Sunday, September 09, 2007

Thoughts on Mythos

I have now played the Mythos beta for a couple weeks and want to share some of my thoughts.

Graphics

The game looks good, albeit simple. The idea with simpler graphics is that it will be very easy for new monsters, races, and other art assets to be created for the game. Flagship Studios, Mythos' developer, wants to be able to easily add content on the fly.

Animations are all very well done. The game runs well on my gaming desktop and on my work laptop, so the system requirements are not steep. This is a clear benefit for the game as many different levels of computers will be able to run it.

Game Play

Game play, like the graphics, is simple. Generally, players set one ability to the right mouse button and their base attack to the left. From there it is straight up hack and slash. Players plow through tons of monsters at a fairly quick pace.

My concern for the way the game plays is that the character advancement is far too slow. It takes a good bit of hacking and slashing to advance a level. Gaining a level is the only time at which you receive points to spend on new abilities. Even then, the low level tiers of the skill trees offer very few new skills. It is quite easy for a player to get quickly bored.

Mythos needs faster advancement or a system that gives new skills on a faster basis. The game is supposedly going to be free-to-play, so there is no reason that leveling needs to be arbitrarily hard or "grindy". Currently it is very grinding intensive, with little flair. Grinding isn't particularly bad in a hack and slash game, but combined with slow character progression, it makes Mythos quite boring.

On top of this, the classes just aren't balanced. Some classes receive early access to area of effect (AOE) attacks that just dominate. Classes without AOE are at a significant disadvantage as they are forced to kill monsters one at a time, burning through a ton of potions in the process. There is plans to introduce more classes to the game, but I sincerely hope Flagship spends some time balancing AOE vs. single target attacks.

Just a quick note on potions. I absolutely hate potion mechanics in most hack and slash games. Mythos, like most games of its ilk, have players quaffing potions every ten seconds. This has never made any sense to me. Why not just increase the amount of damage a character can take, or mana a character has, and save some work for the database hardware?

Loot

A hack and slash game is nothing without it's loot. Mythos operates on a random loot mechanic. Magic items drop or can be found with random stat modifiers attached to them. At any time, a fairly powerful magical item could drop. However, I have some problems with the system.

The system is a fairly standard random loot system prone to the same old problems. Most of the items that drop are worthless, as they combine stat bonuses that are worthless to a class. Plus, a lot of items drop that are not even useable by your class or stat build. I am a little disappointed that Flagship made absolutely no attempt at improving the aging mechanic. They could of made the system more intelligent, dropping loot that is more optimized for your class or build.

Fortunately, Mythos alleviates these problems a little bit with a socket mechanic for plain items. Players can purchase weapons and armors that have sockets into which they can set gemstones that give various stat bonuses. This allows for players to achieve some sense of control over what stats their items will have.

Another problem I have with the loot is that it is not very easy to compare two items. Mythos would benefit greatly if you were able to display the statistics of two items side by side. Also, a "Is this better than what I am currently using?", suggestion box would help new players immensely.

Conclusion

In the end, Mythos will be a fun game to mess around with when players are bored with their main game. Mythos is also a great casual title. Both because it is free and because its game play is rather simple. My only concern is that they will not speed the character progression up, resulting in a bunch of bored players. With a bit of polish and flair, Mythos will be a new age Diablo (minus the demons).

Saturday, September 08, 2007

Mark Jacobs: Keep Fighting the Good Fight!

Virtual World News has a transcript from the Austin Game Developers Conference (AGDC) entitled: What Are the Biggest Online Gaming Opportunities?

The panel featured:
John Blakely (VP of Sony Online Entertainment)
Mark Jacobs (VP EA, Studio GM EA Mythic)
Raph Koster (President Areae)
Erik Bethke (CEO GoPets).

Moderated by: Matt Firor.

Mark Jacobs goes on the defensive and offensive about microtransactions, RMT, and garbage games that think they can make a buck. This is why I will forever be a fan of Mark Jacobs. He has always stuck to his guns about RMT and the "how can we make more money" attitudes. Many people may doubt Mark's look on the market, but few can prove him wrong.

When everyone in the world told him he couldn't make Dark Ages of Camelot, he did it. Not only did he do it, but he spurred Mythic to do it in a 24 month timeline. On top of this, DAoC launched nearly flawlessly. Sure some mistakes happened with expansions, but DAoC has held onto a relative strong player base and provided for Mythic to pursue further endeavors.

In this transcript, Mark Jacob spends a lot of time saying no. Raph Koster stays pretty centered with his ideals on Web 2.0 and his plans to capitalize on a non-traditional game. However, both Blakely and Bethke spend an inordinate amount of time demanding that they are right with no proof whatsoever.

The argument seems to be that just because something makes money it is good for the market. Jacobs smartly informs the panel that isn't the case. What's good for the market is good solid games, not developers nickel and diming customers. All the other trash will be swept under the carpet; where it belongs.

Northrend: No Fly Zone

There has been a lot of talk lately that flying mounts will not be usable in World of Warcraft's next expansion, Wrath of the Lich King. Blizzard has stated that the use of flying mounts may be restricted until players reach level 78 or higher. The reasoning: flying mounts would allow players to bypass too much content.

Flying mounts were introduced in The Burning Crusade, WoW's first expansion, but were not accessible until players achieved level 70. Therefore, flying mounts had little to no effect on leveling speed. They served as an end game treat for players to zip around the zones in Outlands.

With another expansion in the works, Blizzard seems to be concerned that players on flying mounts would be able to just zip around from quest to quest ignoring the vast amount of content built in between. This is understandable, as Blizzard puts a lot of hard work into building their content.

As a player who does not have a flying mount, I tend to agree with Blizzard. There is an ever growing gap between the "haves" and "have nots" in WoW. Nothing would suck worse than landing on the shores of Northrend and be forced to take the hard road as players with flying mounts zip around at 2-3x your speed while skipping over annoying random aggro.

It is understandable that players with flying mounts would be upset that they have invested large amounts of time into getting something that they can no longer use. Or not use for a certain period time. In this regard, I sympathize with flying mount owners.

However, considerations have to be made. Not just for players without flying mounts, but for the design of the content. With flying mounts, the design of both the static terrain and playable content needs to branch into a third, vertical dimension. It is not feasible that Blizzard places "flying guards" over every single quest location. The question needs to be asked, what do players want Blizzard spending time on? Getting the expansion shipped or double checking the expansion for consistency with flying mounts?

Not only is there game play reasons for turning Northrend into a No Fly Zone, but there are lore reasons as well. Blizzard has already stated they will be involving the Dragonflights heavily within WotLK. So, it may turn out that players who attempt to fly over Northrend will be downed by a "sky guard" until they reach an appropriate level and can become friendly with said "sky guard".

I strongly believe that players will be far more accepting if there is a valid lore-related reason for the restriction of flight. If it turns out that Blizzard just wants to slow leveling speed, then there will be valid room for complaints. Azeroth currently doesn't allow flying mounts, but it was also built before TBC. WotLK does not have that same luxury. Players will expect more.

Thursday, September 06, 2007

No One's Talking!

Tabula Rasa is set to launch October 19th, the beta NDA has been lifted, but I can't seem to find anyone that will give a decent post about their beta experience. Hopefully, in the next couple of days we will see some great posts from beta testers.

Sadly, this just confirms my suspicions that the interest in Tabula Rasa is not that big. I'm not interested in the game and I don't know anyone that is actually set on playing it. A few of my "I play every MMORPG" friends may give it a whirl, but they will play anything.

I'm debating whether to give the game a try. It has been a good while since I gave a random game a chance. I normally stick to playing games that I've followed for months (or years) through development, beta, and launch. I have paid almost no attention to Tabula Rasa and that may have set the stage for me to play it. Unfortunately, there is that whole work, school, wife, and dog equation that I need fit gaming back into.

Monday, September 03, 2007

Bloggers Roll Call

MMORPG and gaming bloggers, I need you! I need links for a new blog roll I will be putting up. Plus, I want to find new blogs that I don't read. I plan to visit each of these blogs on a daily basis, so please drop your link in a comment.