by: Tony "RadarX" Jones

Richard Garriott, Executive Producer of Tabula Rasa, has stated repeatedly that the world of MMO games needs to change. Fearing the foul stagnation of played out mechanics, other developers also agree a time is coming, when design is going to have to venture outside the box so many games fit in. Many fear such change, and the future game will require structures unthinkable a few short years ago, bringing those unable to adapt to their knees.

How does all this fit in with Tabula Rasa? Does forward thinking design affect how people feel about the level of challenge? What aspects are going to create the biggest problem for players who strive to be pushed beyond the ordinary?

One unusual thing Tabula Rasa does, is allow instance content to be handled by a single player. Now of course it can't be properly completed at the intended level, but many other games restrict this to the point where it's no longer worthwhile unless you absolutely must finish a task.

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Hold down the Fort!

It's hard to view this as toning down difficulty, because you are still attempting content below your current level. If you are really looking for a challenge simply enter the instance at the appropriate point with a friend or three. Perhaps what they could do is scale content if the game doesn't already. If two people enter, double the spawns. Granted that might just be one of those things that sounds really good on a paper napkin at IHOP, but it would make things a bit more interesting.

Another vast difference between Tabula Rasa and other games is the sheer number of creatures you can engage at once. It isn't unusual for someone to just charge a mob of Bane like they were a copy of Halo 3 (which they aren't I can tell you).Who would honestly say that standing the middle of a crater filled trench, chaingun blazing like a forest fire, cutting down everything in its path doesn't sounds fun? It's the chaos and fury of battle at it's finest, and the mass killings fit the ominous war theme perfectly in this case.

A recent change to increase creature damage might motivate some to remove their Rambo bandana, but the excitement of participating in pitched battles and considering tactics is something many have never felt MMO games. While being able to mow down Thrax soldiers from a watchtower might make the game feel easy, it could just be a matter of perception and easily rectified with a few AI tweaks.

Squad based missions? Where are they you ask? Great question, as no mission in Tabula Rasa seem to be specifically designated for squads (although I'm sure I could be missing one). This doesn't mean there isn't anything requiring a group effort and if you'll remember our earlier discussion of instances, they require squads if you want to experience the instance in it's fullness.

Could they add more? Most certainly, as missions could become scalable by increasing the difficulty of the creature level they require. Yes, once again this goes in the paper napkin file, but many people thrive on group content for its social aspect. This doesn't lessen the difficulty of a decent solo mission however, so having to decide what type of content to make for the masses is a job I'm glad I don't have.

The most controversial subject (besides RMT) you'll find in an MMO game is the how the death penalty is implemented. Many of the older games, like EverQuest, provided very stern penalties for dying including actual experience loss. This projected a sense of eminent danger and required players to be more skilled and think clearly about what they were doing.

Tabula Rasa handles it's death penalty in pretty much the standard way by damaging your equipment and handing you some nifty rez effects which reduce your stats. One death is easily forgiven, but don't think you can keep dying repeatedly and not expect to be punished. Some of these rez effects can last up to 10 minutes and do quite a number on your survivability.

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Let the bodies hit the floor!

As you can see, Tabula Rasa doesn't necessarily seem to be reaching towards the hardcore market, and once again, while difficulty is subjective, I think it's fairly safe to say it's shooting for the player who is ready to kick some alien butt with a marginal learning curve. How the market will react is anyone's guess, and could hinge heavily on the ability of veteran players to put aside old stigmas from earlier games. One thing is for certain, the game is looking to break new ground in development and we'll find out in a few weeks.

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Last Updated: Mar 29, 2016

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