Rift: The Top 3 Reasons WoW Players Should Try Rift

Posted Thu, Jul 28, 2011 by Medawky

It's hard to understand why MMOG players are so fiercely territorial when it comes to their current game of choice. In fact you would have to look at religion or political parties to find another group of people that are as brand loyal, even Coke drinkers will sip a Pepsi now and again. Since World of Warcraft launched there have been several quality titles that have never reached the level of success that they probably deserved due to the cult like adherance of WoW players, and while Rift has fared better than most – it still could use an infusion of fresh players.

Maybe it's an economic issue that keeps people from playing more than one game, but there are two distinct camps in the MMOG community, the single minded and the open minded. I don't mean to say that folks who only have eyes for one game are inferior or less intelligent, not at all. But the ability to see games and characters as a means of entertainment instead of as a virtual extension of ones ego is definitely a skill that takes time to master. In hopes of nudging more folks along this path of enlightenment, I present the top 3 reasons WoW players should give Rift a try.

#3) A Brave New World

I know many folks who are more than happy to stay firmly rooted in their parents basement as the pizza boxes with the coagulating cheese and the empty mountain dew code red 2 liter bottles pile up around them, but not me. In real life and in game I love to  explore new places and relish the journey as much as the destination. While Rift certainly isn't the largest piece of virtual real estate out there, it is widely varied and semi-dangerous. From the white capped mountains of Iron Pine Peak to the desert oasis's of Shimmersand there are environs both stark and beautiful alike throughout Telara.

Some may find the relative high density rate of the mobs in Rift to be a drawback, and indeed it can be when you are short on time and need only to make it to the next quest hub. This sort of inherit danger adds both a thrill and a sense of accomplishment to the experience that a well patrolled road or passive flight path can never deliver. In addition to the visual aspects of exploring a new land, Telara is steeped with lore, for those that enjoy learning and living the story behind the game.


#2) It's Gotta Have Soul

One of WoW's few weaknesses is that of its highly limited class customization. It isn't bad enough that we all have to look exactly the same due to lack of armor variance or personalization, but we all end up slotted into the same few cookie cutter talent specs as well. Unfortunately, no game that has a strong PvP element built into its core gameplay will be able to allow much in the way of post level-cap advancement, but Rift has found a way to at least free us from the bonds of same-spec servitude.

Instead of having a large list of playable classes, Rift uses a soul system that begins with the player picking from one of the four archetypes, or callings. The callings are divided into Cleric, Mage, Rogue and Warrior and each calling has 8 unique PvE souls within it. Players get to accumulate all 8 souls and can then combine up to 3 of them into a role. As you level up you gain points to distribute into these soul trees, purchasing new abilities and unlocking power in the root system based on the number of points invested. While each of the 8 souls make sense for each calling, they are amazingly diverse in their scope and what they bring to the table. For example; Clerics are able to tank, heal, do melee dps or do ranged spell based DPS. Players will gain a total of 66 points to spend by the level 50 cap which gives them the freedom to make countless combinations of classes. With 5 available roles available, rolling an alt can be as simple as picking up a new role and playing with some new souls.

#1) Doing it in Public

What really sets Rift apart from the fantasy MMOG crowd is its finely tuned and engaging forms of open world content. Certainly it wasn't the first game to attempt to encourage and foster public gameplay, but it may easily be the most successful. The centerpiece of the game, and it's namesake, are the rifts; deadly portals into another plane whose inhabitants seek to invade Telara and plunder it for it's precious Sourcestone. There are many different styles and difficulties of  rifts, from quest driven solo rifts all the way up to huge raid rifts that can dominate an entire zone, as well as PvP rifts and crafting rifts.


Groups are automatically formed when you get within the proximity of a rift, and even multiple per-existing raid groups can be merged instantaneously and without player coordination. Each rift has it's own objective and gameplay type, with new styles being rolled out all the time. Loot is delivered straight to the player via a UI window that makes the process quick and seamless. There are many rewards to be gained from participating in a rift event and few experiences rival that of engaging in an large scale invasion with hundreds of other players, fighting for the very survival of your world.

While it may be hard to pry yourself away from WoW and the countless hours invested there, sometimes its worth the effort to experience something new and fresh. With a free trial offer and constant deals on Steam and various other outlets, Rift is a fairly inexpensive new world – especially when one considers the vast amount of content it offers. So come, take up the call and see why so many of us simply aren't in Azeroth anymore.

This game is no different than WoW. It's virtually identical right down to the gameplay. The only difference is updated graphics, a ui that is customizable without having to download and constantly update mods, and the ability to mix skills a little more. But that's about it. Everything else is just gimmicky.

The 'rifts' for instance, who cares?!? I'm more interested in exploring the environment and getting ahead in the game than that. And by "getting ahead" it doesn't quite apply to Rift as getting ahead is making enough money to purchase a home for storage and decoration and starting a business... None of which is possible.

I don't know why all these MMORPGs coming out have to keep being total copies of WoW. For someone like me who enjoys the style of the first and original MMORPG UO and the only other MMORPG to offer the same style of play, SWG, this game sucks. Like WoW it's fine to run through real quick during the 30 days that come with purchase but beyond that... Nothing.

It's a shame how the video game industry has gone the way of Hollywood of not releasing anything new, innovative, creative, or exciting. Everything is just a copy of something else, and always a copy of something that was crap to begin with.

Why don't you try fallen earth? it is completely different than the traditional MMO, sure it has its issues but you can't move more from main stream than Fallen Earth... well another game to try is Eve...

The game industry invests huge amounts of money to make these kind of games. Its only logical they play at least a bit safe by looking at the most succesful compettitor. At least that compettitor did something right to attract so many customers?

The fact that it's close to WoW but different enough to make it attractive is what made me change.
The Rift world is beautiful and the game isn't as polished and 8 year old kids friendly as WoW (yet).
I really love the rift system and by adding all these large trees I'm sure it will take a long time before the game is balanced (if that ever happens; in WoW every little change asks for rebalancing already).

I have played over 25 different MMORPG's over time and some of them were good. I played Heroes of Three Kingdoms, AION, Age of Conan and Runes of Magic (which made me poor) for several months each but I kept coming back to WoW every time.

So many people so many wishes. This game is clearly not the right game for above commenter. I, however, will be quite happy playing it for many months.
Maybe even longer.


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