PAX 2008: Appealing to an MMO Newbie

While many MMO titles were on display, two were the most talked-about massively multiplayer role-playing games of the show: Warhammer Online and Aion: The Tower of Eternity. Realizing my limited experience with MMOs in the past, the team at Joystiq tasked me with learning as much as I could about each title and see if they could appeal to a genre newbie willing to jump into the online fray.
From the beginning, this opinion piece is based on two key goals: play each game for a limited time and discuss the design with people close to the development. Each separate goal was decided to find out if either, or both, title has the ability to bring me into an online world for an extended period of time.

"While the game is built to scale well, Aion hitches on its graphical fidelity as a selling point." |
Initially the biggest difference between the two titles are the visuals. Aion, which is powered by the original Crytek engine, looked vastly superior to Warhammer Online, but when I was shown Aion running on minimal specs, it immediately took the wind out of the title's sails. While the game is built to scale well, Aion hitches on its graphical fidelity as a selling point. That isn't to say Warhammer Online is a slouch in the graphical department, Aion just pops out more if your machine will be able to run it the way it was on display.
Jumping into each title posed very different experiences. Warhammer Online feels more traditional in gameplay, reserving its grand ideas for mission and story structure to keep players coming back. Aion's gameplay shakes things up with a strong focus on chain (combo) attacks and movement -- where level 10 players sprout wings for fast movement in lieu of mounts after a few "ascension" missions.

"As a player who wouldn't know where and when to begin team play, public quests are an exciting idea." |
One of the better concepts for Warhammer Online is how gameplay is structured. An idea that picks and chooses concepts from other titles, players can partake in standard missions but also in preset scenarios which players can initiate or join at any time. The example I played through saw my Greenskin Shaman jump in the second tier of a attack scenario Public Quest. A friendly giant had been terrorized by baddies and players within the scenario were tasked with defeating a preset amount of the critters.
Once 20 were killed the second tier began, telling players to revive the fallen giant by collecting kegs of brew for him to drink. Once the correct number was reached, the giant used a large bomb to destroy a castle door, sending Dwarves pouring into the area. Defeating them closes off the third and final tier. As a player who wouldn't know where and when to begin team play, public quests are an exciting idea.
Warhammer Online also tries its hand at territory grabbing that will change the possession of the world based on successful raids. Think of the way Chromehounds on the Xbox 360 tried to work online.

Aion, on the other hand, focuses more on exploration and discovery of the other species. Mission structure is based on discovering the changed world as two very different factions fight for understanding and power. The shining difference is the interesting combo-skill attack system that takes away from, what I personally felt, was boring number-hitting attack moves in other MMOs.
A very basic theory on the two different structures could be lobbied at a large, established world versus a new world that hopes to entice players. Warhammer, if you weren't aware, is timeless to fans and the MMO from Mythic Entertainment is an extension of that established universe. Aion is a brand new experience from NCsoft that hopes to draw players in with beautiful visuals and rewarding tasks (ie. the ability to fly without use of a mount).

This editorial isn't meant to recommend one over the other, nor is it meant to disclose every piece of detail for each title. As someone who hasn't sunk into the genre this idea is based on looking for features that could appeal to my twitch gaming habits. So far, both titles offer something I'm willing to put time into. The only hope is that each game can sustain its appeal over time and will make me feel better about paying $5 to bite into that burger.
Ed. Note: This article has been changed to reflect the official name of the situations outlined, known as Public Quests.
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Reader Comments (Page 1 of 1)
jayd @ Sep 4th 2008 11:21PM
Xav, welcome to the big boy board!! Great article. I have also never fallen into the trap of MMO's. Not sure if it was more a money issue or a time issue. After reading this I don't think I will be anytime soon. Nice Job
Josh @ Sep 4th 2008 11:31PM
I'm the same way. Sometimes I'd like to seriously try some MMOs, but there's no way I'm going to pay $15 per month to do so.
I support the microtransaction model for MMOs (but not for other genres). You can play the game completely for free, then if you feel it's worth some money, you can put some money into it and get some benefits back.
The hard part is balancing the game so that players who pour money into it don't end up overpowered...
Emophia @ Sep 5th 2008 6:50AM
Ever heard of Private Servers for MMOs?
fsotiris @ Sep 5th 2008 9:32AM
Ever heard that private servers are illegal?
lols @ Sep 27th 2008 12:24PM
lol, i didnt know people like this still existed? What do you have a hard time getting allowance from your parents? You arent paying monthly for the game, you're paying monthly to run and upkeep the $10 000 server that lets 5000 people connect with you.
Think of how much time people put into a MMO, and compare that to ANY other hobby on the earth, think they will both cost $15 a month?
BananaBoat @ Sep 4th 2008 11:43PM
It's easy to appeal to an MMO newbie. Appealing to someone that has long since learned the evils of the time-sinking MMO that is hard.
Banana advice - Just say no kids
Oh and that chick is really a dude.
BananaBoat @ Sep 4th 2008 11:55PM
I'm going to fail English 102. I can't keep it together long enough to badmouth MMO's on a comment form, how am I supposed to write a 10 page paper.
*Bananatears*
brickwalker0 @ Sep 4th 2008 11:49PM
as much as i hate to say it, playing MMOs saved me a lot of money, since I really got into them (DaoC, then WoW). i went about 6 years playing mostly the same 3 games, because I enjoyed them.
when you look at how much entertainment costs, MMOs can actually be cheap. $8-10 for a movie ticket that you spend ~2 hours in, or $15 for an MMO which could last you an entire month.
it all depends on how much you like the game that determines if the $15 is worth it.
BigD145 @ Sep 4th 2008 11:53PM
I stopped going to movies at night for exactly this reason. Even $7 is too much for a big screen.
brickwalker0 @ Sep 5th 2008 12:00AM
yeah, and pirating is quite easy x_x
theres also WoW server pirating...but thats a whole different story
Thranx @ Sep 5th 2008 12:33AM
While I'd say it's tough to say an MMO /saved/ you money, they are certainly a cheap bit of entertainment.
To say that pay-to-play is a rediculas model is just sophistry because it's obviously an acceptable model for this industry and other. (software, cable/sat tv)
MMOs are a unique experience and a unique challenge in that to stay fresh they must gain new content and to be useable at all there must be a constantly maintained backend... this is all a big "well duh" but it oddly must be mentioned on the tails of the writer's odd frame of mind in this post.
BigD145 @ Sep 4th 2008 11:52PM
Or like paying $50 for 3 installs of a game and then paying phone charges in the hopes of getting 1 reset.
A person @ Sep 5th 2008 12:04AM
I recently got back into City of Heroes. I still love it and am amazed at how every hero still looks so different from the next.
Lixie @ Sep 5th 2008 12:16AM
As an MMO newb myself, I have been holding out for an MMO that offers all of these things:
1. Rewarding action gameplay instead of just tedious "point and click grinding".
2. Viable solo play throughout the entire game WITH the possibility of attaining the best loot in the game.
3. To be able to create my own party of custom characters. Managing one character's skills/stats/equipment is fun. But I don't like the idea of being restricted to just one class. I'd like to create my own tank, damage dealer, healer, and buffer and have them all travel together. It's more fun when I can have manage 4 characters at once.
If anybody knows a game like this let me know. I'm eager to find one.
oldmike @ Sep 5th 2008 1:16AM
you dont want a MMO you want a RPG type game from the looks of it
after all a big part of MMOs are grouping and if you can from groups with yourself and get all the good loot then why even HAVE other players?
Kvakso @ Sep 5th 2008 4:34AM
Guildwars
meledeo @ Sep 5th 2008 9:41AM
It's hard to say for sure, but from the announcement presentation last month I think the upcoming Star Trek MMO might be up your alley. Going to be a while before we find out for sure, but the way I understand it is this: you pick a certain "class" of character who will be the captain of your ship. Then over time you collect crew members to fulfill the other roles on the ship who are controlled by you as well (not other people). Each ship's crew is controlled by one person, and this applies to ground based missions, on-ship missions, and space combat.
We'll see how it pans out over the next couple years.
Josh @ Sep 5th 2008 2:36PM
Kvakso, Guild Wars is very point-and-clicky.
daniel a @ Sep 5th 2008 5:45AM
MMO's are well worth the money if it is a quality game ie. (imo) WoW. This is because a game from the stores cost around $100 (Australian) which normally have about 20 hours of gameplay let's say 40 hours which is a bit generous. for $90 (Australian) you can buy 6 months of WoW. 6 months of a really fun game that never really ends VS. A 20-40 hr game for the same price. MMO wins here imo.
mail @ Sep 5th 2008 6:03AM
Just so people don't get confused. What he's talking about in warhammer there are public quests. Scenearios are the instanced realm vs realm games.