Thursday, March 28, 2013

Neverwinter Beta Weekend 3 - First Impressions


            Last weekend I was able to get myself a beta key for weekend three of the upcoming free to play MMO, Neverwinter.  Before I get started, it needs be said that the build I played was very much a work in progress, and anything I talk about here could end up entirely reworked before the game's release.
            So then!  I have to confess that I entered into this beta with very low expectations.  I've spent a substantial amount of time playing both the pen and paper Dungeons and Dragons edition 3.5, and its MMO spawn, Dungeon and Dragons Online.  Additionally, I'm less than a fan of the most recent iteration of D&D, 4th edition, so I didn't have very high hopes for an MMO based on that ruleset.  Did last weekend's beta prove me wrong?  Well, yes and no.

            D&D 4th edition stands apart from its previous iterations in that Wizards of the Coast caught wind of the gigantic piles of money that Blizzard was raking in via WoW, and realized that those millions of people engaging in fantasy battles on a daily basis represented potential sales.  As a result, 4th edition's rules are very much inspired by MMOs, WoW in particular (this was a horrible idea, but that's another post entirely).  Neverwinter is an MMO based on a pen and paper role-playing game, that was in turn based on an MMO.  If someone authors a pen and paper RPG based on Neverwinter, then the cycle would be complete, and the Universe would probably collapse on itself.  Does that lend itself to good gameplay, then?  The system was already based on MMOs in the first place, so it should be easy to adapt back into the online space, yes?  Here's the thing, though;  Neverwinter more or less abandons all but the most basic trappings of the 4th edition ruleset (the ability types are categorized under the same names).  This is in marked contrast to Dungeons and Dragons Online, which was faithful to the...  three point fifth(?) edition, though some people would say to a fault.  In DDO the player had so much freedom in character creation that it was entirely possible to ruin your character from level 1 if they made poor choices.  In my opinion, remaining faithful in to the source material does not overly matter, as long as the final product is enjoyable, especially in this case, since the 4th edition rules are fairly crap anyway.  I'm perfectly fine with Cryptic's decision to borrow the much loved Forgotten Realms setting, but ditch the much maligned 4th edition rules.
            Neverwinter bills itself as having "action combat," which these days has become a bit of a PR tagline for upcoming MMOs.  I don't think the label is entirely accurate in Neverwinter's case, though.  If Tera represents the genre at its most actiony - the game is played with mouse look on the entire time, no lock-on combat, no auto attack, abilities have to be aimed or they miss completely; Then Neverwinter falls somewhere in the middle of the spectrum - there's no auto attack, and you use mouselook, but you still have to target enemies and all your abilities auto-hit your currently selected target, they cannot miss and can't be used if you have no target selected.  Combat is a bit anemic at first, but becomes a bit more engaging once you unlock a wider selection of abilities (though this is true of nearly every MMO).  The final product ends up playing a bit like Diablo 3;  the player is limited to a narrow loadout, selected from a wider ability pool.    These can be swapped in and out as long as you're not actively engaged in combat.  Though because I played through all the single player content grouped with two other people, even against enemy groups combat was over before it even began, and the beta weekend concluded before we were able to get into the first group dungeon, so I wasn't able to get a very good grasp of how combat unfolds over a protracted timeframe.  The final aspect that bears mentioning is that I only played the three melee based classes this weekend, ignoring the two magic users.  As far as melee combat goes, for some reason Cryptic elected to lock characters in place when performing their attack animations.  As a meleer playing with a pair of casters I found the stationary attack requirement particularly annoying, as creatures would invariably charge past me straight towards my ranged party members.  One of my friends mentioned that a common complaint when running dungeons is that clerics end up attacked by nearly everything due to their healing spells, while the guardian fighter ineffectively chases the pack, trying to attract its attention.
            Questing and the leveling experience mixes the standard MMO faire of kill X creatures and pick up Y doodads with instanced story-mode dungeons.  The open world, vanilla MMO questing got a bit boring six years ago when WoW played it out.  However, the instanced story dungeons were enjoyable, and hopefully as you advance in levels their frequency won't drop out, though in many games that I've played that tends to be the case.
            This brings me to the final thing that I think bears mentioning:  Neverwinter's selection of available character classes at launch.  There are only five:  great weapon fighter, guardian fighter, trickster rogue, control wizard and devoted cleric.  There are definitely some noticeable gaps in class loadout choices, with zero showing from paladins or rangers at launch.  Partially due to rangers' exclusion there are no classes capable of dealing physical at range (archers) in the game.  Cryptic has already stated that they have more classes planned, but I'm slightly concerned by what this means for the game's monetization.  Since the game has no out of the box cost and no subscription fee they have to make their money somewhere, I'm wondering exactly what they're going to end up putting behind a paygate.  New classes and adventure content are prime candidates for monetization, so hopefully this aspect doesn't end up exploited to the player bases' detriment.  I have a little experience with Perfect World, the game's publisher (do digital download only games really have publishers?), in their game Rusty Hearts, they released several new characters who were nothing but model swaps of existing ones.
            All in all I had a good time with the beta weekend, and I plan on at least trying the game once it hits its full release.  The combat is fast paced, though a little mindless, but I look forward to seeing how the game develops as I advance in levels and as more features are introduced.  And, you can't beat that price point.

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