
It may seem derogatory to open a review by comparison to another game, but in this case the comparison is a positive one; it's worth saying up front: Lord of the Rings Online stacks up very well compared to the king of the genre, World of Warcraft (WoW). When WoW dropped on an unsuspecting PC market a little over two years ago, it changed the Massively Multiplayer industry forever. As a result, WoW has been an incredibly hard act to follow.
It's telling, and more than a little disconcerting, to note that every Massively Multiplayer game launched since WoW has had a very hard time garnering attention from traditional Massive gamers. Some expansions have worked out well, of course, and Guild Wars has succeeded by dodging the barrier of a monthly fee completely. New AAA MMOGs, though, have been grimly received. Some of the biggest games launched since WoW include: The Matrix Online, ArchLord, Dungeons and Dragons Online, Auto Assault, and Vanguard. Though each of these titles offers some interesting gameplay elements, none of them have managed to capture even a noticeable percentage of the WoW-playing audience.
The simple fact, then, that Lord of the Rings Online is a polished, competently executed, and genuinely fun Massively Multiplayer experience is not to be taken lightly. Adequacy should not be confused with disappointment. LOTRO is, literally, the first brand-new MMOG worth playing since World of Warcraft. As depressing as that is to contemplate, LOTRO's success is great news for fans of the books and movies; no one is turning in their grave as a result of this game's launch.
In the broadest sense, LOTRO compares favorably to World of Warcraft because it borrowed many components from the current king of the genre. LOTRO has adapted the general 'feel' of WoW's gameplay to a wholly new setting and experience. The result is a MMOG that will be extremely intuitive to anyone who has played other Massive games. Characters are chosen from a selection of classes and races, spend most of their time completing quests, fight opponents by selecting class abilities from a hotbar, and can band together with other players to take on challenges too dangerous to solo. The game can primarily be played by yourself, but common chat channels called Fellowships ensure that players looking for more long-term social commitments can achieve their goals. It's a sign of the times that WoW's success almost seems to demand some level of imitation from other products to be competitive. It should be stressed, though, that LOTRO is not just a poor man's WoW. This is no cheap knock-off, and the game is categorically not trying to be World of Warcraft. It would be more accurate to say that Turbine has recognized quality, and attempted to ensure that their own product lives up to expectations.
What separates LOTRO from the crowd, the thing that Turbine has sharpened and honed to cut players (at least temporarily) away from other games, is the Middle Earth license. The extraordinary care that the designers have taken to place players into Middle Earth is apparent in every aspect of the game. As in other titles set during the Rings trilogy, Turbine has wisely kept you fairly well removed from the main plot of the books. By following quests scattered throughout the world, your character dances around and through the journey of the One Ring. Though you can speak with every member of the Fellowship at some point in your travels, you are not asked to shoulder Frodo's burden. Instead, your character is woven deeply efforts of the free peoples to aid the ring-bearer and repel the forces of Mordor. The usual kill-it and fed-ex quests dot the land, and wouldn't look out of place in any other game. The sharp difference is that Turbine has leveraged Tolkien's amazing world-building efforts to make you actually care about what you're doing. Ranging from the practical (slaying goblins to keep the townspeople safe) to the ridiculous (running pies across the shire to spoil the Sackville-Baggins' party), quest text is remarkably well written. If you read and enjoyed the books, you're going to quickly find yourself pausing to read the tales these quests tell.
This pause, the interest in the lives of the NPCs, results in a different pace than you might be used to in other Massive games. It's, of course, an intrinsic part of the gameplay that you can set your own pace in a Massively Multiplayer game. That said many games compel you to rush everywhere, getting as much done as quickly as possible, playing for long stretches at a time to grind to the higher levels. LOTRO just doesn't have that vibe. Certainly, you can churn through the content as fast or slow as you'd like. There were max-level characters on the game servers within a week or two of the game's launch. For those with more appetite for story, or those grown tired of that pace in other online games, the breathtaking graphics and well-told tales encourage stopping to smell the roses. There's also just no compelling reason to grind your way to max-level in this game. Right now a big chunk of highest-level content is still in development, and for a Massively Multiplayer game LOTRO is quite reasonably priced. Anecdotal evidence from my own experiences and the experiences of other players indicates that Lord of the Rings Online is the kind of game that is most fun to play in fits and spurts. A few hours one day, a few hours the next ... it's so much fun running around the Shire, it's easy to see why a player would be in no rush to leave the lower levels.
Another element that encourages lingering rather that rushing, and can help assuage the hardcore players that might otherwise grumble, are the deeds. Deeds are a unique element to Lord of the Rings Online, a kind of achievement system somewhat reminiscent of those earned on the Xbox 360. They're discovered by doing the act the deed requires for the first time; for example, many require a certain number of monsters to be slain. The first time you kill a wolf in the Shire, your UI notes that you've begun work on the 'Wolf Slayer' deed. This can just be a blind grind-fest, if you're so inclined, but players have found that most deeds can be accomplished simply by going about their normal business of questing and traveling. Killing wolves as you encounter them in your travels eventually results in the completion of that deed, without needing to ruin your play experience with senseless repetition. Instead of Xbox Live gamerpoints, deeds earn your character two things: titles and virtues. Titles are simply that, strings that can be added on to your name. Completing the Wolf Slayer deed, for example, nets you the 'Fur Cutter' title. It's a simple customization, but the large number of deeds in the game allows for players to represent themselves in a myriad of different ways.
Virtues are much more important. Each completed deed gives you access to a virtue, an insubstantial descriptor that modifies your character's game statistics. As an example, completion of the Wolf Slayer deed earns the 'Discipline' virtue. Discipline increases melee damage and your character's resistance to injury. Each virtue modifies different character abilities and statistics, and are useful in different situations. A character's functionality can be changed dramatically just by swapping out what virtues they have slotted. It encourages differentiation between members of the same class, and a few wisely-chosen virtues can make the difference between victory and defeat.
Deeds aren't the only unique element LOTRO offers. The game's character classes are a nice tweak on the normal 'tank/mage/cleric' trinity that have been the standard in fantasy MMOs since EverQuest. While the basic party roles are all there, their Middle Earth wrapping pleasantly muddies the waters. The main Damage Per Second (DPS) class in the game, for example, is the Burglar, a rogue-type character. The character you'd expect to be most like the blaster/mage is the Loremaster, but he fulfills more of a crowd control role. He also has some healing skills, as do several other classes. The Minstrel is the primary healing class, but with multiple classes having the ability to heal it's not critical to ensure a Minstrel is in every party. This 'spreading the load' approach also allows Minstrels themselves to be a more front-line combatant than any priest or healer is in other games Their songs do damage to enemies, as well as providing short-term buffs for team-mates. Though for the most part these are all familiar roles in new packages, they 'feel' differently enough to provide a sense of novelty for veterans and new players alike.
No comments:
Post a Comment