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Dhruin
Stranger In A Strange Land
Joined: 20 May 2002
Posts: 1825
Location: Sydney, Australia |
D&D Online: Impressions @ GameSpy |
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GameSpy has a four-page <a href="http://pc.gamespy.com/pc/dungeons-dragons-online/694424p1.html" target="_blank">look</a> at D&DO with four staff members each discussing their thoughts. I'd say the result is guardedly positive:<blockquote><em>So... how is it looking? Well, if you come into it expecting a fairly modern MMO experience, you're probably going to be pretty taken aback, and this isn't because it's "oldschool" in the EverQuest sense. D&D Online is a whole different beast. It's casual-friendly in many regards -- many of the excursions that you and your friends can embark on are fairly short and easy to surmount -- but at the same time, the fact that you seem to be required to have a group to do much of anything is tantamount to a slap in the face to modern MMO design. But again, this isn't because Turbine is trying to take things back to the good ole' days. They're just trying to capture the feel of D&D, and not counting the scant "solo-adventure" modules published by TSR back in the day, D&D is a communal experience.</em></blockquote> |
Wed Mar 08, 2006 12:04 pm |
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10Ktrolls
Guest
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Re: D&D Online: Impressions @ GameSpy |
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quote:
but at the same time, the fact that you seem to be required to have a group to do much of anything is tantamount to a slap in the face to modern MMO design. But again, this isn't because Turbine is trying to take things back to the good ole' days. They're just trying to capture the feel of D&D, and not counting the scant "solo-adventure" modules published by TSR back in the day, D&D is a communal experience.
Welcome to the lands of brainless journalism. If Everquest tries to force people to group it's old school but if you do it under the D&D license then you are trying to capture the feel of the old D&D moduls. But anyway it's good to see that Gamespy (who recruts like 90% of its readership among the 10 years and younger) is now trying to define modern MMO design. |
Wed Mar 08, 2006 12:12 pm |
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Loremaster
Village Leader
Joined: 31 Mar 2002
Posts: 88
Location: Hampshire, England |
The biggest problem for the casual player isn't the poor soloability, which is pretty much capable of being worked round at least until the higher levels unless you pick the wrong ie mage-type class. No, the biggest issue for the casual player is the fact that you don't earn a single xp point until you complete a quest/dungeon.
No more "I'll just log on for half an hour before work/school/dinner/bed" type approaches. You won't achieve anything.
The other really big issue is the monthly subscription for what is intended to be a PnP experience. How many PnP players devoted 5 hours a night every night plus longer at weekends? The whole concept of this game, not to mention the lack of initial content, is geared to occasional gameplay and therefore a fixed monthly subscription makes it poor value compared to those games where you put in a lot of hours for your money.
Turbine should have gone the Guild Wars route, this game is crying out for that business model. |
Wed Mar 08, 2006 8:00 pm |
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