Wizard 101 came to my attention a few months back and I kind of just let it slip by without paying much attention. It's billed as an MMO for teens and that pretty much limited my interest right away. That goes to show you how good my instincts are. While the game MAY be targeted to that audience it certainly isn't limited to said demographic. It turns out the game is very deep, has great production values and most of all, is pretty damn fun.
You start out as a young student brought into a school for magic ala the Harry Potter stories. In fact, the game has obviously drawn a lot of inspiration from those books as well as World of Warcraft. By answering a few questions reminiscent of the old school Ultima days, your wizard type is given to you. These include Fire, Life, Storm, Death and many other types of magic. Then it is off to see your school master to get acclimated to your new environs. Movement is very much like the standard MMO fare using either the WASD classic set up or the arrow keys. You gain quests by talking to various NPCs throughout the starting city. It sounds rather run of the mill so far, but stay with me.
Combat is decidedly different than other MMOs. It consists of "duels" in the center of a fixed combat area that comes up when you encounter an enemy. The player earns spells by gaining cards they can add to their spellbook, and their deck of cards can be customized at any time. New cards and spells are acquired via combat, exploration and quest solving. The battle plays out sort of like a Pokemon meets Magic the Gathering contest as you strategically use your cards against the enemy. You can summon monsters which have great animations, cast spells directly on foes, friends, or yourself, and use one time use adventure cards. The strategy comes in to play when developing your spellbook and your wizard type. Different types of wizards have access to different spells. The school of magic you specialize in is the most powerful, but you can have a secondary school to focus on too.
The combinations of schools are huge. On top of all that customization, you can gain loot and items to equip on your character that help him in battle and look really cool to boot. I only got to play up to about 4th level before I went to bed, but the initial outlook for this game looks really good. It is something different and unique. It also has a great style and appeal that speaks to gamers of all ages. The game is in open beta right now so if you want to give it a try, click here.
Edit: I forgot about the mini games! When your character is low on mana and health you can go back to the city and play mini games to earn it back quicker (you can also find health and mana wisps by exploring). These mini games are re imagined from well know games like Dig Dug, Bejewled and Castle Defense. They all fit nicely into the theme of the game and are a blast to play. So what are you waiting for? Give it a shot. The game client downloads really fast and the game runs nicely on a wide range of computers.
Thursday, August 7, 2008
Time to get schooled.
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Labels: MMO, Wizard 101
Monday, May 12, 2008
Age of Conan: I'll pass, thanks.
I have spent a good deal of time with the AoC beta and at this point, I will have to give it a pass. I am not even concerned about the bugs (I expected those in beta) or the lackluster quests. What disappointed me was that the combat really wasn't different enough or more fun than any other MMO. I was hoping for a visceral, dynamic combat system and this ain't it. What it boils down to is instead of your character auto attacking and you deciding when he uses special abilities, you now have to make every swing AND decide when to use special abilities (they call them combos). I never got the feeling of being in a Conanesque combat.
While I am on the subject, why is it that combat is like this in video games? Why can't we have combat where there are more blocks and parries instead of hits and it comes down to being able to out think and maneuver your opponent? A couple of real blows from the types of weapons used in these games would be enough to take down most things. It should be more about landing those blows than just striking over and over again. I would rather block and parry and get occasional hits in. It would also be nice to be able to use tumbling or an overpower move to gain an advantage. The bottom line is that Funcom has not reinvented the combat system here. They just changed it slightly.
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Labels: Age of Conan, MMO
Monday, May 5, 2008
AoC Beta Impressions

I promised some AoC beta impressions so here are some quick thoughts. Keep in mind, I haven't had a great deal of time to play it because I have been putting together Man Room 2.0 so these are impressions from limited play time.
- The graphics are excellent. They have captured the Conan world beautifully. The only other MMO with graphics this good is LOTRO.
- The new combat system will take some getting used to. There is no auto attack so every attack and block you do is something you initiate by pressing a button. The only problem is I have no clue how I am supposed to go about it effectively.
- It's an adult world, which is a nice change of pace from the cartoony games like World of Warcraft. You rescue a scantily clad chick who is chained up within five minutes of starting the game.
- There is a night time vs a daytime play structure. During the day you do normal quests like any MMO and at night you do instanced quests in the city of Tortage with animated cut scenes which are nicely done.
- The game client needs a lot of work. It is very buggy and the frame rate can be all over the place at times. Upon loading an instance it isn't uncommon for your frame rate to drop below 10 FPS for 30 seconds
- The interface can't be scaled in any way. You are stuck with big blocky quickbars which can be annoying and I can't figure out how to turn off or slow down the mouse over info so it doesn't block my view of combat when I am hovering over an ability.
- I have not grouped with anyone yet. I am having a hard enough time figuring out what to do in single combat in order to be the most effective. I don't need to worry about other people.
- Over all, I my impression is that the game has a lot of potential. It still needs a good deal of work before the May 20th release date though. I hope the version I am playing is much older than the one the devs are tweaking right now.
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Labels: Age of Conan, MMO
Tuesday, March 11, 2008
Age of Conan Preview
PC Gamer has their preview of Age of Conan up. The only thing that I am mildly interested in is the idea of a new combat system. I have done the old standard MMO combat system to death. Funcom needs to make sure that isn't the only attraction to their game or it will go the way of recent titles like Tabula Rasa. Age of Conan is supposed to be coming out for the Xbox 360, but I have heard little about the console version. Does anyone know if it is going to be a simultaneous release or if it will come out some time later?
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Labels: Age of Conan, Funcom, MMO, Xbox 360
Sunday, September 23, 2007
End Game
I finished Bioshock today (great game) and that got me to thinking about how nice it is to actually finish games. It's like a good book, you don't want it to be over, but there is a satisfaction and sense of accomplishment there that feels good. During my long MMO addiction, I went years without finishing a game. I just drifted from MMO to MMO and made new friends. It all got rather boring and so I quit playing them. But, what if you could incorporate a sort of End Game option in MMOs?
I have long lamented that fact that the player in most cases leaves no impact on the MMO world. They are merely filler and exist to give other people a pool of players to group with. Eventually, in every characters MMO life there comes a point where they stop being played either due to player boredom, lack of content, or because the player moves on to the next best thing. What if there was a way for the player to "retire" their character and have some sort of an impact on the game world?
Some sort of point system could be set up that the player earns by doing various things in the game. Adventure points, crafting points and perhaps social points are just a few things off the top of my head. All of these could be accumulated in the background while the player goes about his normal MMO routine. When the player feels he has done as much as he wants to with the character he could choose to retire that character. This means that the character becomes unavailable to the player. The game would then look at the points accrued and assign that character a place in the world depending upon how much the character has influenced the world. They could become an NPC that owns an Inn or Weapon Shop or is encountered by other players in the game world via quests or random encounters. Or they could have not made enough of an impact to be remembered.
This system would at least give the player a chance to impact the world and give them some sense of closure with a character. Controls would have to be put in place to avoid having an Innkeeper named Luvs2spwg and other issues, but those things should be a part of every MMO anyways.
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Friday, July 27, 2007
MMOs Dangerous?
This link was sent to me from a friend. All I can say, is ummm "Wow." Clicky.
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Labels: Kidnapping, MMO
Thursday, July 26, 2007
So what should MMOs do differently?
Ok so now that I quit MMOs and made my public confession, here are some thoughts on what I think could be done differently. Other than letting your kitty level your characters.
First of all, I think the whole reward system is backwards. New abilities and spells come fast and furious in the first twenty levels or so and then tail off gradually to almost nothing in the later levels. Not only that, it takes longer to level the higher you go so you end up working harder for less rewards. Imagine playing D&D and being a mage in this system. By fifth level, you have all the nice juicy spells already. What is the point of leveling higher? I think they should put more rewards towards the back end of the leveling curve in order to give people more to look forward too.
The next piece that needs work is the quest system. Kill tasks suck, plain and simple. This is a quest? Maybe MMO developers should look up the definition of the word quest. What makes these types of quests worse is when not only do you have to kill a certain creature, but you also have to collect its spleen. Worse than that, not all of these creatures seem to have a spleen for some reason. Quests need a lot of work. I realize there are hundreds if not thousands of them in MMOs but, maybe they could go for quality over quantity? I think instancing can help the situation and ironically LOTRO does some nice work in this area, just not enough. I have also heard some good things about few upcoming MMOs in regards to kill tasks.
I am from the camp of people who think that your character should be able to change the world he is living in and leave his mark on it. I guess I might be in the minority here since WoW has over 9 Millions subscribers now and you most definitely can't change anything in it. I would like to see an MMO where the world changes due to the acts of the players. Cities would rise and fall and areas would be cleared out for settlement while new areas for quests emerge. This sort of thing is compelling to me. Nothing is more non immersive to me than seeing the major boss guy I just killed still running around the next time I pass through that area.
These are just a few of the things I would like to see change and maybe I am asking for too much, but I really think it could be done. Unfortunately, it is not the model of success that a game like WOW is today, but there may be hope for the future. In the meantime, hopefully companies will make more single player RPGs where this sort of stuff is more easily doable. There is a little company called Bioware who are in the middle of production of an MMO yet to be named. If anyone can do it, they can. We shall have to wait and see. In the meantime I am gonna catch up on all the Zelda's and other such games I missed.
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Wednesday, July 25, 2007
Back from Detox!
Glory days are here! I am back from detox. Let me explain lest ye think ill of me. No, I am not a recovering alcoholic or drug user. My addiction could be considered even more insidious. You see, I am an ex MMO player. It feels good to finally be able to say that. The "ex" part, I mean. It has now been 55 days since I played my last MMO.
Surprisingly, my MMO addiction ended while playing one of the most beloved IPs and one of my life's major influences. That being, The Lord of the Rings Online. One would have thought that the marriage of these two entities (the MMO and LOTR) would have snared me for good and I would be hopelessly lost. I have Turbine themselves to thank for my salvation. The fact that they applied the tried and true MMO stamp to the world of Middle Earth was a major factor in allowing me to see just how futile the whole MMO genre is and gave me the impetus to be able to quit.
Let me explain. I started playing MMOs back in the heady days when everyone was still naive enough to think that these types of games would allow people to create characters and in effect live in an alternate world which was shaped and influenced by the players. Back in the days of UO just before Lord British's murder, which I witnessed (if you are an MMO junkie you know what I am talking about). I had grand ideas for this new type of game. I mean who wouldn't like the idea of becoming a character in a fantasy world and living an alternate life in a way that was fun and satisfying? Well, UO lead to EQ which lead to DAOC which lead to WOW with stops between in all the other exotic and lesser known MMOs. Never once in any of these games did the gameplay live up to the expectations and promises made by publishers when hyping their games. I started to blame my growing dissatisfaction on the setting. I kept telling myself that I was becoming frustrated because I didn't really care for the world the game was set in. I should have known better when I quit DAOC because I can't think of a setting I like more than medieval England. I went to WOW mostly because everyone else was and it was sort of the thing to do. Leaving WOW was pretty easy, since once I reached 60 with my Rogue, I couldn't buy my way into a group. Even still, I had brief flirtations with other classes in WOW, but it was just too damn hard to redo all the same content.
Along comes Turbine and LORTO. At this point in my MMO career, I had become extremely tired of what now had become standard MMO gameplay. Boring quests centered around collecting obscure parts of wandering animals or monsters and reporting back to claim a small prize. But, this was LOTR though and I was now going to have a chance to play a character in my most favorite of all fantasy worlds. Turbine managed to capture almost none of the flavor and excitement that drew me to Middle Earth in my many years of reading the novels. Not only that, they followed Blizzard's example and used the most tried and true MMO mechanics to build the game around. I slogged away through the first few levels settling on a Guardian for a character and set about doing what one does in MMOs. One pays dues by mindlessly killing the same creatures over and over again so they can be rewarded by seeing a new area with the same tasks to accomplish again. After reaching level 24 with 3 characters and hitting a wall each time, I realized that it didn't matter what world a game was set in. The MMO had evolved into a style of play that I had no interest in anymore. I slogged through eight or nine years of these games hoping to find one that came close to satisfying my initial expectations for the genre. It all ended in the world that started my interest in fantasy and role playing in the first place. Thanks to unimaginative developers and perhaps expectations that were too high. During my long addiction, I missed a slew of games for consoles and the PC that I am now happily enjoying, so don't feel bad for me. Rejoice that I have escaped the mindless brain numbing grind that is the MMO.
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Labels: Detox, Lord of the Rings, LOTRO, MMO
Friday, May 18, 2007
City of Heroes gets new stuff.
I have a lot of respect for this game even though I don't play it anymore. The developers are on the ball and each addition is normally well thought out and engaging. Anyone still playing want to leave some comments on what the new content is like?
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Labels: City of Heroes, MMO
Friday, April 20, 2007
New Expansion Already??
Coming in June!!
The greatest fantasy of all time continues to expand!
Beginning in June, heroes can adventure to the Shores of Evendim, the first of many free updates to The Lord of the Rings Online™.
About 100 miles north of the Shire, in northern Eriador, lies Evendim, a vast region dominated by the Lake Nenuial; the ‘Lake of the Twilight’. On the southern shore, the ancient abandoned city of AnnĂºminas —the former capital of the kingdom of Arnor is well known amongst the Free Peoples. For according to the Legends, amidst its ruins lay a great wealth and powerful artifacts now threatened by evil creatures and the nefarious forces lurking in Angmar.
As the Fellowship prepares to leave Rivendell, Aragorn must re-forge Narsil, the Sword of Elendil. Gandalf has asked for help in Aragorn’s search of the ancient lands of Evendim for an ancient jewel that once belonged in the sword’s hilt. This powerful relic must be recovered before the Dark Lord Sauron finds it.
Players are challenged to secure the valuables of the abandoned city, defy Angmar’s encroaching grip on AnnĂºminas and aid Aragorn in his quest to re-forge Narsil.
Key Features:
- Discover the lands of Evendim
- Explore over 60 new Quests
- Raid in the Battle for Helegrod
- Fight against 9 new monsters
- Upgraded music system adds new instruments and lets you share your music with others
- Equip collectible Armor Sets
Wow. A free expansion this quickly after the release? This is like bizarro Vanguard world. To think Turbine might release a relatively bug free solid game and THEN follow up so quickly with an expansion kind of puts the folks over at Sony Online to shame. I think this announcement shows that it was a wise move for Turbine to have the book license and not the movie license. They have so much more to work with this way. For those people out there who still are into MMOs this might be the next big thing. I reserve the right to be horribly wrong however. It wouldn't be the first time.
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Labels: Lord of the Rings, LOTRO, MMO, Turbine, Vanguard

