| yaleartificer ( @ 2005-12-18 12:36:00 |
Guild Wars: Give me MMOR!
After coming home from the mall yesterday (where we saw a bunch of campers outside Best Buy waiting for XBox 360's to spawn),
digitalemur surprised me with my Christmas present: Guild Wars. Many know this as the massively multiplayer game with no monthly fee, and some even know that I tried to drum up support for it about 6 months ago, but we ended up having too many Mac users to make anything but World of Warcraft possible. Finally, I got the chance to play it ... and it even surpasses my expectations.
Having played GW for about 4 hours last night, I have to say that a lot of things about this game rock my socks. With no monthly fee, the game designers have no reason to waste your time. Want to go to a certain city you've been to before? Hit "M" to call up the map, then click on the city, and you're there. No corpse runs -- if you die in an instance, you just take a cumulative penalty to your stats that goes away if you leave the instance and do something else. A star on the map shows you exactly where you need to go for each quest, and I've yet to receive a quest that says, "Kill lots of Foo monsters until one randomly drops a Bar." Nor has any quest yet to ask me to kill more than 3 of the same thing, but that may change as the game goes on, as it did with WoW. I'm hoping it doesn't.
But the other thing I love about Guild Wars is that combat feels like a game instead of a task. Right from the outset, I got several powers that aren't your traditional MMORPG set of damage-over-times, roots, and direct damages. "Empathy" does damage to the enemy every time they attack something. "Animate Bone Horror" let me raise little skeleton munchkins from recently defeated enemies to send against foes -- you could get a nice little group of them on your side if you fought several enemies in a row. Another early skill gave me a tradeoff of temporarily reducing my max HP for faster regeneration. Actively choosing between these things wasn't simply a matter of "root, blast, fireball, fireball" or "Totem, totem, bash, heal, bash" that my mage and shaman in WoW devolved into, but made strategizing fun, especially when fighting multiple enemies. You can only choose 8 skills or spells to take into combat, which I think is a great choice that allows for a lot of customization and also makes for less HUD clutter. You have both a primary and a secondary class to draw skills from, the main difference being that your primary gives you one powerful ability that is unavailable to secondaries of that class. Leveling up is also interesting -- you get multiple points to spend on either making certain skill types more powerful, or to increase raw abilities like "Fast Casting," the Mesmer primary ability that does just what it sounds like. This point system also means that when you take on a quest to get a new skill (and the quest-givers give you these skills before you leave for the quest rather than after, which honestly makes a lot of sense), you're not just going to get more powerful fireball, but a totally new ability.
Other things I was impressed with: There was practically no patching to be done after I installed the game, and no graphics had to be fiddled with -- it just ran. And it runs beautifully -- I find GW's realistic graphics more appealing than WoW's cartoony look, though I know that's a matter of taste. The dialogue from the NPC's is solid -- no anachronisms or lame punny names. Heck, even the players on my server by and large avoided annoying middle-schoolisms in their names, though there was one "YourHotMomxxxxx" running around. HP regeneration
has not only a speed but an acceleration, a beautiful innovation that means my waiting between fights was practically nonexistent. Enemies generally were not "pullable," but responded to defend others of their kind, which made them seem much less stupid. And the quests so far have shown some promising ingenuity -- one of my first necromancer quests had traps that could be set off by animating bone horrors next to them.
Okay, there must be a downside, you say. Well, the main one I've seen so far is that it's still only available for PC, though I don't know about the feasibility of using an emulator on a Mac. The climb to the level cap of 20 is much shorter than WoW's climb to 60, since the designers wanted people to get involved in PvP much sooner (though there are a lot of quests for new skills available at 20). You can't jump around the environment, which pretty firmly delineates where you can and can't walk. And there are no /silly or /train commands. Aside from that, I think I'll be having a lot of fun with this game, and I hope some of you with PC's might decide to take the plunge, too.
After coming home from the mall yesterday (where we saw a bunch of campers outside Best Buy waiting for XBox 360's to spawn),
Having played GW for about 4 hours last night, I have to say that a lot of things about this game rock my socks. With no monthly fee, the game designers have no reason to waste your time. Want to go to a certain city you've been to before? Hit "M" to call up the map, then click on the city, and you're there. No corpse runs -- if you die in an instance, you just take a cumulative penalty to your stats that goes away if you leave the instance and do something else. A star on the map shows you exactly where you need to go for each quest, and I've yet to receive a quest that says, "Kill lots of Foo monsters until one randomly drops a Bar." Nor has any quest yet to ask me to kill more than 3 of the same thing, but that may change as the game goes on, as it did with WoW. I'm hoping it doesn't.
But the other thing I love about Guild Wars is that combat feels like a game instead of a task. Right from the outset, I got several powers that aren't your traditional MMORPG set of damage-over-times, roots, and direct damages. "Empathy" does damage to the enemy every time they attack something. "Animate Bone Horror" let me raise little skeleton munchkins from recently defeated enemies to send against foes -- you could get a nice little group of them on your side if you fought several enemies in a row. Another early skill gave me a tradeoff of temporarily reducing my max HP for faster regeneration. Actively choosing between these things wasn't simply a matter of "root, blast, fireball, fireball" or "Totem, totem, bash, heal, bash" that my mage and shaman in WoW devolved into, but made strategizing fun, especially when fighting multiple enemies. You can only choose 8 skills or spells to take into combat, which I think is a great choice that allows for a lot of customization and also makes for less HUD clutter. You have both a primary and a secondary class to draw skills from, the main difference being that your primary gives you one powerful ability that is unavailable to secondaries of that class. Leveling up is also interesting -- you get multiple points to spend on either making certain skill types more powerful, or to increase raw abilities like "Fast Casting," the Mesmer primary ability that does just what it sounds like. This point system also means that when you take on a quest to get a new skill (and the quest-givers give you these skills before you leave for the quest rather than after, which honestly makes a lot of sense), you're not just going to get more powerful fireball, but a totally new ability.
Other things I was impressed with: There was practically no patching to be done after I installed the game, and no graphics had to be fiddled with -- it just ran. And it runs beautifully -- I find GW's realistic graphics more appealing than WoW's cartoony look, though I know that's a matter of taste. The dialogue from the NPC's is solid -- no anachronisms or lame punny names. Heck, even the players on my server by and large avoided annoying middle-schoolisms in their names, though there was one "YourHotMomxxxxx" running around. HP regeneration
has not only a speed but an acceleration, a beautiful innovation that means my waiting between fights was practically nonexistent. Enemies generally were not "pullable," but responded to defend others of their kind, which made them seem much less stupid. And the quests so far have shown some promising ingenuity -- one of my first necromancer quests had traps that could be set off by animating bone horrors next to them.
Okay, there must be a downside, you say. Well, the main one I've seen so far is that it's still only available for PC, though I don't know about the feasibility of using an emulator on a Mac. The climb to the level cap of 20 is much shorter than WoW's climb to 60, since the designers wanted people to get involved in PvP much sooner (though there are a lot of quests for new skills available at 20). You can't jump around the environment, which pretty firmly delineates where you can and can't walk. And there are no /silly or /train commands. Aside from that, I think I'll be having a lot of fun with this game, and I hope some of you with PC's might decide to take the plunge, too.