Starvault, the publisher of the soon-to-be-released Mortal Online, has allowed a pair of beta testers to post "Combat Beta Reviews" on their forums. You can read them here: Lachrymose's Review, Shinzon's Review. Both write-ups provide a glimpse into the mechanics of the game which appear to be a sharp departure from the more "accessible" games that currently dominate the marketplace.
Crafting
Crafting in Mortal Online aims to be far more realistic that simply gathering a few materials and clicking a button to mindlessly slap them together:
Weapon creation at the moment is impressive. Crafting itself hasn’t been unlocked to players, but NPC crafters allow us to choose which type of material to use for each piece of a weapon (handle, core, blade, etc). In addition, when creating armor, not only do you choose which type of material to construct the armor out of, but you also choose how much material to use when creating the armor. Using less material obviously makes the armor lighter and less cumbersome, but it also provides less protection.
Needless to say, there is a seemingly endless amount of combinations to choose from, but the trick is to determine which combinations are most effective, as some combinations just aren’t very practical. For instance, attaching a great blade to a dagger handle will result in a strange looking and ineffective weapon, and although creating a sword made out of pure gold certainly looks fashionable, it will do little damage and require the majority of your stamina to swing it (if you’re able to swing it at all, that is). The amount of options given to the player is incredible and really adds to the involvement of player skill, as players will have to determine the best gear compositions for their particular playstyle.
Exploration
Nearly every MMO has built in maps and radars that are easily accessible to players. While this is great for getting from point A to point B efficiently when entering an area for the first time, it makes for a lousy sense of immersion. What if there were no free maps?
Some of the other beta testers and myself had a lot of fun exploring the [test] island and finding a few hidden ruins. Traversing the island is no easy task, so although the island is relatively small, it certainly seems large. Not only are there mountains and other land formations obstructing any straight paths across the island, but navigating the island is very difficult until you’ve walked around it enough to really familiarize yourself with it. At one point, I broke off from the group to do a little solo exploring, and I quickly realized that I had no idea where I was. For me it was a really unique experience in an MMO because there was no radar in the upper corner showing me where I was on the map. There was no arrow pointing the way to go. I was actually lost, which made for a truly immersive experience, and this was only on the tiny test island we were placed on. I can only imagine what the immersion of being lost in a much larger and inhabited world would be like.
The Waiting Game
Despite my care bear roots, Mortal Online is an MMO that has me anxious to try it out. Lately I've wanted an experience that is more than yet another guided tour, and Starvault certainly implies that their Q4 2009 offering will be exactly that.
If the impressions of the closed beta testers are anything to go by then the game is coming along well, and while there are definite wrinkles left to iron out, the game's concepts seems solid.
8 comments:
I've been thriough this process a few times now in game design, and I've got to say: a lot of these ideas... Even all of them... They're not new. There is a reason they aren't used. The immersion building ideas? They are extremely cool. At first. Later, no minimap just becomes a hassle, for example. Immersion gives way to annoyance.
The crafting? Also not new, but not a bad idea per sey. However, it is an absolute nightmare to balance and players will game it to extreme ends. Even in single player games (let alone mmo's) it always gets cut down because there are just too many variables. I remember back in the day working towards a system like that in a MUD, but having to abandon it for those reasons.
The reality is what people think would be really cool in a ge (particularly an MMO) often don't make for enjoyable longterm play.
Mostly, because the one thing players are best at overall is finding ways to make the game less fun.
I wasn't suggesting that these mechanics were new - only that they fit my mindset right now.
From what I've read about Mortal Online's combat, it may be difficult to make things that are super unbalanced.... with an emphasis on skill/twitch the raw stats of the weapons and armors play less of a role. (I think one review mentions that naked it takes 2 swings to be killed, while donning a full set of heavy armor increases that about 6 - while lowering your ability to retaliate.)
Personally I think that MMOs right now are in a bit of a rut, with most companies creating games that are relatively similar to the pre-existing offerings.
Chucking much of that out the window is something I'm ready to try again..... which I suppose is why I continue to dabble in the Saga of Ryzom.
I remember the first EverQuest not having a map, and it was miserable. Every level, I had to spend time leveling my Sense Heading skill just to be able to determine which direction I was facing, and I had to plot out a course based on that. It never felt immersive; it just felt cumbersome and an artificial way of making the game harder on players. Eventually a map was implemented, and while it was an overlay instead of a mini-map, it was certainly wonderful to not have to rely solely on direction to get around.
I don't think maps and radar are a crutch or a problem, personally. I'm all for immersion, but literally being lost in a game and being unable to enjoy my time there by doing what I want to do is frustrating and not fun. If I want to explore, I can do that with or without a map.
I'm certainly curious about Mortal Online. The map thing is very interesting. IMO, I think it goes past the thin line of immersion and into the frustration zone.
I'm only saying that out of experience because I played EQ for years when it didn't have a map system and there was nothing worse than dying and having absolutely no idea where your corpse was. So human beings (being the clever sods we are) invented ways to get round this:
1. Before you died, you would type /loc and write down your co-ordinates
2. You would bind sense heading to your forward key so it would skill up as you moved
3. You downloaded and printed off all the maps from EQAtlas
It's human nature to take the easiest option from A to B. If there was no map system in a game, it wouldn't be long before someone mapped the areas and stuck them all on the internet thus completely defeating the point of not having a map system in the first place :)
I don't want to sound against games like MO... well, you know my point of view, Andrew :D
"Personally I think that MMOs right now are in a bit of a rut"
I completely agree with that. Trying to relive the nostalgia days from EQ or remake WoW is not the way to go though. Developers have to push the genre forward by coming up with completely new stuff. Seems like everyone's too scared to do it in case the game flops (understandable though).
Interesting to hear how much maps seem to be important to people.
When I played EQ I wasn't all that torn up by not having a map.... that part really didn't bug me. (I dodn, however, use EQAtlas now that you mention it.) Of course, I was coming out of MUDs where I didn't have maps either (the closest I had was speedwalks, and those I created myself.)
Sense Heading is kind of dumb, and could be mitigated simply by having a compass.
@Gordon:
"Trying to relive the nostalgia days from EQ or remake WoW is not the way to go though."
I have to object to this statement. Saying things like this is the flavour de jour, it seems, for people who don't want anything to do with games like Darkfall or MO.
Besides - I didn't particularly like EQ for a lot of reasons - so I'm not trying to "relive the nostalgia days" at all.
To be clear, no one is saying let's roll back the clock and pretend it's 1999. What some MMO players ARE saying is let's try new twists on older ideas, and see if we can combine them with modern techniques and technology to make an interesting game.
Game developers (hell, ALL inventors) have been doing this for ages and all of the modern MMO gaming "innovations" can be traced back to ideas that were tried in earlier games. I challenge you to come up with a game mechanic that has come out in the past year that CANNOT find its genesis in an earlier system.
I'm with Beej...sometimes I can get lost even with maps! I would get incredibly frustrated, but I realize some people really like the exploration aspect of games like this.
Wow! I know I am a day late and a dollar short, but I think this game sounds awesome! This is like "Elder Scrolls Online"! The map thing is not so much of a hindrance to me, give me a large map, that maybe I purchase from a vendor? and a compass. Hell thats what I did in the DnD games I used to run so my players could figure out where they wanted to go!
MY concern is players. No NPC you can't attack?! I hear that and see my blacksmith is dead because some asshole came through and killed him! How do you balance PvP in a game like this? Or is there no PvP? Sorry I'm at work and I have a strict web filter. Also could you imagine how bad and/or fun killing players would be in this? The other thing to think of is if there is no chat channels, how do you communicate? How do you form groups to tackle large tasks? For that matter If you can kill any NPC then what do those tasks look like?
I think this game sounds very exciting, and it sounds like the kind of game I could have fun playing with friends OR by myself, if done right. Whereas currently I can't stand playin an online game by myself...maybe thats why I play a tank/ healer - so I always have a group. lol.
I look forward to this game's release, and in the meantime I am thinking about trying out DDO since its free to play know.
I wish that I could answer some of your questions, however the game is in closed beta still, and under a strict NDA so there isn't much more information available other than what the developer has released.
MMORPG.com has forums that may contain info along these lines, but then there is a lot of fanboy love/hate there as well, so you really need to take everything said on there with a grain of salt.
I'm still going to try this when open beta lands.
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