goals within the same mission in order to ferret out the information their true masters need.

One of the greatest pleasures of the game is watching the way quests direct you from place to place. Just as a theme park like Disneyland is built around the rides, every structure in World of Warcraft is in some way tied to the questing system. Almost every location in the game's world is purpose-built, and as such, is home to a constant stream of questing players running around trying to fulfill some goal. As a result, role-players and social gamers may find it difficult to opt out of the questing system and find an out-of-the-way place to kick back and enjoy other people's company. Trying to do so is tantamount to setting up a picnic lunch on a bench on Main Street USA; it can be done, but eventually the Main Street Electrical Parade is going to come through and ruin your quiet enjoyment.

The world of PvP

One minor negative is that World of Warcraft may disappoint players who relish serious player-vs.-player action. The majority of the game servers set up for World of Warcraft are "PvE" or Player vs. Environment. On such a server, players are not allowed to attack each other save in "Duels" that can only be done by mutual consent, or by performing actions that turn on their "PvP" flag and open them up for attack. There are always small subsets of players who enjoy fighting other players, though, and it's for them that a limited number of "PvP" servers have been set up. Note, however, that even on PvP servers, the game doesn't degenerate into a free-for-all. Members of allied races still can't attack one another and true PvP combat only happens in certain fringe provinces.


Yoyoyo! Whatcha doooiiin ^_^
 
MikiDate: Friday, 2008-06-20, 2:24 PM | Message # 3
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here are, unfortunately, two major problems with PvP action in World of Warcraft. The first is endemic to the genre: give people the ability to do anything they want -- such as kill players at will -- and it's inevitable that some subset of players will get their rocks off by ruining other people's fun. World of Warcraft is hardly immune to this problem and players who choose to participate on the game's PvP servers will quickly find that certain provinces have become "no-go" zones because of higher level players who enjoy killing much lower-level players, then "camping" their corpse, doing it again when the player returns to life.

Initially, there was supposed to be a system where players would get "dishonor" points for killing much lower-level players, but that was dropped at launch, meaning there's currently no effective behavioral regulator on jerks that seem to pop up regularly in these sorts of games. Imagine if Disneyland allowed patrons to shoot each other with Nerf balls in a "Nerf BattleZone" attraction. Then imagine what would happen if they allowed Nerf guns anywhere in the park. That's effectively what Blizzard is allowing on PvP servers.

The other issue is that there's currently little in the way of PvP content. The majority of the game's design is clearly geared toward PvE style play, and while there are currently plans for PvP-style "Battlefields," as well as tying high-level quests into PvP, very little of this exists in the game at the moment. Ultimately, this comes down to your view of PvP in general. In my own case, I don't really care much for PvP; it may not be implemented well, but it's not going to affect my enjoyment of the product one whit. I'll be over on the PvE and role-playing servers having fun and meeting new people, not squatting in my basement planning the digital equivalent of hitting kittens with rocks.

Naturally, an MMO is more than just the game itself. Unlike single-player titles, MMOs require an extremely elaborate back-end in order to function properly. There are billing systems, customer feedback systems, and constant server maintenance issues to deal with. After all, when players pony up $15 a month for 24-hour access to a game, it makes little difference how good the game is when they can't get in. Unfortunately, MMOs are notorious for launch problems, and this is where Blizzard's inexperience in the genre really showed. Somehow, Blizzard underestimated its own popularity by a massive margin, and after a rush first-week sales, there was a crush of players on too few servers. The results were angry players who often waited in 40-minute queues in order to log on, badly overcrowded zones where most of the indigenous wildlife had been wiped out, and nasty lag that caused everything from stuttering to a 10-minute wait in order to do anything with your inventory.

Blizzard, to its credit, acted quickly to rectify the situation. It added dozens of servers and tried to encourage players to join less crowded ones. It also offered credit on trial periods for days when servers were down for "maintenance". Some two weeks after launch, these problems are finally starting to subside as players give up characters and begin to migrate, and Blizzard learns how to better distribute the load. New players should have the easiest time of it, as their initial server choices will obviously gravitate toward a less crowded server. There will still be problems for a while, but Blizzard seems to be on top of the issue.


Yoyoyo! Whatcha doooiiin ^_^
 
MikiDate: Friday, 2008-06-20, 2:25 PM | Message # 4
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Technically speaking, the engine that World of Warcraft is built on is no great shakes. Building, character, and landform poly counts are pretty low, contributing to a raw, cartoony look for the world. Blizzard turned lemons into lemonade, however. Not only does the low-impact engine contribute to smooth, mostly stutter-free gameplay on modestly-powered systems, the cartoony style established in previous Warcraft RTS games proves to be a perfect fit for an MMO.

Everywhere players travel in the world; they'll be treated to displays of breathtaking scenery, beautifully designed buildings, and spectacular set-pieces that would make awesome desktop wallpaper. The game makes extensive use of color, with each zone having a dominant color scheme that lets you know exactly where you are, and provides subtle clues that help you find your way around. Despite the world's size, it's exceedingly rare to become lost in World of Warcraft because the handcrafted look of the landscape provides an abundance of visual landmarks.

The Final Word

The worst part of reviewing any MMO is that, because of their huge size, it's impossible to discuss every little nuance in the space of one review. As I look back over the things that really impressed me about the game, I realize that I haven't said a world about the beautiful simplicity of the game's interface. I haven't gone over the excellent auction system, or how brilliant the concept of an in-game mail system is. I haven't talked about the great NPC voices, or the music. I haven't gone over about a million little "Wow, they thought of everything!" details that demonstrate time and again just how good Blizzard is at designing games. That, alas, is the nature of discussing such a huge subject in a finite space.

Suffice it to say, though, that if you're a Blizzard fan, you will want to play this game. If you're a fan of MMOs, you'll want to play this game. If you're not a fan of MMOs, but are a fan of great games, you will want to play this game. Hell, if you're a gamer who's ever wanted to pull another person into the hobby, you'll want to play this game and share it with a non-gamer friend. Blizzard has once again lived up to and surpassed its reputation as one of the finest game developers on the planet. World of Warcraft is a stunning achievement destined to be become a classic.


Yoyoyo! Whatcha doooiiin ^_^
 
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