Tobold's Blog
Wednesday, May 10, 2006
 
Have we lost patience?

On a quiet morning this weekend I stood in Felwood and was camping whipper root tubers, night dragons breath, and windblossom berries. These are special plants in Felwood, which you can access after doing a quest there. The windblossom berries aren't really exciting, they work very similar to stamina increasing food. But the whipper root tubers and night dragons breath are highly desirable. The tubers restore health, and the night dragon stuff restores mana and health, and they are on different timers from each other, and also on a different timer from mana or health potions. Map to them is found here, but be aware that these are all just potential locations, plants aren't growing on all these locations all the time.

Many a time the extra boost to health or mana saved me or even my group, so I was stocking up on them with both Raslebol and Kyroc. I knew these plants were on a 25-minute timer, so exactly 25 minutes after picking the fruits from them, they become available again. So I had parked my characters next to a plant each, one in the north moving between two whipper root plants, the other in the south camping a night dragons plant. I had a repeating timer running for one of the plants, and had timed at what times on this 25-minute scale the other plants were spawning. So with little running and switching characters I farmed the plants for something like 2 hours.

The interesting thing was that there was at least one alliance player also looking for these plants, I encountered him several times on the different plant locations. But I beat him every time, because I was just standing still in front of the plant just before I knew it would spawn fruits again, while the other guy was moving far too much, and obviously didn't use a timer. That reminded me of other situations where I was just "camping" something in best Everquest style, and other people weren't able to stand still even 5 minutes, got bored, and wandered off. This is one form of PvP I always win, based on patience acquired in the early days of MMORPG.

I do have the impression that there are few people left with this sort of patience. A 25-minute spawn seems short to an Everquest player, but far too long for the average WoW player. The sort of hour-long camping, or waiting 15 minutes for your mana to regenerate from zero to full, which we endured in Everquest would be unacceptable to the modern MMORPG player.

Now there is a theory that World of Warcraft is a kind of MMORPG-lite, and that WoW players will get bored after some time, quit the game, and switch to new games with a more hardcore attitude. Basically Vanguard : Saga of Heroes is counting on that, designing a MMORPG which combines modern graphics with old-style Everquest game design. And I really wonder if that will work. It has already been announced that leveling in Vanguard will be a lot slower than in WoW, that Vanguard will have more downtime, and that you will have to stay in the same zone a lot longer before being able to move on. Brad McQuaid, the lead designer and ex-EQ developer actually promotes these as features (see quotes here). If people are tired of fast leveling and reaching the level cap too fast, a much slower game might really draw them.

But the other theory is that people never liked downtime, and only put up with it in Everquest because there wasn't much choice. Meanwhile they experienced a game with much less downtime and much faster leveling, and have totally lost the patience that would be required to play a slower game. Which would mean that Vanguard might attract a decent number of bored WoW players on release, but after a short time they would find the game far too slow for their tastes, start complaining loudly, and leave in droves.

Is patience a virtue, or just an artifact of games gone by?
Comments:
Another blogger said it before me, but once you've experienced the polish and pace of WoW I think it's very tough to go back to a slower, less user-friendly game. I'm sure some people will really enjoy a slower pace, but I have the feeling a lot of those who are nostalgic for the old EQ days will find the slow pace is not as great as they thought it would be.

I'm eager to see what Vanguard has to offer. If the slower pace means more time to enjoy the world, more involved quest puzzles and more community involvement, then I might enjoy it. If it's simply an artificially slower treadmill with more running, more timesinks and killing ten rats slower, then it will really have to have something else to offer to keep me playing.
 
Well, the slower play has worked so well for EQ. That's why today, the original EQ has more players than WoW. Oh, wait. Well that's why EQ2 used the exact same style of play as EQ. Oh, wait. Well anyway, that's why everyone playing WoW complains about the lack of downtime because they miss being able to play 'Tetris' in-game while they wait for health. Oh, wait...

Next up: Punitive experience penalties so you can lose 15 hours of grinding everytime you die! That way, you can rip your group a new hole every time they make a mistake! Yay!
 
Well, I'm playing devil's advocate here: What if the difference between less successful slower games and WoW is *not* the speed? Many people who level up at reasonable speed to 60 in WoW are unhappy when reaching the top, and would wish to be able to continue. WoW raising the level cap makes it a longer game, makes it slower to reach the top from level 1, but is generally considered a good move.

It could be excellence in execution which makes people like WoW, and not speed. In that case there would be at least a hope that Vanguard shows the same or better excellence of execution, and is as successful as WoW.

Honestly, I don't believe it, but it is a possibility.
 
Regarding time, when I have time to play, I generally have an hour or two (at least on a weekday evening), so an hour long camp means that I only get to do one thing that day. I've found myself enjoying "casual" games like CoV and GW more than the heavyweights because I can get a mission or a couple quests finished in the time I have available to play. It's great if I can hang out in a group for three or four hours and have a bunch of fun with people, but I usually won't be able to do that and games like CoV (with scaling mission difficulty) and GW (with henchmen or very common PUGs) fit me better today. Expect this to be more common as the EQ-generation of MMO gamers age, get real jobs and families, and can't stay up until 4am every day.

WoW's high production values and "quality" attract players, but the casual playstyle (at least through the early 50s) is what helps to keep them. Over time, most players look through the graphics and hardly notice them anymore, especially in areas they've been through frequently. One of the things that keeps people coming back are game mechanics that seem to recognize that not everyone can afford to spend five or ten minutes of downtime between fights, along with a lot of content that is soloable for when players can't or don't have time for a group. WoW is simply more entertaining over time than EQ ever was. It might be antithetical to the "EQ was the best game I ever played crowd," but designers of future games ignore trends in casual-izing MMO games at the risk of a smaller audience.
 
WoW rewards a different kind of patience: the kind required to grind rep, raid for epics, or wait on Battlegrounds.
 
maybe a bit offtopic, but my 2 cents:

Most people dont know that multiple people can loot the plants.
If the plant respawns and everyone clicks on it the same time, everyone gets the content.

And most people dont know that Felwood Gatherer exists.
With that addon its really easy to control 5-6 spawn points and be there to loot at the right time.
And you can share the timers with other players which have also the addon.

It would be nice if a lot more people would use it.
 
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