Casual Game, Hardcore Fun
By Shayalyn
I cut my MMOG teeth on EverQuest, way back in the day. And let me tell
ya, sonny, we didnt have it easy back then. A lot of the time, we had
to hoof it, making 10-20 minute (or longer) runs or tedious boat rides
just to reach our adventuring group or raiding party.
<!-- if (!document.phpAds_used) document.phpAds_used = ','; phpAds_random = new String (Math.random()); phpAds_random = phpAds_random.substring(2,11); document.write ("<" + "script language='JavaScript' type='text/javascript' src='"); document.write ("http://ads.tentonhammer.com/adjs.php?n=" + phpAds_random); document.write ("&what=zone:75"); document.write ("&exclude=" + document.phpAds_used); if (document.referrer) document.write ("&referer=" + escape(document.referrer)); document.write ("'><" + "/script>"); //-->
In EQ, dying hurt. There was none of that soft experience debt stuff
when I was a young un. No way! If we died, we watched a good-sized
chunk of our hard-earned experience vanish from our exp bars.
Sometimes, wed lose a level, and any spells wed gained with that
level. Hours of time spent playing could disappear with one fatal swipe
from an orcish axe. And when you died, you left a corpse, and on that
corpse was all your stuffstuff you worked long and hard to attain. If
you didnt get back to your body and fetch your belongings within a
certain amount of time, your body would rot and your armor, trinkets,
and hard-earned cash would be gone for good.
And the learning curve was steeper, too. If you didnt RtFM (thats
Read the Frippin Manual, for the uninitiated), there was no
goody-goody tutorial to lead you around by the hand and show you the
ropes. Oh, nowhat I got for a tutorial was a few sadistic higher level
friends who delighted in playing a little game called 101 Ways to Get a
Newb Squished.
And you know what? With the exception of those long runs and boat
rides, I miss it. I miss the challenge. I miss actually fearing death
because of how far it could potentially set back my progress. Back in
the early days of playing EQ, I might have longed for an easier
game
but now that Ive been there, and felt the pride that comes with
accomplishment through some truly difficult challenges, I cant imagine
going completely soft.
href="http://lotro.tentonhammer.com/files/gallery/albums/LotRO_Screenshots/Turbine_LOTRO_E3_2.sized.jpg">
alt="Battle"
src="http://lotro.tentonhammer.com/files/gallery/albums/LotRO_Screenshots/Turbine_LOTRO_E3_2.thumb.jpg"
style="border: 0px solid ; width: 150px; height: 110px;" align="left"
hspace="8" vspace="8">But modern MMOG gamers dont often have the
sort of time to commit to a game that a certain select (read: obsessed)
bunch of gamers such as myself dedicated to EQ. Many of todays gamers
want to be able to log in for an hour or so and make noticeable
progress; they dont want to have to devote themselves to 5-hour
Mountain Dew-fueled marathons on a regular basis in order to advance.
And yet, they want a game that offers enough depth that theyll want to
keep coming back for more, and paying those monthly subscription fees.
In my opinion, the most crucial task facing Turbine in the development
of Lord of the Rings Online: Shadows of Angmar (LotRO) is figuring out
how to balance challenge and funhow to meet the needs of a growing
contingency of gamers with limited playtime, and yet not alienate those
gamers with a lot of time to invest in becoming the best of the best.
One way to keep the fun in gaming without eliminating the challenge is
to cut out long runs and boat rides. Travel may have been an intricate
part of Tolkien lore, but when players can assemble for an adventure
quickly and easily, theyll have more time to devote to playing the
game instead of the tedium of getting from point A to point B. EQ
eventually eliminated travel-time woes by adding the Plane of
Knowledge, which offered easy access to most zones. EverQuest II
implemented ships bells; an adventurer need only run to the nearest
dock and ring the bell for instant transport to their zone of choice.
Youll also see riders flying around WoW and EQ II on griffons; a much
faster means of transport than running on foot. From what we know of
LotRO, there will be fast travel options, but players must arrive at
their destination for the first time on foota perfect way to balance
lore and immersion with the need for expedient travel.
Some games in development, such as Vanguard:
Saga of Heroes, by Sigil Games Online, plan various levels of
content: some will be best suited for solo players or small, casual
groups; some (the majority) targeted toward full groups with more time
to kill; and another small portion reserved for hardcore raiders. Itll
be a good trick if Vanguard can pull it off. EverQuest II tried, but,
at least in its early days, failed to produce enough content to keep
solo and casual players satisfied. Its apparent that Turbine must
strike a delicate balance when it comes to anticipating the needs of
their player base, and creating content to suit themnot every Tolkien
fan who wants the chance to role-play a hobbit is going to also fancy
themselves a hardcore raider.
And what of death? I think its safe to say that death as we knew it in
EQ, the kind
href="http://lotro.tentonhammer.com/files/gallery/albums/LotRO_Screenshots/Turbine_LOTRO_E3_11.sized.jpg">
alt="World on fire"
src="http://lotro.tentonhammer.com/files/gallery/albums/LotRO_Screenshots/Turbine_LOTRO_E3_11.thumb.jpg"
style="border: 0px solid ; width: 150px; height: 110px;" align="right"
hspace="8" vspace="8"> where players suffer significant experience
loss and are capable of losing a level, is a thing of the past. Players
dont want to endure the frustration of watching a chunk of their
hard-earned exp disappear. The trend in current games is the experience
debt system, where players suffer diminished experience gains for a
period of time while they repay debt from a recent death. Some would
argue that the set-backs players endure as a result of the debt system
are roughly the same as experience loss
and yet somehow the penalty
doesnt seem as harsh. It seems as though Turbine is going soft on
death with LotRO. "For the most part there really is no 'death;'
instead, your character is 'defeated' and regains consciousness
elsewhere, in relative safety, says Jeffrey Steefel, Executive
Producer of LotRO, How your character got there is left up to your
imagination. Whether there will be a penalty for losing your fight is
still on the table."
All these thingsfaster travel; content designed to accommodate
different playing styles; and less grueling death penaltiescan make a
game ultimately more playable. Despite the fond memories I have of my
no-pain-no-gain trials in EQ, Im not against player-friendly
innovations. They dont diminish fun; they simply make the game more
accessible to a wider audience.
In the end, what makes a game fun is depth of content, intriguing
quests, and challenging combat that forces players to rely on their
knowledge and the ability to think fast on their feet (or their
characters feet, at least). Will Turbine provide those things in
LotRO? I believe theyre perfectly poised to do so. Careful observation
of the failures and successes of LotROs predecessors should ultimately
lead to success.
[Share Your Thoughts!]
To read the latest guides, news, and features you can visit our Lord of the Rings Online Game Page.