Entries in aion (2)

Is Blizzard Really Short-changing PvP?

We dedicated players can bicker all we want about Arena balance or Rogues being over-powered, but what about the presence of PvP available in the game itself? When you have a game as popular as World of Warcraft, you're bound to attract the ire of the gaming community at large. In my travels around the internet, I've learned that there are quite a lot of people fed up with Blizzard's baby, and one of the chief complaints, next to simply being an MMO, is that it doesn't focus enough on Player versus Player combat. I suppose this isn't a new argument. After all, the game's been criticized for its "care bear" approach to open-world ganking since before its launch, and, at that point, I can understand why. It stands to reason that the people most interested in the game at the time were those that had spent extensive amounts of time playing through the Warcraft strategy games. WoW offered them a new, interesting, and more intimate way of engaging in the age-old conflict between the Alliance and the Horde. With so much standing animosity between the two factions, it would be reasonable for your average pre-release gamer to expect copious amounts of wanton bloodshed and for all-out war to consume Azeroth whole. Well, the fight with the Burning Legion mellowed those tensions. The Alliance lost their core leaders and Thrall tried his best to pacify the more chaotic aspects of the Horde. So when it came to retail, the only thing you could do in WoW was to attack someone on the opposite side if they let you, duel with fellow players, and play a silly game of "capture the flag" in Warsong Gulch (though, if memory serves correctly, Arathi Basin may have been available, as well). Quite the disappointment for some, but a great boon for others. The game's population swelled not only on the brand name, but the number of players who wanted to work cooperatively towards their goals. But Blizzard didn't completely forget about PvP. Instead, they made great strides to make it more and more a part of the game without completely alienating their base. But to this day, the game takes a lot of guff from those who have long-since quit the game or never played it in the first place. In fact, so heralded is this mythical PvP nirvana, that a lot of people believe that's the only way to make a dent in Warcraft's armor. That its players simply continue to bide their time and play such a "boring" game because a real, honest, PvP-dedicated MMO has yet to come along. Isle of Conquest... on of Warcraft's most recent PvP additions. Isle of Conquest... on of Warcraft's most recent PvP additions. The problem is that they have. Guild Wars, Warhammer, Aion. Countless other Korean MMORPGs. More games than I'm willing to list here have used PvP as a selling point to distance themselves from WoW. And yet, its success remains unparalleled in the genre. Now that's not to say that they're bad games or that they don't present a viable PvP option, but rather, I propose, the market for such games isn't quite as big as one might initially think. After all, not only are these games competing with Warcraft, but also games in other genres: Call of Duty, Unreal Tournament, HALO, Gears of War, Madden, Street Fighter, Super Smash Bros., Starcraft, Warcraft 3. Taking a quick look at the pro circuit will allow you to see what sorts of titles are dominating the competitive gaming scene at any given moment, and MMOs are curiously absent... aside from, ironically, Arena play in WoW. In my experience, the vast majority of competitive gamers prefer instant action, as opposed to the typical need to grind to a certain level to even start playing seriously. Now here is where WoW excels: it's got some excellent PvE content to pull you along, making that grind more or less worth it (at least the first time through). PvP, even if it isn't in its ideal form, is layered on top of that core structure. But some people maintain that the game simply doesn't go far enough. Really? Currently, you've got your choice of six different Battlegrounds, an extensive, rating-based Arena system, and World PvP objectives like Wintergrasp (and, to a lesser extent, Venture Bay, Halaa, and the Bone Wastes as the next most popular locales). The next expansion will add ratings to Battlegrounds, three brand new ones to fight in, the Tol'Barad PvP zone, and most certainly several unrevealed Arena maps, to boot. I contend that the sum total of World of Warcraft's PvP content eclipses that of  nearly any competing MMORPG. Is it as integrated into the game as it is in other titles? Perhaps not, but that's splitting hairs. If a game's PvP is restricted primarily to certain zones, regardless of whether or not they are physically connected to the core game world, I don't think it's any different from the way Battlegrounds are set up. And, of course, there's always rolling on an open PvP server if that's the way you really want to play the game. Blizzard may have shifted their focus to PvE content early on, but I think that the concept of PvP in Azeroth has come back in a very big way. With those old conflicts rising once again, both the Horde and Alliance marching to war against each other, even with a greater threat looming, I think the game's potential for competitive player combat can only become greater. So, I ask you readers: Is Blizzard really short-changing PvP? Have you been satisfied with the amount of content added, or do you think other games have succeeded at competing on this front, offering a better, and supposedly more comprehensive PvP experience?

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WoW's Upcoming Challengers

BioWare Devs Are Good Eatin\' Via Joystiq
2008 was supposed to be the year when World of Warcraft would meet its first real challengers in years in Age of Conan and Warhammer Online.  Since coming out on top in late 2004/early 2005 against EverQuest II and Guild Wars, the MMORPG had lacked any major market, highly advertised competition.  Dungeon & Dragons Online and Lord of the Rings Online made splashes upon their releases in 2006 and 2007, respectively, and continue to maintain market share. Many other MMOs, on the other hand, have utterly failed.  Tabula Rasa and the pseudo-MMOG Hellgate: London are the most recent. Both of the big MMOs that made their debut in 2008 remain online and under development, although one's overall health is in question.  Age of Conan launched in May 2008 to "generally favorable reviews" and solid sales.  Initially, it looked like a success despite its bugginess and Beta feel.  Months later, it became clear that users flocked from the title after the initial 30-day free trial period ended.  The drop in fanfare may be disheartening, but Funcom keeps on truckin'. Warhammer Online: Age of Reckoning has done far better since its release in September 2008.  Although the title has not held on to Mythic CEO Mark Jacobs' target subscription rate of 500,000, the developer, and more importantly Electronic Arts, continue to support and advertise the title.  This has allowed Mythic to further develop the PvP-heavy MMO, including the free addition of features that were cut from launch.  Both titles will surely remain online for sometime, coming out of 2008 as the few non-F2P, mass market MMOGs with a notable impact.  Neither of them believed they would be "WoW killers," but that didn't stop the gaming public from making the obvious comparisons. The Year of the Rat is behind us though.  Titles have failed, floundered and flourished during that time, but it's time to look ahead.  I am a firm believer that competition breeds creativity, and hope that a few of these upcoming titles while keep the WoW development team at the top of their game.
  • Champions Online (Cryptic/Atari; June; Closed Beta) - The New York Comic Con enabled me to get some hands-on time with this super hero themed MMORPG.  Champions Online comes from the same studio that created NCSoft's City of Heroes/Villains franchise.  Now the company is brandishing its own license, the Champions board game license that they purchased from Hero Game.  CO is also heading to Xbox 360.
  • DC Universe Online (SOE; 2009; Pre-Alpha) - This is another MMORPG that I got to play around with at NYCC.  If you are looking for a new experience in your super hero/super villain MMOG then this seems to be the place.  DC Comics is hands-on with the title, rather than simply licensing the story and allowing Sony Online Entertainment to bootstrap in approved storylines.  An obvious direct competitor to Champions, DCUO has been given the "when it's done" release mantra, so there is a good chance PC and PS3 gamers will not see it this year.
  • Aion: The Tower of Eternity (NCSoft; Q4 2009; Beta) - Aion is the latest title to come from Korean MMOG giant NCSoft.  The developer/publisher has not had much luck with their attempt at Western games - see Tabula Rasa or Auto Assault -  so they have gone back to their old formula of localizing successful Korean titles.  Aion is already available in Korean and features a fantasy dream setting where its inhabitants can fly.
  • Jumpgate Evolution (NetDevil/Codemasters; Q2 2009) - As the title infers, Jumpgate Evolution is not an original property.  Rather JE is a sequel to NetDevil's 2001 freshman MMO Jumpgate.  The new title is essentially a space flight simulator complete with PvP, factions, and non-random combat.  It also lacks a strict class system thanks to the ability to train as a pilot for multiple ships (cargo, mining, fighter, etc).
That's really it for the big players, but there are many smaller fish looking to take a bite out of the billion dollar market. Free-2-Play MMOGs don't get nearly the same press as their subscription based counterparts, but that doesn't mean they inherently suck.  There are a few of them coming out this year including one from Sony Online Entertainment. This is a look at 2009's incoming titles, but it can't hurt to look a bit past that.  We have already heard about some of the next decades big-name MMORPGs: If I had to chose which of the subscription based MMOGs would make the biggest splash in 2009, I definitely would go with DC Universe Online.  Although it and Champions are still a ways from launch, DCUO seems far more advanced graphically and technologically, yet it maintains the same level of playability of Champions in their respected forms. The Year of the Ox may finally see a winning MMORPG that isn't fantasy based, which would be a breath of fresh air.  To boot, 2010 should add some kindling to the age old debate of Trek versus Wars.  Anyone else keeping a watchful eye on the market space or is WoW all that matters to you? WoW will remain my drug of choice for the foreseeable future.

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