Almost a couple of years ago now, I started reading the Dungeons and Dragons Online and Middle Earth Online forums. I was so sure that one of these two would be the breakthrough world that would finally displace Everquest as the Big Cahuna of the MMO world, and surge through the 500k subscribers mark. Perhaps even the million-subscriber barrier.
Of course, as Ren Reynolds points out in yesterday's posting on Terra Nova, I was so terribly, foolishly wrong. My aversion to real-time strategy titles had led me to view the buzz about the World Of Warcraft game that was nearing launch with a sort of saddened tolerance. I had no idea what was coming, and when I saw the cartoony graphics I had no temptation to try it out in a hurry.
Tempora mutantur, et nos mutamur in illis*. I am now a convert, on my umpteenth (20th?) alt in World of Warcraft, for one thing (I get bored circa level 30). And while I pre-ordered my copy of Dungeons and Dragons Online at the weekend, I greatly fear that the implementation will fall short of what the D&D IP deserves.
The arguments are well-rehearsed, and I've said them before: several key design elements of the game are flawed. But I had hoped they would be mitigated by later design decisions. I don't, now, think that will turn out to be the case.
The setting of Eberron - one of ultra-high magic with substantial technology - is a problem. I don't really like the Deeprun Tram in WoW, but electrical railways in D&D are just plain wrong. To the game designers it gave a clean page to work on, I know. But Greyhawk and the Forgotten Realms had plenty of "this page intentionally left blank" areas specifically left there for DMs (be they private or corporate) to use without retcon issues. Clearly, Wizards of the Coast wanted to sell plenty of rulebooks for their new setting, and I think that their choice was for the second-worst world they've ever released.
Other decisions are probably even more important. This is not really a world. DDO has a central location: Stormreach. Then it has a bunch of dungeon instances for individual parties to explore. You cannot explore the rest of the world, because it doesn't exist. All travel is "red-dotted-line", a la Indiana Jones or the WoW inter-continental ships.
This is not a huge issue for many people, I know. I may be a Bartle Explorer, but that's a rare type. Remember, though, that no form of PvP exists. This may be a decision I agree with - PvP in pen and paper D&D is tremendously rare and even more rarely fun - but bang go the Bartle Killers. Then you have the relatively small amount of content to worry about. In order to gain levels (up to the cap of level 10), you absolutely must repeat the same dungeons several times: there are simply not enough otherwise. This will, presumably, change over time, but with the pre-orders giving one beta access, I think a degree of early churn is an issue, especially with Bartle Achievers who will devour it in days. And having plenty of cnotent available at launch is important, as it represents a substantial reserve when you discover that you cannot create new content as quickly as it is devoured by players.
That leaves the Bartle Socialisers, for whom the game, with small gameworlds, restricted shard populations, and a single central "home" zone seems perfectly designed, but for the limited appearance customisation (a decision perhaps borne of seeing the lag results in SWG where vast amounts of appearance info is sent from client to client). This focus on socialisation may make DDO very sticky, but I seriously doubt if a game can be built wholly on socialisers and casual achievers. The D&D IP will bring in huge numbers of players (if word of mouth on Penny Arcade and elsewhere is not truly awful), but I suspect that, as with the recent Star Wars Galaxies NGE, this strong newbie hose will only provide massive churn.
Recently-ish, Timothy Burke wrote on Terra Nova that a strong, well-known IP can be, essentially, a huge problem. I think that, amongst gamers, this is the biggest IP of all: bigger than Star Wars, Star Trek and (in this marketplace, not amongst non-gamers) maybe even Lord of the Rings. I gather that the implementations of the D&D rules themselves are actually pretty good. But I wonder if wider design decisions will not overshadow that element. After all, the game mechanics in combat are not the defining element of a virtual world, where only gold farmers spend the bulk of their time fighting.
Dungeons and Dragons Online, an implementation of the first sandbox game, should have been the ultimate sandbox title, with a huge playspace, players able to build castles, rule domains, roam the wilderness and so much else. Of course, the technology isn't quite there yet for a complete sandbox, but games like Dark and Light are getting closer, while DDO is moving further away.
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*"Times change and we change with them". Although, since Gaius Marius was in a kinda glass-half-empty place in his life, and shared the universal Roman Republican view of the world as a declension narrative, he actually said, in full, Sunt lacrimae rerum. Tempora mutantur et nos mutamur in illis. Which translates as "These are the tears of things: times change and we change with them."