[MUD-Dev2] [OFF-TOPIC] A rant against Vanguard reviews and rants
Mike Rozak
Mike at mxac.com.au
Wed Feb 21 11:56:19 CET 2007
Lachek Butalek wrote:
> Hard to say without knowing what flaws you saw with the game. Care to
> elaborate on that?
These are my initial impressions of Vanguard. Be aware that I'm probably not
in their target market:
The fundamental flaws in vanguard are:
1) Been there, done that. I've played many-many DikuMMORPGs and CRPGs where
you run around killing monsters and making armor.
2) Been there, done that, with better specific implimentations, such as WoW.
3) Vanguard's unique-selling points (ships, vistas, flying mounts, diplomacy
game) are not immediately accessible and/or demonstrated to the user. (I'll
go into more detail below.)
3a) Although I haven't played with it much, the diplomacy game feels like
it's bolted on. (More below.)
4) Vanguard's eye candy (shiny/bumpy surfaces, long vistas, and trees),
whose purpose is immersion, is completely ruined by the wooden nature of the
NPCs, including their lack of recorded audio, AI, movement, etc. It's
further ruined by static monsters standing around a killing field. In movie
terms, the design error is like producing a movie with excellent special
effects, but lousy acting.
5) Because of said failures and an early/negative release, Vanguard is
looking to be a niche game... but niche games don't get shelf space, and 7
gig downloads don't get downloaded by too many people, especially if they
just want to have a quick look. (At 100 kBytes/sec, 7 gig = 20 hours).
My initial experience:
I create a fox character (as described in my setup rant) and end up in a
valley. Several things are wrong about the valley:
1) It's a valley! Where are my sweeping vistas that are USPs for vanguard?
2) Whoever created the valley doesn't actually know what a real valley looks
like. Oblivion did a much better job of making their valleys look like
valleys, and their mountains look like mountains, not rounded heighfields.
(From now on, unless I say so, just assume that Oblivion did a much better
job of everything, and EQ2/WoW merely did a better job of everything.)
3) This valley has elves standing around... that's all they do. Some of them
are shopkeepers, trainers, etc, but they all look exactly the same, aren't
standing in front of shops that would give away their profession, aren't
standing near any building except a gazebo, and did I mention: they just
stand around. They look real (except that they don't move), and it's very
obvious that they're vending machines.
4) I talk to a shopkeeper for a quest, and he (or she?) spew some standard
pre-recorded nonesense about "Are you lost?" or "If you only knew the power
I had" that has nothing to do with the quest. The NPC then displays some
small text next to them that describes the quest. I don't even bother to
read the quest backstory because (a) I have no emotional attachment or
belief in these vending-machine NPCs, (b) I don't care about the ugly
valley, and (c) I've killed too many foozles already in other MMORPGs. Any
work put into quest backstory is nullified. To me, the game is just a poorly
modelled terrain with monsters standing around and waiting to be be killed;
it has no meaning.
5) Of course, my quests are to kill foozles, but not in any new and unique
way. The valley is filled with foozles that are just standing around and
waiting for me to walk up to them and attack. (This particular scenario was
stretched to the limit with the second character I created, where the NPCs
claim "We're trapped by these monsters and can't get out!", but I can walk
through a huge valley-floor of 100's of demons/gargoyles without them ever
raising a finger.)
6) When I finally get out of the valley and into a "city", it has the same
problems with NPCs standing around, except that there are 50+ NPCs,
all-alike, standing around, pretending to be shop-keepers in front of
non-existant shops. I can't tell which is which.
7) For my second character, I do a short diplomacy training tutorial. The
game mechanics seem interesting, but it's not really integrated into the NPC
interaction. Instead, the game is abstracted into a card game, and described
as a card game... Why didn't they abstract combat into a card game too? When
I enter combat with a monster, does the monster stand still and pull out a
card table, asking me to select which card to play?
8) I could spend pages and pages describing a lot of nits that add up to
fairly signficant issues in the end.
... eventually ...
My third character was a halfling. That startup zone was much better than
the other two I tried, but EQII/WoW still have done a better job. And while
hobbit holes with round doors are expected, they're a little bit cliche, as
well as the elven "city" being in giant tree from the first character.
Even my short stay in the hobbit village uncovered sillyness: One NPC wanted
some will-o-whisps killed for their fairy dust. Another one wanted them
killed because they were scaring his cow (which was wanding nonchalently
among the wisps). I got annoyed when WoW made me kill blue harpies, then
green ones, then red ones. I got really annoyed killing the exact same
monster in the exact same killing fields.
Again, my opinion:
1) Everyone who plays vanguard has killed more than enough foozles in their
life, and cast more than enough fireballs. While monster killing might still
exist in the game, it should NOT be part of the first 30 minutes of
experience. As a general rule, monster killing should be a significantly
smaller part of the game than it has been in previous MMORPGs, because (a)
most players have long gotten bored with it, and (b) Vanguard has all sorts
of nifty new USPs that players haven't gotten bored with.
2) Within the first 30 minutes, I should have seen an awe-inspiring vista. I
have yet to see one. My first two characters appeared in impossiblly-deep
valleys. Even the halfling village (a cliche clone of hobbitton) seems to be
in a shallow valley.
3) Within the first 30 minutes, I should have been given an inflatable raft
and started enjoying Vanguard's USP ships. (Or better yet, I could have
built my raft using vanguard's crafting system, which I haven't been
introduced to yet. Supposedly crafting is half a USP.)
4) Within the first 30 minutes, I should have had a ride on a flying beasty,
even if it was an inflatable raft filled with helium. Again, show me the
USP! You don't have to give me the dragon mount right away, but show me the
potential. This is important for every game, but INCREDIBLY important for a
downloaded game. In download games, you only have 15-30 minutes to hook a
players, 20 hours of which have already been taken up by downloading
vanguard!
5) If Vanguard had spent only half the money on the combat sub-game (which
includes monster models, spell effects, combat skills, etc.) and put the
other half of the money into dipomacy, they'd actually have a unique and
interesting feature. (Oblivion's "diplomacy" game wasn't very impressive
either.)
6) NPCs should be signficiantly improved, as per Oblivion.
I'm sure I could ramble on further, but this is plenty. Why the reviews and
rants didn't point out these flaws is beyond me. Maybe I'm expecting
something that a MMORPG isn't supposed/expected to deliver.
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