[MUD-Dev2] [OFF-TOPIC] A rant for Vanguard
DANIEL Harman
danharman at ntlworld.com
Tue Feb 27 10:24:15 CET 2007
I know it's hip to dislike traditional DIKU derived games, and I started
playing Vanguard expecting very little - after all by the time I finished EQ
I was in a guild of 100 people and the game had become a job, not
entertainment. However, there are some things they've done well, and I think
they deserve comment :
- Distance is meaningful. There are no teleport spells (except to stand in
for the broken ships at the moment). So if you want to get somewhere, you
have to see the world. You can buy a horse at level 10, about the time you
need one as you'll have explored enough of the locations within reasonable
running distance and be ready to move on. There are 3 major continents, each
with a separate auction market. It is perfectly possible to arbitrage
between them and I have done so.
- Diplomacy. This is lacking in polish, but has great potential. Yes it's
just a card based game against npcs (pvp to come we are assured). What is
more surprising however, is how you can manipulate triggers in cities by
organising groups of players working npcs in unison to get desired results.
It is a parallel path of advancement/entertainment and not simply another
axis of combat. You are of course arrayed against npcs, but it invites
co-operation between players, which is surely what everyone wants?
- Entertainment. I've only played to level 25 or so, but I have not once
been at a loss for something to do. There are so many quests and dungeons
that you run out of time before outleveling rather than feel compelled to
grind on the same old mobs endlessly. Sure it's still a DIKU derived game,
but the combat is well paced and entertaining - at least if you like that
type of thing (which I do).
- Vistas. It's true, the graphics are beautiful. You can see for miles and
it is wonderful. If you don't believe me, roll in the draw distance with the
'[' key and you'll immediately appreciate quite what it does for immersion.
- Depth of class design. The classes have an attention to detail that I've
not seen elsewhere. You can see how they've coded systems specific for each
class and whilst small details they add colour and interest. e.g. Monks
abilities are powered by a chi force unused by any other class charged up by
combat. Paladins are powered through a spritual energy, and shamans have 3
seperate career paths to choosed from (when selecting their totem) at level
16.
- Complexity. The game is complex with lots of systems to understand. It
isn't pandering to the lowest common denominator IQ 80 guy, and it works -
despite what some members of this list have argued in the past. Ultimately,
time is the final arbiter of progress, but at least skill is rewarded.
- Grouping. Class interdependency has been engineered so that you do need a
group for some dungeons and encounters, but it hasn't been done in the rigid
fashion of EQ. There is so much class cross over in fundamental skills
(ability to take damage, generate damage, heal damage & buff - this is a
combat based game after all) that you don't have to rigidly follow a group
member archtype to succeed.
- Combat. They've found that certain balance that means you aren't just
grinding on autopilot. Encounters can go badly wrong, but there is often a
chance of hauling back from the brink - if you have sufficient skill.
- The players. This game has attracted a more hardcore demographic, it must
be said. However this means you aren't dealing with the type of players that
make low level WoW (at least at launch) such a depressing experience. They
may have the most players, but as a proportion, the number you'd want to
have a conversation with is alarmingly small. Generally in Vanguard, there
is a level of competency and sociability that I've not really seen
elsewhere. You can be doing a bit of a quest and someone else in the area
will inevitably ask if you'd like to hook up to complete it. This works
perfectly because the quests are generally bitesize and if you click with
the person there are invariably a few more in the area to do together, or
build a group for. My conclusion so far, is that grouping works better in
this game than any other that I've played, and I've played most of them.
- Developer player interaction. The devs actually talk to the players on
their own forums without the need to channel everything through a corporate
mouthpiece unable to countenance that there may be issues. They've been
pretty up front that they ran out of cash and that things aren't perfect.
It's an interesting gambit I grant you, but the honesty is refreshing and
buys rather a lot of tolerance.
There are plenty of systems that aren't in place yet, but regardless it is a
good game. If we get the promised ship to ship combat, player cities,
encounter engine & etc all the better.
As to complaining that you don't get shown the whole world at the start,
many people enjoy that. A game that slowly draws you in and reveals its
charms, rather than throwings off its clothes immediately to better
facilitate a 20 minute review. A flying mount is a reward for getting to the
top, and just as it's inappropriate to let a level 1 kill the end game
dragon, it is perfectly reasonable to withold this as a motivation to
progress. If you want to see from up high, climb a mountain.
I'm off on holiday for 10 days tomorrow, so my post is a little rushed and
perhaps not as well argued and considered as I'd like, but I felt compelled
to defend a game that is actually rather better than I had hoped. I'm
certainly enjoying it more than I did WoW. Remember, not everyone wants to
holds hands, hang out with 'trendy' IBM execs or have furry encounters in
2nd life. Nor do they want to be part of some radical & interesting to
design, but exteremely tedious to play, social experiment so often
postulated on lists such as these. What's wrong with just making a good
game? I really wonder if people don't lose sight of that sometimes.
Dan
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