| continues today, but I
found that playing in a lesser-populated server also has its advantages. While
the economy teeters on nonexistent, the camaraderie nurtured via the game's predecessors
is natural here and intensified whenever there are so few players - and this turns
out to be the case because there tends to be an unbalance between the sides on
smaller servers. My main character is located on a server where the Night Elves
alone outnumber the entire Horde. While this is cause for some occasionally justified
complaining, it also bonds most of the players together in a way that really enhances
the experience. The underdog effect was in full swing several times throughout
my time in WoW as handfuls of feisty Orc, Troll, Tauren, and Undead raided
the Night Elf territory, with one particularly long raid ending up with the intruders
being separated and surrounded. Unfortunately, these kinds of experiences are
really left up to the players to make the most out of because much of the player-versus-player
aspects have yet to be defined by Blizzard.
The honor system discussed
in the manual - which would keep lower-level characters relatively safe from higher-level
prowlers - was done away with early on. The battleground feature discussed on
the official site has yet to be implemented. What does exist, however, are the
player-versus-player servers where contested zones automatically flag players
to attack and to be attacked by others, leaving the non-player-versus-player servers
to require that players manually flag themselves with a command that lasts five
minutes. Aside from channels allowing raiding parties to keep their conversations
amongst themselves, and the ability to separate loot a particular way, World
of Warcraft offers few new ideas in the way of organization or beneficial
aspects - no nifty linking attack system as in Final Fantasy Online or
experience bonuses for performance. Even with the terrific way Blizzard handled
the graphics, which is an outstanding art style masking an engine that even older
computers can handle, few systems and connections can sustain the kind of heavy
damage a one-hundred-unit raid party can create.
Those not particularly
interested in the often brutal player-versus-player experience will find soloing
and questing with parties to be much more satisfying. At the outset, the player
can choose to be a Human, Gnome, Dwarf, Night Elf, Undead, Tauren, Orc, or Troll,
with each having their own benefits and restrictions; for example, Gnomes will
have benefits when pursuing the engineering profession, but they cannot be priests.
The classes spread out amongst the races are warrior, rogue, hunter, mage, shaman,
warlock, paladin, and priest. Each class has a Diablo-style level-branching
system that allows players to boost highly specific class abilities through the
use of talent points, which arrive at a rate of one per level after reaching tenth
level. While stronger versions and new spells can be purchased from class trainers,
the enhancements made through the talent trees increase such things as the overall
abilities of a spell. So, for the thunder clap ability, going from level one to
level two might make the duration of its stun effect last longer and the pain
it inflicts slightly greater, but putting a talent point towards it will increase
its overall potency, adding more to what it already is. Most skills lead to the
advancement of other skills, and so on. With multiple styles of branches to choose
from, there is plenty to work towards, but it also serves to keep characters unique
- one Warrior may be an offensive juggernaut while another may be weak offensively,
but like a rock with their emphasis on defense.
During the game, players
can also select up to two professions and multiple secondary skills. I was a fan
of mining and engineering, which allowed me to create most of the materials I
would need to create an item. There is also alchemy, leather working, ironsmithing,
herbalism, and weaponsmithing. The secondary skills include first aid, fishing,
and cooking. In short: there is plenty to do. Fans of the MMORPG genre will note
that what is unique about World of Warcraft is the crafting success rate.
Rarely did I ever fail at mining, whether extracting the mineral or melting them
down, and I really cannot recall ever failing in creating an item. This lax approach
permeates throughout the game and is one of its highlights, keeping the experience
fast and engaging. The activities also tie into each other: the fish caught can
be cooked with the appropriate experience, while the cloth needed to make dynamite
can also be allocated to making bandages, and so on. This also means that even
basic items can be coveted and sold for a good bit in the server's auction house.
Of course, there are also the rare drops that can be put towards new items or
sold for cash. That being said, there were few times when I was actually short
of cash. It was only when I was able to purchase new and upgraded spells and abilities
that the pocketbook got light, and the remedy to that was simply a few minutes
of running around the nearest open area.
World of Warcraft seems
to have the two design themes: tying things together and ease of use. While previously
mentioned in regards to single items being usable in a variety of ways and the
high success rate in creating items, the same is also true in regards to how the
world is laid out and in how the game takes much of the burden away from the player.
It is difficult to describe how the worlds are crafted, because doing so never
adequately explains what Blizzard has achieved. The only way I can explain this
is to say that the two continents, which are broken up into numerous territories,
remind me of a rectangle, with the player moving along the horizontal axis. This
means that, while it does not take a long time to get from point A to point B,
there is a great deal of room to move about along the way. Aside from having a
mount, taking a blimp, boat, or one of the various airborne units as transportation,
running is not the time-consuming burden that it is in other MMORPGs, like Final
Fantasy Online. Here, going from one nearby town to another doesn't mean spending
thirty minutes on the road, but maybe ten, or a flight that takes a few minutes.
Longer journeys may take time, but most of that comes from exploring the initial
territory first to find someone to learn the flight path to that location. The
game gives off a great illusion of this vast land where the player can run on
forever, but the towns are actually intelligently laid out in such a way that
players can either take their time to get to a destination or get there very shortly,
and the quests are given out in such a way that rarely does one ever make a trip
just for one quest. Going from one town to another can easily accomplish multiple
objectives, which goes towards the game's other main theme: ease of use.
The cities and towns themselves can be a little confusing at first, but their
layout is very easy to learn. Smaller towns can be anything from a few houses
to an outpost, with most having the necessary tools needed for an aspiring craftsman,
like supplies to buy as well as an anvil and forge. Each has a style unique to
the race, which also applies to the surrounding areas. The outposts built inside
a forest will look like they belong there, while others are located in more exotic
surroundings, like atop high plateaus. The environments for each race are also
suitable to their mythos, with the humans living in a green, forested area, while
the undead live in lands of decaying foliage and brooding woods. Similarly, the
night elves live in vibrant, lush forests while their neighbors, the Orcs, Tauren,
and Trolls, reside in vast plains spotted with caverns, mountains, and the random
oasis. Traveling through these lands is made extremely easy by way of signs posted
every few screens indicating what direction a particular town is in, with most
having roads that lead straight to them.
Ease of use also carries over
into aspects that may not seem to encompass it, like leveling. I cannot begin
to count how much of my time in other MMORPGs was wasted tracking down someone
to get a quest so I could join a friend on the same job, or tracking down someone
within a town to finish up a task. In World of Warcraft, most quests -
some are specific to the class or race - can be shared with a friend with a touch
of a button. So, if someone signs on and has been halfway across the world and
decides to join you, their friend can open up their menu and share it instead
of having to track down the guy handing out that particular quest. When a task
is complete and players are approaching the individual who will complete the quest,
the person they need to speak to is highlighted on their mini-map. Even finding
a person or location in a town is a breeze, with town guards being able to say
where just about anything is (bank, auction house, class and profession trainer,
etc.) by highlighting the location on the mini-map. While these may not seem like
a revolution on functionality, I can say that this trimming of the fat is what
really makes the game as good as it is, because it involves many minor enhancements
that go a long way. Since the game can be quick to progress and thus leave room
for getting bored with your character, players are allowed to create up to fifty
characters - five across ten servers - which allows for tons of experimentation
and replayability. These features, along with the quick traveling routes, work
with the quick regeneration and ease of resurrection (players can run back to
their body for no penalty or resurrect in a graveyard and suffer item damage and
a sickness that lasts for a few minutes) to create a game that is not only easy
to get into, but extremely fast-paced.
Regardless, the game isn't all
fast times, and fond nostalgia -- love that Warcraft III icon usage. There
are a few bugs that are still around from the initial launch. Some of the main
problems are characters getting stuck in the middle of an animation. Players will
get stuck in a mid-swing animation during fighting, and I have gotten stuck on
a knee halfway picking at a mineral vein several times. The result of these freezes
is a character model that just glides around as if the ground was ice. The player
can still attack and be attacked during this time; they just cannot time their
moves or pick up the loot. Fixing this requires logging out and back in, which
isn't a giant pain, though it is a pain nonetheless. The lack of any sort of restriction
system makes the player-versus-player servers like the Wild West, with only the
promises of something really cool coming soon. Also, as polished as the game is,
there are quite a few simple tweaks that would have made sense, like having multiple
quick-selection bars for spells and items on the screen as opposed to having to
scroll through several. It also would have been nice to be able to move them to
the sides of the screen, a feature that has instead been added by way of capable
modders who are fans of the game.
Also, despite great intros that emphasize
the predicament that each race finds themselves in at this particular time in
their people's history, nothing is done about it. There is a giant story the game
works within, and some of the quests as well as several books and notes lying
around help to shine some light on the history and culture of the surrounding
peoples, but nothing more is done to continue it. After countless hours across
several characters, I am still dropping packages off and killing a certain number
of creatures. While its competitors may not be as polished, the evolving story
and world of Asheron's Call and the enhanced player-versus-player combat
of Dark Age of Camelot are certainly missed. There are also some balance
issues that need to be worked out, and such is par for the genre. When I see the
cool combo ability of a rogue (attack to build up combo points then unleash the
points by using a variety of moves that increase in damage by how many points
have been built up), I cannot help but wish some of the other classes had something
so unique. However, balancing servers would be a nice move, and talk is still
going on as to how to do just that. One of the few problems I had with combat
was how some areas seemed to love to respawn an enemy right behind me while I
was in the middle of a fight, as if the game just wanted to remind me that it
could crush me at any time.
Minor bugs aside, the graphics are great
with a fantastic art direction and a representation of a full-size Warcraft
world that fans of the series could only dream of. Aside from a clipping problem
with capes and weapons, the characters are solid, the weapons look good, spell
effects are bright, and the clothes are also particularly dashing. Minor effects
are also a treat, like the 2D targeting dummy that bounces from side to side on
a spring, and the scope (a pleasant surprise - random engineering items that actually
do something) that zoomed up to view enemies in the distance. There are also nods
to past titles throughout, rewarding those who like to peek in the nooks and crannies.
The music is also great, with decent sound effects, but the game could have benefited
much more from some environmental audio and more distinct sounds for the races.
Per the design, the controls are easy to get familiar with. Going back
to Dark Age of Camelot left me with sore hands because the initial layout
was so unintuitive and, compared to World of Warcraft, downright archaic.
With mods out that allow for more icons to be displayed on the screen at the same
time, there is little more I could wish for out of the controls. The menus, response
time, layout…everything is done so well that other MMORPGs need to go back and
tweak things up some. Overall:
8.5/10 In terms of functional design, World of Warcraft is second
to none. The controls are great, the menus are intelligently laid out, and the
game really goes out of its way to let the player enjoy the experience without
making them work for it; sure, players can run around and look for someone to
end a quest, but now they don't have to, likewise with finding a local trainer
or auction house. The quest system and quick regeneration of health makes going
solo a breeze, which is something I appreciate since I often like to go off and
adventure alone. The problem now is that the game seems aimless. With the player-versus-player
function neutered, the inviting prospect of participating in the grand struggle
of the Horde versus the Alliance is more wishful thinking and unfulfilled promises.
The grand story seems to be on hold and there are still bugs that persist. Granted,
the game has not been out that long, but with the long beta period, the game having
several launches to go and Blizzard still struggling with server loads, the minor
problems appear to be something that will remain and they really add up, tarnishing
a great experience. [
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