[MUD-Dev2] [OFF-TOPIC] A rant against Vanguard reviews and rants
Amanda Walker
amanda at alfar.com
Thu Mar 15 09:28:35 CET 2007
On Mar 9, 2007, at 6:16 PM, Dana V. Baldwin wrote:
> Damion Schubert wrote:
>> This was very similar to the way that Dungeons and Dragons Online
>> approached structuring their world and gameplay. One of the constant
>> complaints about the game was how it didn't FEEL like a true virtual
>> world.
> It reminded me instantly of Guild Wars. It seems to have also had more
> success there than it did in DDO, perhaps because they (correctly)
> shunned the MMO title.
I've come around 180 degrees on Guild Wars, after playing it some.
Regardless of what they call it, I think It's as much an MMO as, say,
WoW. It fits a central playstyle I've seen in most other MMOs: use
towns to buy & sell stuff and socialize, and then go out on quests
with small groups. It may be the extreme case (the entire world is
instanced *except* towns, with PvP in arenas), but it clearly fills
the same ecological niche as WoW/EQ/etc. I also think it has the
best execution of a story arc (three of them so far) of any MMO out
there (though Burning Crusade gives it a run for its money). For
someone soloing or playing with the same group most times, it's a lot
of fun (more appealing than the "running molten core every week" that
high level WoW had become by the time BC was released).
You can see this same variation in non-combat virtual worlds. For
chatworlds, consider IMVU vs. There; in SL, "private islands" are
more appealing to many people than the "mainland".
I suspect this is, at least in part, a response to griefing.
Amanda Walker
More information about the mud-dev2-archive
mailing list