The Crucible Called WAR
I think that Warhammer Online’s arrival, more so even than Age of Conan’s, is showing who has outgrown the classic fantasy MMORPG and who still enjoys the genre.
(I’ll preface this by saying I’M NOT IN THE BETA YET, so I’m basing my observations off watching the game being played by someone else (*sob*) as well as the posts coming from a variety of bloggers.)
In one corner we have people like Darren and Brent, who see WAR as offering the same old DIKU gameplay, and (they feel) in most ways not as well as WoW. They are both, however, excited about SOE’s next batch of games which they feel are bringing some innovation to the MMOG space: FreeRealms, the Agency, and DC Universe Online (and I’m looking forward to all these games too).
In the other corner we have Keen and others who are happy that WAR seems to be just what they wanted. They cite the almost universally lauded public quests, but for a lot of these people it’s the RvR alone that will hold their interest long term.
Somewhere in the middle we have Tobold and Genda, who are taking a more objective stance on what WAR brings to the table. I particularly enjoyed Tobold’s theory that WAR will do a lot more to foster player community during the leveling process than WoW has by virtue of its social systems.
As I wrote before, it’s okay for some folks to have grown tired of this type of game. There’s no shame in saying so. But those same people need to realize that there’s no shame in enjoying a familiar game style and lauding a few well-thought-out advancements.
Look, WAR is unlikely to win over the average poster at f13, because those folks are more jaded than a Chinese gift shop. But I think Warhamer Online is going to do quite well with fans of the genre, so long as it remains as engaging as it seems to be at the lower levels and it doesn’t feature broken PvP like AoC. I’ll be particularly interested whether it brings some socialization back to MMOGs, which have increasingly become solo experiences.
Sometimes a little is enough (THAT’S WHAT SHE SAID… oops, sorry). MMOGs don’t have to be revolutionary to be successful, and at the end of the day delivering a few new ideas on top of a polished and familiar core experience may be enough to satisfy a sizable fanbase. Time will tell if this is true of WAR, or if the public as a whole is looking for the same revolution that some longtime gamers are advocating.
Personally, I’m hoping for both.
