Differences Make the Virtual World Go ‘Round
By Mercurie

For any new MMORPG to succeed, it must differentiate itself from other, similar games. This holds true for Vanguard: Saga of Heroes. Sigil Games Online is seeing to it that Vanguard is different from any other game previously released in the same genre.

Indeed, Vanguard: Saga of Heroes does differ in several ways from other MMORPGs. The game features three elements of role-playing, or "Spheres." The first two Spheres, those of Adventuring and Crafting, can be found in other MMORPGs. The thrid sphere, the Diplomatic Sphere, is something entirely new. While Diplomacy has played a part in many pen-and-paper RPGs, it has never really played a large role in most MMORPGs. The Diplomatic Sphere basically allows for characters to influence and shape events with words rather than swords. Diplomacy will operate on what is called the "Parley" system. A character would basically size up an opponent, and then choose his or her best approach. He would then engage his opponent in Parley. Parley is in some respects similar to physical combat in that it features its own "moves" or "maneuvers." A character could try to impress his opponent, cajole them, or even play upon his or her opponent's sympathies. And, like physical combat, the opponent will naturally try to resist the player's efforts. In the end, the player either persuades his or her opponent to do what the player wants, or fails. If the character fails in his or her attempt at diplomacy, then they will lose diplomatic experience and, of course, a loss of face.

The Diplomatic Sphere will even have its own classes. Although there has been no official release as to which classes will be associated with the Diplomatic Sphere, there can be little doubt that each one will take a different approach to diplomacy, from cajolery to physical threats to sheer intelligence.

Another way in which Vanguard: Saga of Heroes differs from other MMORPGs is that the game is being developed to encourage characters to own multiple sets of equipment. As in other games, when a character dies, that character's corpse can be retrieved and the character's equipment recovered. Unlike other games (such as Everquest), characters need not find themselves in the highly undesirable position of having to retrieve a corpse while equipped with no clothing, armor, or weapons. With multiple sets of equipment, a character never has to be without such necessities as weapons or armor. What is more, a character's party can help him or her retrieve his corpse. Even if one's entire party is killed, there is still hope. The party is simply re-spawned at the nearest outpost (which, with any luck, won't be too far away from where one died). Some individuals have been concerned about whether they body will decay or not: it will not decay so long as it has at least one item on it.

Of course, perhaps the most buzz exists around Vanguard's combat system, which differs a good deal from the combat systems seen in previous MMORPGs. One innovation in Vanguard's combat, not previously seen in other MMORPGs, is the importance of the locations of wounds. Where a character is wounded will make a difference in game play. If a character is wounded in the leg, for instance, he or she will naturally move slower. A wound to arm will affect a character's combat ability. Beyond the importance of the locations of wounds, Vanguard's combat system is more tactically-oriented than other MMORPGs. The game is set up so that a character must take into account what his or her opponent is doing, what his or her fellow party members are doing, and so forth. Indeed, during combat a character will be alerted to possible attacks, such opportunities as rescuing or healing another party member, and other potential openings.

Yet another way Vanguard differs from other MMORPGs is in the area of group harvesting. Contrary to many rumours, group harvesting is not going to be mandatory for every single character, but it will play a large role in the game. There will be instances in which a character will have to rely upon other characters for their special skills in order to complete a given quest. In a way this is similar to the old pen and paper role playing games, particularly Dungeons and Dragons, in which making a dungeon run would often require a thief to pick locks and disarm traps, a fighter to combat any opponents along the way, so forth and so on.

One major difference between Vanguard: Saga of Heroes and other MMORPGs that players might notice right away is the complexity of its world. It is meant to be seamless, without any limit on how high or how deep one can go. Vanguard even has its own weather. At any given moment it might be raining or snowing. Storms are even possible. And while many games simply pattern their world after medieval Europe, in Vanguard there will be areas influenced by Persia, Egypt, the Mayans, and so on.

Ultimately, Vanguard: Saga of Heroes is meant to be a multi-layered game, giving the player different opportunities for different sorts of game-play. Conceivably, a character could engage in a gaming session without ever having to raise his or her sword, simply working in the Diplomatic Sphere to persuade NPCs to give them what they want. By the same token, a character could simply engage in a session of good, old fashioned hack and slash. It is the many layers of Vanguard: Saga of Heroes which sets it apart from other games more than anything else. It certainly isn't the original Everquest, not by a long shot.


To read the latest guides, news, and features you can visit our Vanguard: Saga of Heroes Game Page.

Last Updated: Mar 29, 2016

About The Author

Karen is H.D.i.C. (Head Druid in Charge) at EQHammer. She likes chocolate chip pancakes, warm hugs, gaming so late that it's early, and rooting things and covering them with bees. Don't read her Ten Ton Hammer column every Tuesday. Or the EQHammer one every Thursday, either.

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