So last week I talked about DDO from a billing model standpoint, and how impressed I am with it, and went on and on about how it’s the best thing since sliced bread. Well this week I’m going to talk a bit about the game itself. And for the most part I’m going to treat it like a new game, even though it’s been out for quite awhile now. This is because when Turbine went back and redesigned the game to better support an F2P model, they also took the time to address a lot of the original problems with the game – streamlining quests, shortening long instances into shorter ones, and adding a great deal more solo support. So what’s the story with DDO…
First, if you decide to go play DDO, I would have to begin with a warning. I hate to do it, but it’s important. And the warning is, be aware that there are some seemingly small, but fundamental shifts to what I would say has become the convention for selecting and interaction. And this is quite likely to break the game for you. Don’t let it. What I’m talking about, is that in DDO, you right-click an object to select it, and left-click an object to interact with it. And left-clicking on nothing results in your swinging your weapon. The net result of this is that you, along with everyone else running around newbie island, will spend the first few hours of the game constantly swinging your sword at every NPC you try to talk to and every player you interact with. The other thing that may cause you to feel like the game is broken is that there is no “hold down both buttons to run” mode. So as soon as you press the left button (with the right button) to run, again, you’ll just stand there and swing your sword. Don’t let it bother you too much, just embrace the change, go with the flow, and chuckle at yourself and everyone else that’s running around going SWOOSH SWOOSH SWOOSH all the time.
In fact, “embrace change” should be your mantra if you’re coming to DDO from WoW, or Aion, or even Champions Online. Because it’s quite a different beast in gameplay and mechanics than your standard MMO fare. For instance, the game is actually quite a bit more action-oriented than you might at first suspect. And by “action-oriented” I mean requires you to get off dead center and move your ass around while fighting. Attack is left-click, as I said before, and targeting is automatic. You hold down the right mouse button, which puts you in mouse-move mode, put a little round cursor over the thing you want to attack, and left-click as fast as your equipped weapon speed will allow you too. And mobs move around a lot in DDO. Spell casters leap away from you, trying to put distance between you and them so they can cast their spells. Ranged mobs stop and run away, or find better positions to fire from. And positioning is important – flanking bonuses on your “to hit” roll are granted to you when attacking from behind, and to mobs that attack from your behind. Certain abilities, such as a rogue’s sneak attack activate automatically when “a mob is unaware of you”, and that is often dependent upon positioning. The net result is that in large combats, you will often find yourself circle-strafing and running about and clicking like a mad-man (or woman) – moving and running much more often than you ever do in your typical WoW pve combat (where movement typically breaks 90% of anything you’re trying to attempt).
In DDO, all of the gameplay – the fighting, looting, etc, takes place in interior or exterior instances. In this way, DDO is very reminiscent of Guild Wars. The only common areas where you’ll find non-party member players are in the cities, which have all the shops,vendors, and quest givers. Accepting a quest points you to a door, and that door leads to an instance in which you and your party members are the only participants. And once inside these instances, you’ll find gameplay that again is signficantly more interactive than your standard MMO de jour: Hidden rooms and secret panels you have to actively search for, using a skill, to be revealed; Indiana Jones style traps, spiked floors, and flaming pits that require either the brute strength of a fighter to endure, or the trap detection & dismantling skills of a rogue to disarm; out of the way locations that require nimble leaps from rafter to rafter to get too; and all sort of puzzles to solve that having nothing to do with fighting. In fact, while in an instance, killing mobs doesn’t grant any experience at all. All of your experience is doled out through quests and sub quests, with bonuses given for various accomplishments during the instance. Finish the quest without having to re-enter, get a bonus; Smash all the crates (there is a lot of crate smashing in DDO!), get a bonus. Kill a random named boss mob, get a bonus. There are often quests given for killing X number of mobs, where X is a suitably large number, so there is still plenty of reason to inflict wanton destruction upon the wildlife. And I actually find it liberating – in that if I’m in a party and the stupid fighter is up there one-shotting waves upon waves of mobs while I try to disarm the trap he’s standing in, I know I’ll still get some credit for those kills.
What’s to Like
For me, there’s actually quit a bit to like. If you play with a small group of regular friends, this game is tailor made for you. And since the revamp, even if you play by yourself, it’s now quite playable. The main thing I like is that, in much the same way that Guild Wars and City of Heroes did, the game play is doled out in easily digestible 30 minute chunks, each with a start, a middle, and an end. This is ideal for my lifestyle. I have almost never participated in raiding in any MMO to any lengthy extent, because I simply have never had the time to spend three to four hours at a time, two or three nights a week, in a single play session. But allow me to log in, get something productive done in 30 minutes to an hour, feel like I’ve made progress, and log back out? And you have me hook line and sinker.
I’m also a huge fan of the increased interactivity and the ambience of DDO’s dungeons. A disembodied Dungeon Master voice describes rooms, smells, sounds, etc to you as you enter different areas, and I find the effect absolutely entertaining. And actually being asked to do things to finish missions.. to solve puzzles, to jump from rafter to rafter, (okay a little of that goes a long ways, but still), is a refreshing increase in brain power and gameplay over the “right-click and wait on progress bar” that describes the entire depth of interaction that you have with the game in most MMO’s. Mind you, I don’t want my MMO to turn into a platform or console game, but swinging the pendulum back towards more gameplay a little bit is a nice change.
What’s not to Like
Despite all the fun stuff I’m finding and how much I’m enjoying the game, there are still some hurdles to get past. First of all, there is, as I mentioned above, the slight change to the “core MMO control scheme” that you have probably come to know and love, and readjusting your brain to wrap around that can be harder than you might think.
Additionally, DDO’s level mechanic (derived from Dungeon & Dragons itslef) is kind of wonky. In pen and paper DDO, you level up rather infrequently. The designers of DDO, in their attempt to remain faithful to the P&P game, kept the relatively slow leveling curve. But to make life more tolerable as an MMO player, between levels you get “ranks”, with 4 ranks per level, and at each rank you get some enhancements, which are essentially tweaks to your existing feats and skills. It’s an okay system, but ultimately not as satisfying personally, as just a straight level-up would be. What’s interesting is that it really is largely just semantics – the frequency of “leveling up” (gaining ranks) is about what it should be for a modern MMO, and the stuff you gain when you gain ranks is the equivalent of those dreaded “odd” levels in WoW and CoH, where all you got was crummy slots or ranks, instead of actual cool powers. But to me it just goes to show you you that semantics matter, and you should call a level a level dammit, and not bandy about with terms to satisfy some arbitrary design mechanic.
Also, DDO’s heavily instanced, hub-centric gameplay suffers from the same problems its cousins Guild Wars and CoH do. The world is just going to feel small. There are exterior instances, and those certainly help to open the world up a bit, but when you spend the first 10 to 20 hours of the game running around first a small island, and then a small part of a city, and are most doing small to medium sized interiors off of that world, well it just doesn’t have the open world feel that you get from traipsing around Elwynn Forest or Ered Luin. And by the twentieth time you’ve seen the sewers’ tileset for an instance, you’re already wanting something else. Now I will caveat this with saying again, I think they’ve made this much better than it was when the game originally launched, and with the release of low-cost content packs offering a variety of content, I think there is plenty of potential there to change things up a bit if you desire. But if you don’t do anything, and just muddle along forging through the stuff they give you as they give it to you, well I think it will become repetitive.
Finally, though soloing is far more viable now than it was when the game launched, I don’t think this game is soloable all the way throughout. I’ve already encountered at least a few missions that essentially require a group. While I could skip these, it’s usually relatively simple thing to find a pickup group to do them, and I suspect that the further I get into the game, the more prevalent this becomes. So I would advise that you should go into the game expecting to eventually group. And admittedly, for many, this may ultimately be a reason they walk away.
Overall
Overall I’m really liking this game. I spent my first money in it just the other night – I bought a pack of points that allowed me to unlock the Drow race (cause I’m all about the purple skinned elf, duh!), and to buy a low level content pack, which I haven’t tried yet, but will hopefully soon. And still have a bit left over for some healing potions and maybe an experience potion. If i walk away next week, I feel like I got my moneys worth. And if I stay longer, I almost certainly will get the subscription to cement my stay. But given my gypsy nature, DDO is a game, and a billing model, that fits me to a tee.
Thoughts? Comments? Post ‘em up, you know you want too!
Tags: DDO, Dungons & Dragons Online
October 19th, 2009 on 5:31 pm
I was seriously laughing out loud reading about the newbies slashing in the wind. So true, I do it all the time even at level 3 with my Cleric on Khyber. Every time I was in the new area I’d hear the “whoosh” and laugh just knowing that people were not quite used to the controls.
October 19th, 2009 on 6:00 pm
You are absolutely right, it takes quite some time to get used to a different control scheme. I wonder how people who had trouble to get used to Aion’s click to move will deal with that.
The good thing is, there are lots of crates to smash, and by default noobs do the right thing: swoosh, swoosh, *crack*…
October 19th, 2009 on 6:16 pm
Biggest tip ever: Mouse-look mode makes the game 10000x better (Ctrl-T). No more attacking instead of interacting or fighting the system.
Only issue with mouse-look mode is that you can’t mouse-click on your hotbar but for those of us (like me) that use keyboard hotkeys for activating abilities then it’s great.
Also you can bind “Interact/use” to a nice key like ‘F’ which makes it even easier.
Finally, I have been playing DDO off and on since beta. The game is flawed but still fun — mainly when you’re playing with a like-minded group.
However, I have some serious issues with the game I only want to make a big deal of because they are issues that too many developers forget about when making a game:
1. The User Interface!
Tip to developers: the interface is the most (or second) important aspect of your game! It’s how we interact with your world. I don’t care how great the world is, if we can’t interact painlessly we won’t play.
Turbine seems to have a problem here as the UI is weak in LOTRO too although slightly better. The big issues with DDO’s UI are many and most are the same flaws that other games have, too:
a. Unneeded fancy window borders. I’m sure some artist likes them and they don’t look bad but they take up screen space and, more importantly, make it impossible to line up multiple windows together. This is doubly important for hot bars. Always make borders for your UI windows so that they stack cleanly.
b. Windows don’t snap nor lock in place. Nothing like having a hodgepodge of unaligned windows all over your screen for that well-polished look and feel.
c. Size. I see this all the time (CoH, CO, LOTRO, DDO, etc): do developers make their UIs on 15″ 800×600 screens? When my pinky is smaller than the icons for your inventory and action buttons, something is wrong. Nothing is more aggravating than looking at a 20×20 grid of tiny icons.
This also goes for the size of windows, fonts, etc. DDO is also hampered by a low-contrast color scheme that makes reading windows and stats screens even harder.
d. Fonts. Egads the fonts are horrid. Please, developers: choose nice clean easy-to-read fonts over fancy serif fonts. You do want us to read the quests/chats, right?
e. Icons. Apart from the small icons, even worse in Turbine’s UIs, especially DDO, is that the icon art is bad. In DDO, every icon uses the same color palette (which is an ugly brown). This means that just scanning my hotbar or skills/feats/etc means I can’t tell which icons they are. Worse is the inventory where every potion, armor, weapon, looks nearly identical.
Want to see well-done small icons? Look at Lineage2 where each category of icons (weapons, potions, armor, skills, etc) have their own color theme and each icon is cleanly drawn with a crisp style. Even with their small size it’s very easy to tell the icons apart.
Honorable mention for great icons goes to Guild Wars for beautiful art that’s effective (color themes for each category of skill).
f. Control options. While mouse-look helps, there are still issues (can’t use hotbars while mouse-looking). They used a neat approach to their controls but their UI is not adapted to it. They need something to allow players to fully embrace this play style. I think something like Galaxies’ ~ radial menu (pressing ~ while looking at an object brings up a radial context menu with all interaction options).
2. Control issues
This is my next biggest issues: both Turbine games have this problem among others (See my other rant in CO review so I won’t go over it here) but please devs: kill floating feel in your games and make the feel of walking/running around work (especially in a game about quick action).
Finally, my other complaint is you run too quickly — it encourages people to just run around the dungeon like a sprint. Dungeons should be explored cautiously and slow but the game doesn’t allow it.
I just want to repeat that I do enjoy playing DDO casually with friends and am only ranting because these are issues I see too many times in professional games and I find it shocking — especially in games where they expect people to put in hundreds of hours.
October 19th, 2009 on 7:11 pm
Thanks for the review! I haven’t played DDO since its very early beta days — I was horribly put off by the zomgIkeepswishing interface (being the change-resistant interface nazi I am), and I think that as usual something shiny over there drew me in another direction. Add to that the fact that I’ve not really liked any (A)D&D rulesets since 2nd edition — however much I may be dating myself there — and it just didn’t end up being the game for me.
Now that it’s free to play though, I may give it another go.
October 20th, 2009 on 1:01 am
Thanks also for the review. Am still halfway through downloading DDOU on the sly (landlord freaks when his net slows lol), and this review makes me want to play right away.
I’ll be at home with the instancing, being a Guild Wars player. Leftclick-WOOOSH reminds me of the short time I’ve played Oblivion: almost every time I try to talk to someone I end up trying to pick their pockets… and I get caught by the guardsman!
Ah well. Looking forward to playing DDOU!
October 20th, 2009 on 9:15 am
I started playing DDO over the weekend. The only other MMO I’ve spent any time with is LotRO, although I’ve been a gamer for over 20 years. (Ultima IV was one of my first RPGs.) I fully agree with the click-to-interact issue. It’s especially annoying when playing an archer. Oops! There goes another arrow. *sigh*
I’m really enjoying the puzzles and varied dungeons in DDO. I played LotRO to the max allowed for free and have some friends who have subscriptions. How many X hides can you gather?! However, I do miss (a little) happening upon another adventurer or group slogging it out with a mob of trolls or whatnot and being able to jump in to help. That created a way to meet other people and form casual groups that DDO does not.
I made the jump to Stormreach last night and quickly had my hat handed to me by several quests over my level. I liked this. Unlike LotRO where if you wander into a dangerous area you promptly get killed, in DDO you can check out the city in safety and only get stomped on by taking an overt action.
Re: The UI. DDO has the ability to be reskinned. See http://www.lotrointerface.com/downloads/index.php
So far, DDO is a much better fit to my taste than LotRO was. Much more varied quests, environments, mobs, etc. And the F2P aspect lets me jump in for an hour or so, then not play for a week, and not make me feel I’m wasting money.
October 20th, 2009 on 3:38 pm
One little bit of advice when attacking. You don’t have to constantly click the left mouse button to attack, just hold it down for non-stop attacking. You can even do this while moving around and it is great for ranged weapon users too. Casters can also pop a wand into their main hand and hold down the left mouse button to continuously fire off the wand. (Great for those self recharging wands you get in lower level quest rewards.) Hpefully, that wil save you, or at least hold off, some wear and tear of your wrist and forearm.
October 20th, 2009 on 3:52 pm
@OrderedChaos – Hey thanks for the tip. I wasn’t sure if holding down the mouse continuously would throw off the auto timing or not. Will definitely take advantage of this.
October 21st, 2009 on 1:05 pm
I’m definitely a fan of DDO. I don’t have a lot of time to play games, and I’m splitting it between Puzzle Pirates, Wizard 101 and DDO (as well as handheld games). Notably, those three online games (along with Guild Wars) are the only games I’ve spent money on. The ability to buy content is key to cracking my wallet. (OK, PP is a little different, but close enough.) I will never get good value out of a subscription, so letting me buy content is the only way to go.
That the game itself is a blast to play is, of course, the main reason I bother in the first place. I’ve been thoroughly enjoying soloing as much as I possibly can with a Ranger/Fighter/Rogue. It’s not always a cakewalk, but that’s part of the point.
October 25th, 2009 on 8:06 am
[...] Dusty re: DDO – “Chuckle at yourself and everyone else that’s running around going SWOOSH SWOOSH SWOOSH all the time.” [...]