| Pros |
|
|
| Cons |
|
|
There has been a trend lately of releasing "classic" MMORPGs; games that veterans would recognize as similar to MMO classics such as EverQuest, Dark Age of Camelot, and World of Warcraft. When it met the press, Alganon was introduced as a game that would grow and develop alongside its players, a game that offered both "innovative" elements and the things that everyone loved about other MMOs.
Two months after its release, Alganon may not have yet had time to grow, but it has had time to get over any initial bumps in its launch and offer its product to gamers. The question remains: does Alganon offer a game worth its price and subscription, and does it have potential to become something better?
Character Progression
Character progression in Alganon is typical to many other MMORPGs; players gain experience to level up, and then train skills in town with one of their classes' skill trainers. Each level also introduces a talent point, which can be placed in one of three specializations, similar to the system found in World of Warcraft.
There are twists on these classic systems, however. The most commonly mentioned difference in Alganon's character progression is the Study system, which allows players to enhance their character abilities via gated, passive study that persists even when a character is offline. Studies range from combat and magical abilities to general and social studies. At first glance, the benefits for the studies are fairly minor: the kind of small increments to stats, critical strike and hit ratings, and resistances that only the hardcore min/maxers would really worry about.
There are two benefits less talked about the come from studies, however. First is the opening of quest lines among several lines of studies. This means special lore, rewards, and experience for those who invest time into them. The second is a bit more devious: special abilities which open up as trainable within major cities after certain studies have been learned. These purchasable skills, such as increased weapon damage, increased weapon skill-up rates, and increased movement speed (to name a few) are worth far more than the studies learned to unlock them. Unfortunately, the study system is also flawed in that it allows only one character to study at a time. This causes a huge roadblock to those who want to level alts while improving their main character - many studies take a full 30 real world days to master.
The other twist on the classical MMORPG system that Alganon offers is that classes are stretched beyond their archetypal roles. Although only four of the original seven planned classes are currently available (Assassin, Warden, and Prophet are missing), there's enough variety to be had among the current classes to make things interesting. Theoretically, any class can take one of the three core roles of tank, healer, or DPS. This doesn't show in function, at least currently: Soldiers, for instance, can still only tank and DPS. But it may surprise players to find that their party's tank is actually an Ice Mage, or that their healer is a lifeblood Ranger. Despite these differences, however, there are also striking similarities to other games, such as a Soldier's use of "Anger" as their mechanic, which builds up when dealing or receiving damage.
Questing & Immersion
Quests are the most common form of leveling that a player will find in Alganon. A player character starts out in Alganon with a quest-giver placed right before them, and the trend of kill task and Fed-Ex style quests will not be broken easily here. Unlike many games that lead you from quest to quest, Alganon does not always lead you directly to every quest giver. While quests chains will eventually get you from one major hub to another, players who explore will find whole new chains hiding deep in the wilderness. Eventually, however, quests thin out by the mid-30s to level 40, leaving some leveling to grinding.
Immersion, on the other hand, is a mixed bag. Some quests draw you deeply into the lore of the world of Alganon, referring to gods and events before your character's time and driving the player character down the path of the hero. Other quests feel nothing more than the age old fetch and get, with no real story or purpose behind them in the larger scheme. There is immersion, but it isn't as in depth as some players may like for an RPG. However, the game is young, and previous developer talks have hinted that players will become an integral part of the story.
A fair review IMO.
With the exception of the study system, this game is a copy and paste of WoW and a poor one. That being said one recurring theme keeps popping up, if you wanna play WoW, people will play WoW and not a poor knock off version.
Had this game been F2P with item mall, or pay for content similar to DDO it might have been more successful. People simply aren't going to want to pay a premium sub rate for a sub par knock off of a premium game.
Before the game was shown to be the sham it was I had high hopes for it, it looked to be trying some quite innovative approaches, what was revealed was a substandard game, I almost feel sorry for those that are playing it, still, it could grow if it gets continued devlopment, but right now appears to still be stuck in a beta state or worse alpha.
To my knowledge only a tiny number of games have ever grown after such dismal launch performances as this has had & it does appear that even if it were to grow it would be at a painfully glacial pace, it's not possible for it to be making much money to pay for anything faster than that, if indeed it's making any profit at all.
Played the free trial (which is quicky installed in case you feel like trying it). It was ok. I wouldn't buy it myself (I'm very picky anyway), but... I think for people who are no pro-gamers and just want some comfy small MMORPG to play, without gigantic raids or PvP battles, it's ok.
It's not a good game, but empty MMORPGs depress me.
I've been playng Alganon on and off since June of this year when it was still in closed beta. (The "on and off" nature of my playing isn't due to anything lacking in Alganon; I just find it hard to stick with any one mmorpg these days now that I've become familiar with the genre and its audience).
I enjoyed Alganon right from the start, particularly the fluid character animations, immersive music and colourful backdrop. I've enjoyed the studies system, but would like to see it expanded to all alts. Up until recently, the community has been a strong selling point for this game, but we could certainly do with more players. Several people seem to have levelled to 50 fairly quickly and found a lack of quests in the higher levels. This problem hasn't arisen for me (back to the on and off gaming approach again) and I currently have 3 alts, the highest of which is only about lv 14.
Another plus for me has been the development team's communication and interaction with the players. The servers are US based and I'm in the UK, but there is always at least one GM online when I log in and they participate in chat and the help channel regularly. The dev team also regularly participates on the forums, which is great.
I really hope this game succeeds; it has a "feel" to it which I like (fluidity of character model movement, plus easy-to-use UI), an excellent dev team behind it, and a good mix of new and familiar playstyle. I'm not so good at breaking down the individual components of a game, I can only say that some games are a good "fit" for me (eg WoW, Alganon, Allods, Ryzom, Aion) and others, whilst still playable, and to a lesser extent enjoyable, don't have that same feel (eg EQ2, Vanguard, Guild Wars, DDO, DAOC). For me, it isn't to do with content, graphics, style, pvp (or not) per se, it is in the end down to the way the game makes me feel as my character journeys through the gameworld and that isn't always something which is easily analysable.
As much as I dislike this game for it's 'borrowed' mechanics from other games, I hope their forthcoming F2P model works out for them.
I'm sorry to see a new game labeled with such a low score, due to the impact it will likely have towards other players even considering the trial. As is the modern trend, the game was released before it was ready and the backlash this will have on the future success of the game cannot be overstated. I loved the concepts the designers outlined in their plans for the game, but with such an empty husk to start with, what motivation do people have to hang on and grow with the game?
This is not even a concern regarding F2P or P2P; I won't invest my time (much less my money) on a game that doesn't have any features that are truly enjoyable. Having a study system that works while I'm offline does nothing for my gaming experience, although I do like the concept of a level of advancement based on duration of character existence (making it so someone who blows through the level progression in a week is still unable to achieve something until a later time).
I totally agree with the writer's viewpoints here.
"It's hard to talk about a community that isn't there. Alganon is a ghost town, and it is rare that you would find another person, even in the main city. Over a month, every weekend and Friday evening, I would check the numbers on both servers, both factions, and no server ever came close to meeting fifty people on concurrently."
However, that above quote is exactly why the game just can't rationally demonstrate survivability. There is a cruel slippery slope that occurs when someone logs in and sees almost no one on. We would hope the game would somehow cause folks to stay in long enough to start adding to the population and not subtracting from it.
First off let me state tthat I was part of that early crowd that spent $39.99 for the digital download and $19.99 a month for the game. A few hours before it went live (maybe even a day) it went to half those prices and none of us were given anything to compensate the change. We merely had to accept it and hope for some sort of extra time plan or a free month or such.
Anyway, going back to that slippery slope effect and as an example of that slippery slope effect I could go play Vanguard Saga of Heroes - a game that had lots of races and classes and a far more expansive and beatifully rendered world then what I ever saw in Alganon. Yet, that slippery slope of lacking players has killed that beautiful game as well. Like Alganon (2009 release) Vanguard (2005 release) released with a lot of issues that mmorpgs like Dark Age of Camelot (a 2001 release - with arguably as many options as an SOE release) did not face. Like Alganon Vanguard had lots of promises and was unable to follow through for a few years.
First impressions will destroy an mmorpg if the developers have not met the expectations of a particular player base.
UNLIKE Alganon - Vanguard offered many different options - and was beautifully rendered. It however, like Alganon was unable to recover in the first few months of release.
However, I wish the Alganon devs all the luck - I can only give credit and applaud any company that has the courage to break away from what we all know on paper works:
i.e. Lots of races and classes a big map and tons of involved quests that identify you as a heroic figure in a complex political society (realm vs realm or what have you)...
And instead - released the game with 2 races and the same handful of classes on both sides. If you can create a fun world out of that then I /salute you if not then I wish you folks all the best for the future.
That was a very fair review indeed. Alganon has its share of issues, to be sure, but still remains a good game. I think this article gives the impression of "once improvements are made, this is worth checking out", which is fully true. Low server pops and the fact that major changes and new content are soon to come are large hurdles to get over. Alganon will just have to wait and see what the future brings.
I applaud the reviewer for their honesty!
I agree with this review of Alganon. I tried Alganon using it's trial feature and I wasn't impressed with the game. First, the character visuals are just very poor and secondly, there just isn't enough races or classes to satisfy people who like to play alts.
The music and sound are just subpar. Quests are too simple. It's 2010; we deserve voice acting for a subscription based game for heaven's sake! Take a page out of Everquest II and hire some voice actors!
We had voice back in Asheron's Call 2 ( a game that died before World of Warcraft brought in all the future mmorpg experts ;p)...but Turbine (LOTRO, DDO, AC2) has done voice overs for a while now - it is a shame some good ideas in mmorpg gaming such as lots of classes and races with lots of political separation *you know like in the real world* has not been the model to compete with these days.
I almost wonder if mmorpgs are regressing to a simple low depth world with a horrid level grind to compensate (to keep those power gamers from seeing what the game really has to offer at least..for a while).
SOMEDAY - an mmorpg will release that has a huge world with lots of races and classes - where you get to choose a faction among a few *at least 3 (so tired of the 2 fation model in fantasy mmorpgs)...and we will have lots of great fun :)
As an example - and I don't know squat about mmorpg creation:
Welcome to Fantasy Empires! The mmorpg where you can choose from up to 5 factions - each with 8-14 class options and 4-6 races. Modify your characters with skill progression instead of the traditional level grind! Yes, this means you will be able to group with friends regardless of level - though more skills will equivocate to more options down the road.
Tired of your guild or alliance's rvr pvp successes going unnoticed? TIred of pointless arena rankings? Here in Fantasy Empires Online your nation's actions will reflect on the lowest level of you realm as well as the highest most epically geared players! Control a powerful territory that is complemented with rich pools of mana and watch as every caster in your realm enjoys the bonuses that magic brings her people!
Conquer an enemy realm that is known for their soldiery and watch as melee advantage goes to your realm!
WIth a low $9.99 per month and the option for lifetime subs you will have no worry of mindless cash shop mmos and yet will not be forced to pay more than you should for a pay to play!
Do you enjoy pvp? Here we have massive siege warfare simulations that are ongoing - meaning there is no instancing. Not sure where the action is? Just check out the borders of your kingdom and see who your empire is at war with!
Forge alliances with previous enemy nations - break treaties over the aspect of plunder and greed - or, be a part of an empire that will rule the world with successful territorial conquest that literally forces alliances out of less active/organized nations!
Fight by land - and even fight by sea with the all new realm vs realm ship to ship warfare system - and for those very elite - fight off the backs of your flying mounts - thousands of feet above the ground - to the victors will go the spoils - and to the fallen will either a watery end or a plummet to sure death occur!
We have the epic battles that have you fight over much needed resources, - some of the greatest dungeons will only unlock if you can control a certain amount of territory - while others will be the laid back solo or small team advent that can be knocked out in an hour of your time and still offer great rewards!
We also have the larger more complex epic dungeons! For you pve lovers you will have multiple tiered voiced over epic dungeon events that will allow you to earn the recipes and ingredients for many of the most elite and complex crafting creations! Trade recipes and ingredients with hard core pvpers and make even more potent gear templates, potions, weaponry, housing needs and all the look your guild's private castle and lands would ever want!
Soon to release in 2010...via digital download or at a software vendor near you!
...yeah...dream on. More like hey it's another free to play cash shop game with no community, or another mmorpg set in a fantasy universe where pvp is 32 guys in a corn field that all have almost the same exact gear and races all beating each other up - endlessly. /yawn
That was a very fair review Jaime. I think you were much kinder to them than I would have been in your situation. I personally could not get over the copied feeling I got from every single thing in the game. It felt like a bad World of Warcraft knock-off when I tried it...
Still, I hope every game has a long enough lifespan to grow into its full potential. I just personally think they would have a greater chance at doing that if they went F2P. I don't think the game has any hope of survival under its current business model.
Good review and more than fair score. Its hard to imagine a MMO with a smaller following than this one. Well at least one under 2 or 3 yrs old.
A well made review that goes with what I saw in the beat. And I beliveve that "[...] the player economy is virtually non-existent on either server. MMO that it is, Alganon seems more like a single player MMO,[...]" does sum the current state of the mmo industry atm :)
All I can say is that March 1st will decide Alganon's fate in the eyes of many.
Alganon is just another example of not having enough money to finish the game so they try to release it early and get players to pay for the game to be developed. I personally will not pay to play a beta. I got into the beta but could not play as the game would completely lock up as soon as I got into the game. And no matter what anyone tries to say it is a WOW rip off. I lol'd when I saw the game trailer and could almost name the zones that Alganon had stolen from WOW.
Although parts of the training system is new, much of it is very very similar to Eve Online. So even parts of that are derivative. For example, to pursue invention, you need to train a complex of skills over time, and then find a faction-specific skill. And your training is queued, and continues when you are offline -- but only one character at a time.
One feature that I found intriguing was that you basically had almost a bartle-test choice in character generation -- the explorer, crafter,... "families" -- a feature that I might have really enjoyed. I was reminded, conceptually, of the crafting chat channel on EQII in the early days. It seemed like a fun thing. But then, there just wasn't critical mass.
I also rather enjoyed the concept that your alts all have the same surname -- although I know some folks would just hate that, as they want their alts to occupy segregated social spaces.
But again, these features need critical mass.
I loaded the beta, and was not impressed, frankly, with the graphics or the story/immersion. Barring the training system, which did pique my curiosity, I'd as soon play LOTRO or Aion on the fantasy side, or Eve Online on the SF side. There are advantages and disadvantages to scale, but if Alganon can't build a community, it's most charming features won't be realized.
Yrs,
Shava
The reason EVE's training over time system works (though many people despise it) is that we only need one character, because we can train to do anything. When you introduce fixed classes then player are going to want alts, and limiting the off line training to one character doesn't make any sense at all.
Heck, they should change this immediately and it probably will boost their sub numbers right off the bat.
Totally agree!
yrs,
Shava
Of course, because the lack of subs has nothing to do with the grind, lack of content, bugs, lack of PvP despite having 2 opposing factions, lack of races, lack of races that look different, lack of customization, shoddy animations, a ripped-off interface (albeit a poorly done ripoff), lack of real guild content, lack of group content, lack of dungeons, lack of a reason to craft, and lack of fulfilled promises.
Yeah, nothing to do with it at all. =p
By and large a fair and accurate review, I take issue with the following conclusion:
"Alganon deserves more players than it has. It is possible that, if players give Alganon the opportunity to grow, and its developers spend honest work improving the game, it may become a small classic of its own."
No game deserves anything, and it is not incumbent on any player to give a game developer anything, be it their money or any kid of "opportunity to grow".
Alganon had a lot of goodwill, buzz and expectations. Then they tried to pass off an Alpha-stage game as a AAA product with AAA prices.
As much as I wish Alganon well in the future, it should be used as a case study for game developers: don't try to pull this kind of stunt, because you simply can't recover from it. Not anymore (if you even ever could).
You have one chance to make a first impression, and if the impression that you make is that you're all hype and zero delivery, you lose people's trust. It could have been that had QOL done things a bit differently, they could have started out with a small core that would have eventually spread the good word, and some measure of success would have been sure to follow.
As it stands now, open and excited folks lost their faith in the game, it's developers and QOL. The company is going to have to earn that trust back before a lot of folks will even consider looking at it again.
I said earlier that I wish them well, I do so because the more games that succeed, the more investment and options the genre will have. So I hope the game succeeds for the sake of MMOs in general, not for the sake of QOL per se.
this is what happens when you don't differentiate. a bad crtl-c ctrl-v job, and another shite product from D.Allen.
sigh... g'luck to them with the f2p model though.
" Alganon is marginally playable: a patchwork game sewn together with thin threads that keep breaking."
That one line from the review says it all.
Oh god, I just realized that if this goes the way of Istaria by dying and then coming back as partially F2P, then maybe it'll actually garner subs. xD
They do not have a choice but to go f2p with a shop. You cant run a p2p on 400-500 subs and that might even be generous. F2p will increase that at least 10x for a while at least.
Edit. After thinking about it for a minute F2P wont help. Allods is so much better in so many different ways that there is still no reason to play this. A game without a home...tis sad, maybe it and Tabula Rasa can point and make fun of Auto Assault now in the shelter.
That was my exact thinking back when I beta tested this, and was in the CB1 of Allods. At that time, I literally had to do a double take that Allods was far more polished and professional looking, while being a F2P, while Alganon was going for a P2P model. Alganon might, and I stress this, might have had a shot if it had started out as F2P at the beginning, and then did a beta in much the same fashion as Allods did. But converting F2P after the fact when it isn't terribly engaging to start with probably won't help at all. There's better games to play currently - especially now that Allods isn't going to do another player wipe.
Alganon came out of the gate unfinished and over-priced. Although some games might be able to recover from one of those missteps it was doomed when you pair the two together.
When I first read about this game I just didn't get it - why would people pay to play such a game? So I'm not too surprised to read some of the news here.
But can someone tell me the rationale behind the original business model? On what basis, or to what players, did they believe the game would be attractive?
I don't care what you say about Alganon, but don't trash the games that actually gave a breath of fresh air to this genre.
Playing in the beta, this game most certainly copy and pasted over 80% of it's core game and functions from a very popular MMO title. 10% they borrowed from others, and the last 10% they made their own. For the purchase price and currently monthly fee. There is no way in the world to justify investing into this. A F2P model with cash store would have been ideal.
I'm suprised they did'nt get sued by Blizzard for plagiarism, they did'nt even tried to modify some of the aspect of their game, it's a clean cut & past copy of the WOW interface. Anyway it got what it deserves, i just wish peoples would not spend money on these con artist trying to make a buck copying other peoples games.
Blizzard doesn't need to do anything about it. The game may be a blatant rip-off of WoW, but it is also vastly inferior. They are not any sort of competition for Blizzard and the game will probably be dead in a few months at this rate anyway. The game's own inadequacies have most likely sealed its fate. Blizzard does not need to lift a finger...
I think Alganon's only chance would be to go free to play immediately.
I don't think this game will last long, with only 50 players on each side. I guess the plug will be pulled soon this way.
This is a real shame tbh... this genre needs more indie devs.
Saying that though, it needs indie devs that have the imagination to have their own vision, and the courage to stand by it.
Alganon tries to be too much to too many, and ends up being nothing to anyone. There simply isnt anything it does that other existing games don't do better, and so it all feels rather redundent. It prolly should have focused on a smaller more niche market from the start. It's design choices say it wanted the big time mainstream though, and thats a tough place for a small dev to stand these days.
As a small indie dev they had the chance to make the game THEY wanted to make, but instead they went for what they thought everyone else wanted them to make :/
I don't care what you say about Alganon, but don't trash the games that actually gave a breath of fresh air to this genre.
Which game gave or rather breathed life into the genre? I misread or rather I misunderstood.
I know the following brought something new and creative to the genre:
Ultime Online - heralded in the mmorpg industry and showed us that a dungeons and dragons type environment was now possible to play in a graphical (albeit limited) fashion
EQ1 - heralded in the concept of Tolkienesque high fantasy and 3D graphics- now we finally had a non MUD mmorpg that had
followed the rules of high fantasy archetypes (i.e., beautiful elvish races, complex political systems, lots of races and classes to choose from , epical content)
Asheron's Call 1 - taught us that we could actually stray from popular novel based celtic fantasy and could even cut back on graphical content and yet still supply a wonderfully fun mmorpg experience. Quite arguably the best pve experience thus far presented - this game was just plain fun.
Asheron's Call 2: Showed us that next gen graphics was possible - along with voice overs and a dungeon and pve system along with a UI that would be "borrowed" by Blizzard Entertainment very very soon.
Dark Age of Camelot - heralded in the concept that if you build something - someone else will want to knock it down or at least own it! Here, unlike the high fantasy influences of Tolkien, we instead went straight to the endless source of mythology and cultural military history of the real world in which we all live in. Hence, Irish, Norse, and Saxon/Arthurian mythos were fully explored. For the first time we had that tie breaker realm - the gem of RvR concepts - the third realm. Hence a 3 realm realm vs realm model was created, where you literally had separate and unique cultures pitted against one another in a castle acquisitional struggle that actually benefitted entire realms. Relics of each culture were captured and brought home to make one's own culture that much stronger (i.e., the staff of Merlin, Excalibur, The Cauldron of Dagda, the Hammer of Thor, etc).
World of Warcraft - Taught the world that if you take a little of everything above - and simplify it to where it's accessible (i.e. the KISS rule or Keep it Simple Stupid) then the world would respond. A third rate pc 3 days west of Hong Kong could now run an mmorpg that would reach all corners of the world. WoW also showed us that you could build a model of rpg successes (i.e., Warcraft RPGs) and build upon that success ad naseum with raised level caps and expansions that would conveniently outdate everything you ever worked so hard for. Now, a friend who has 30 days in the game can join a huge raiding guild with a 4 night per week 4+ hour requirement and subsequently reach end game content and outgear someone who has been playing the game since her inception but just didn't feel comfprtable pugging epic content or mega raiding.
Shadowbane - taught us the concept (albeit it has since completely died other than the EMU) of outdated graphics and not one dungeon experience being - OKAY to play. Why? Because Shadowbane (which would follow into games like Knight Online, Darkfall, Mortal Online) was a game that expressed guild vs guild conflicts (or culture v culture depending on server), full wipe servers (once the map was won - erase it all and start over) and a similar siege warfare mechanic to Dark Age of Camelot that actually went a step further with complete city and vendor construction and subsequent defense. This was the Land of Strife and a true territorial acquisition mmorpg - level grind? Nah - we loved pvp here so much we gave you a boatload of xp as you took out mobs. Quests? Please...this is/was true pvp WoW is -> that way.
Age of Conan - limited imagination/financing on the part of the developers brought us a 3 race only mmorpg where everyone started in the same place (Tortage Island) and crossed over on three diffferent main culture zones (Stygia, Cimmeria, Aquilonia). However, despite the fact that this was another guild wars game - they at least attempted siege warfare in a place called the Borderlands. This game didnt bring anything new to the genre - rather it followed the checklist of Battleground options, open pvp, and such - but it did usher in a more complex (somewhat hated and loved) melee system where combat was more than blind button spamming - it was now graduated to circle strafing FPS mechanics with multiple directional combat options - not to mention the possiblity of the critical effect really being defined! At last - I really could cut off your head in an mmorpg! Loved that.
Now - I am sorry but - what did Alganon, Allods, Tabula Raza...bring to the genre?
I never said anything about breathing life into the genre. I said that Tabula Rasa and Auto Assault both gave those of us sick of the hackneyed gameplay of the stereotypical MMO a breath of fresh air with some innovative mechanics.
Most of the reason they failed was that they were published by a corporate giant which refused to give up the rights to the IPs after shutting them down.
How long has Garriot been fighting for the rights to TR so that he can put it back up? Yeah, I thought so.
I never said anything about breathing life into the genre. I said that Tabula Rasa and Auto Assault both gave those of us sick of the hackneyed gameplay of the stereotypical MMO a breath of fresh air with some innovative mechanics.
Most of the reason they failed was that they were published by a corporate giant which refused to give up the rights to the IPs after shutting them down.
How long has Garriot been fighting for the rights to TR so that he can put it back up? Yeah, I thought so.
I understand your point. The sad reality is - while the mmorpg genre started somewhat creatively - it has since been controlled by corporate heads.
We live in an mmorpg time when those with the creativity are not financially able to publish an mmorpg - and those with arguably limited creativity are so out of touch with the gaming community that they can ignore endless threads about rational improvements and still go along with their sinking mmorpg to the final last gulp of air.
It really is a sad state. I hope someday someone will come forward who has the talent AND the financial control - that person will have quite an awesome mmorpg. I can see it now - lots of classes and races - lots of options - factional servers - free for all servers - nice graphics - a well educated C++ team that can control memory leaks and silly bugs -
Perhaps we should create a prophecy movement that wildfires across mmorpg threads and websites! We could pretend that someday a golden child will appear who will lead us out of the darkness of mmorpg mediocrity where gamers feel sorry for developers - and feel that being taken financially and lied to is a form of - support.
Someday developers will stop making mmorpgs that cater to their own personal interests and will go back to what we all want to play....games with lots of options and server types - that fulfill high fantasy - sci fi - hybrid fantasy etc concepts.
Someday an mmorpg will be...fun to play.
Umm...this I can't believe. Tabula Rasa brought much more to the genre than Age of Conan.
TR was the first MMO to be a fully persistent MMOFPS/MMOTPS and still contain a robust PvE aspect that consisted of an actual reason for respawns. Quite a lot of the enemies got dropped in a dropship rather than just spawning out of nowhere.
Also, I didn't defend Allods or Alganon, so I don't know why you're asking me that.
Umm...this I can't believe. Tabula Rasa brought much more to the genre than Age of Conan.
TR was the first MMO to be a fully persistent MMOFPS/MMOTPS and still contain a robust PvE aspect that consisted of an actual reason for respawns. Quite a lot of the enemies got dropped in a dropship rather than just spawning out of nowhere.
Also, I didn't defend Allods or Alganon, so I don't know why you're asking me that.
I can respect your opinion. Mine is that they are dead and gone. And they died quickly and didnt even get a f2p death like Alganon will. Both were poor games otherwise they would have gotten a sub base large enough to justify keeping the servers open. Full of good ideas maybe but poorly executed. And RG is just as much to blame as NCSoft for the TR debacle.
And all that is dead and gone is exactly the kind of innovation people have been asking for.
It's people like you and people that kill these games that keep the genre from advancing forward.
Had Tabula Rasa lived, it would have been a stepping stone in which games like it would have slowly risen in quality.
It didn't, it wasn't profitable, and so it's dead and is another setback to the introduction of fresh ideas to the MMO genre.
It is a shame they released this game too early, but I guess the pay to beta mood is in full swing with the developer community these days....
I hope they get the bugs out and get to at least finish what they initially proposed.
What they promised is a million miles from what they delivered and they know it.........
What they promised is a million miles from what they delivered and they know it.........
Yes they surely do know it but what we usually get is the entertaining propoganda machine of failing mmorpgs:
1 game I used to play:
Well it's been an interesting year to say the least - we want you all to know that we will continue to bring you the excitement and perpetual conflict that you are all used to experiencing!....
or:
We have been very grateful for your dedication thus far for our soft launch. In the months to come one you have completed certain requirements we will be finally opening up new end game content. We also have exciting pvp planned as well as...
or:
Our mmorpg is free to play for life! Oh but we sell stuff that will cost more than a monthly sub...but that's ok because we comrades know that the USA is made of money right and equally as foolish - da?
----------------
The mmorpg industry is at the moment just a bit higher in ethical standards than other more inappropriate industries that permeate payment plans and video entertainment genres. Crying shame...
Where is the golden child of mmorpgs? When will she or he lead us out of the darkness of mmorpg mediocrity? Only time will tell.
well if it was free to play it would be ok. But $9.95 a month.. LOTRO is worth that but this one.. for ME.. it was just ...well looks very beta as of now. Not worth the time at all. Sorry..
I literally couldn't have said it any better myself. After playing for the first few moments, the above post was exactly what was going on in my head. For me, the last few nails in the coffin were that in WoW there are millions of people, a thriving market, and a level 80 max'd out epic character waiting for re-activation . . . which he may never see, lol. Anyways, good call.
I hate to "bash" any game, and if I was reviewing it I would certainly remain optimistic, but since I wasn't and I can speak freely, there is absolutely NO reason to play this instead of WoW, none at all. When WoW goes offline for a game update, fire up a free MMO for a few hours if necessary, but certainly don't pay for one . . . at least not THIS one. Sorry team Alganon, the game is a fail.
I enjoyed Alganon very much. The graphics are nice. The flow of the game is good. The customer service is very good. I did nave a problem finding one quest and I seemed to spend a lot of time dying.
Actually,this game just went F2P