[x]Blackmoor Vituperative

Sunday, 2007-03-18

Initial impressions of World Of Warcraft

Filed under: Gaming — bblackmoor @ 20:03

I spent about 5 hours today playing World Of Warcraft for the first time, using a 10-day free trial. I played EverQuest years and years ago, but I have forgotten most of how that game worked, so my main basis for comparison will be Guild Wars, which I have been playing reasonably regularly for about four months.

The look and feel of World Of Warcraft is much more “cartoony” than Guild Wars, and I personally like the landscapes in Guild Wars a lot better. They’re just beautiful, particularly Cantha (the Asian-style continent). I have been to two continents in World Of Warcraft. One is a sort of cartoon forest with lots of graveyards, which is neat in a sort of “Nightmare Before Christmas” way. The other is a large desert, which looks like a cross between the the Flintstones and the desert where Road Runner and Wile E. Coyote had their battles of wits. So far, Guild Wars wins for look and feel.

The interface in Guild Wars is very similar to the one on World Of Warcraft, which is probably to be expected: buttons across the bottom, radar map in the upper right, character status in the upper left. Pretty typical. There are a few things that Guild Wars’s user interface provides that World Of Warcraft doesn’t, and I really missed them. The main thing I miss is being able to see at a glance where friends and foes are on the radar map. If there is a simple way to see who’s around you in World Of Warcraft, I haven’t found it yet. That’s a huge drawback. I do not see the point of having radar at all if enemies don’t show up on it.

The other user interface difference is the keyboard commands for targeting. In Guild Wars, it’s a simple matter to target the closest enemy, or closest friend, and then cycle through them in either direction (from closest to farthest, or farthest to closest). No tedious mousing around and clicking is required. In World Of Warcraft, I initially thought that it didn’t have a targeting key at all, because even though the online guide I found said that you could target the nearest enemy by pressing TAB, nothing happened when I pressed TAB. I eventually figured out that you can only use TAB to target an enemy when you are basically right on top of them. This is another huge drawback, probably even bigger than the lack of a useful radar. It makes fighting an exercise in mousing and clicking and mousing and clicking. Some folks may like that. I find it annoying and primitive.

So far, Guild Wars wins for the user interface.

World Of Warcraft has a much wider variety of available characters than Guild Wars. Guild Wars has three races of humans, and ten classes. World Of Warcraft has ten races and nine classes, although all nine classes are not available to any given race. This gives World Of Warcraft roughly twice as many race+class combinations as Guild Wars. So for character options, World Of Warcraft wins.

I have done a number of quests in World Of Warcraft, and so far they seem on par with the quests one performs in Guild Wars. For quest quality, it’s a tie. However, Guild Wars makes it much easier to track quests than World Of Warcraft does. This ties back into the radar screen: in Guild Wars, you can click the quest and a pointer shows up on the radar screen leading you to it. World Of Warcraft doesn’t do anything like that, as far as I can tell. If it weren’t for internet sites like World Of Warcraft Cartography, I would still be wandering around trying to figure out where to go. So for quest tracking, the clear advantage goes to Guild Wars.

I can’t claim to have fought a statistically significant number of monsters in World Of Warcraft in just five hours, but based on what I have seen so far, I would say that monster variety and the animation quality is roughly on par with Guild Wars. For monster variety and animation quality, it’s a tie.

Both Guild Wars and World Of Warcraft have a penalty for dying, but they each handle it slightly differently. In Guild Wars, the character can either be resurrected on the spot by a teammate or henchman, or the character will appear at the closest shrine. All of the character’s equipment is intact, but her effective level is reduced by a percentage (the character’s actual level and experience gained is unaffected). That “death penalty” is removed either by killing more creatures or by returning to a town, which resets everything. In World Of Warcraft, the player has a choice of either being resurrected at the closest shrine or of running for a while back to her corpse and being resurrected there. Unlike Guild Wars, there is no “death penalty”. Instead, the character’s equipment is damaged (10% if the character runs back to her corpse, 25% if she doesn’t). There may be wrinkles to this in World Of Warcraft that I don’t see yet, but so far, I would say that both games handle death in a reasonable fashion. Tied for handling of character death.

So, for most game-play issues, I would say that the games are about tied. However, due to the user interface issues, World Of Warcraft is a much, much more difficult game to play. I do not mean “difficult” in the sense of being challenging. I mean “difficult” in the sense of one game simply making the task of moving and fighting more tedious and awkward than it needs to be.

So far, I would say that Guild Wars has the clear advantage.

However, I have only played a few hours, up to level 8. It remains to be seen how the game play will change once I get access to more abilities and begin to explore more of the world. By all accounts, World Of Warcraft really shines in this area. I am looking forward to finding out.

5 Responses to “Initial impressions of World Of Warcraft”

  1. gerro says:

    I’ve been playing GuildwWars with bblackmoor for much of this time and I would have to agree with him on all counts here. I was *exceptionally* disappointed with the visual quality of Warcraft. Although this is usually one of my least concerns, the difference in quality is so severe, it actually matters.

    I’ve also found that simply targeting enemies and finding things are more of a chore in Warcraft than in Guildwars. Since the games can be updated with relative ease, it is a mystery to me why Warcraft does not have simple features that even older Blizzard games (Diablo 2, Warcraft 3, Starcraft) had, such as highlighting the current target, showing items on the ground when a key (alt) is pressed, etc. Particularly annoying is the fact that you have to manually turn your character to face your enemy if you want to keep attacking them. If the target moves to the side, your character will not pivot to continue to attack them. Why? Was that too hard to program, or did the developers think this adds a great element of fun to the game?

    On the plus side, however, there seems to be a lot more to explore on the world map, and much more “granularity” to the Items aspect of the game. Guildwars wanted people to focus less on gear and more on player skill, and they went too far - in my opinion - with making items and armor pretty plain and uninteresting. While I admire and agree with that sentiment, there is a certain element of excitement and discovery that this “gear focus” adds to a game, and which I miss when playing Guildwars.

    So, while I’ve played Guildwars just about to death by now, I won’t un-install it because it is by no means inferior to Warcraft. By the same token, I probably won’t buy more than one month at a time with Warcraft. It’s just WORK to play Warcraft. I could see myself getting sick of all the extra effort. I might look for something else.

  2. Arioch says:

    Not every game is for every person. What are bugs to some people are features to others. I hope you guys are able to find a game you can enjoy, and suits your style. That is why I think there are so many games out there, so people can find the game that is right for them. I don’t think thee is any one game to rule them all.

  3. bblackmoor says:

    The cartoony look I could adjust to. The thing that really kills it for me is the lack of a functional targeting system. You’re reduced to manually clicking on things in your view, which makes it an exercise in eye-hand coordination. And, perversely, the larger your monitor is, the more difficult the simple of task of targeting an enemy becomes (FYI, I have a 46″ monitor).

    I am not the only person who has expressed this opinion, either. There was, until a short while ago, the following post on the World Of Warcraft forums, from use Giiba:

    Before the 2.0.1 patch I was using this addon (http://wowvault.ign.com/View.php?view=UIMods.Detail&id=99). It changed my gameplay experience, I was suddenly able to target far more effectively. Now with the latest patch it is broken… and while some of the features (attack on assist and smart actions) might have been what Blizzard wanted to stop, the ability to cycle through the targets of your raid group was immensly helpful.

    Blizzard, if you are going to gimp the targeting abilities of addons/macros, please, please, please, give us a targeting system that isn’t utterly %$#@ing useless. As a hunter I have to move 11 yards in from max range for the ‘target nearest’ to work. And even then it is a pathetic excuse for targeting often putting me on something I don’t care to attack (another players pet for instance) and has no cycling ability. The other day I was playing grand theft auto and I rediscovered the targeting system in that game… it is both intuitive and easy to learn. First you target the nearest target, then you can cycle left or right from your current target with the push of a button.

    I find clicking targets that are 41 yards away to be difficult at best once you factor in the lag jumping that always occurs, and the assist function only helps me if I have another friendly player around (and they will do the same lag jumping as a hostile).

    Please blizzard give us some sort of functional targeting system.

    This topic has since been removed.

    When combined with the inexplicable lack of enemies on the radar, this makes the game a chore to play. I am amazed that it has become as popular as it has.

    But as Ken (Arioch) says, different strokes for different folks.

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