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Reader Comments (75)

Posted: Feb 2nd 2011 12:11PM Snichy said

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Great article and a good read. I'm already in Beta and decided not long after playing for the first time I would be playing this game from the start and long-term so havent really been playing too much other than to help with stress testing and feedback with new features etc, as I dont want to spoil it when it is released :)

Posted: Feb 4th 2011 12:19PM drakon said

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@Snichy

Same here. I tried beta 5 on a whim and went from the game not being on my radar to pre-ordering and getting the 6 month founders pricing in a span of 2-3 days. I've been playing only a limited amount so I don't get tired of the starting zones for release.
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Posted: Feb 2nd 2011 12:14PM MMOaddict said

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Excellent article. I completely agree. I really hope Rift succeeds if anything to help push the genre in the right direction, so that we aren't faced with another 5 to 6 year drought of horrible wannabe MMORPGs. Make them polished, fun, accessible, familiar and throw a dash of something different and new on top and BOOM you have a good if not great MMORPG game to last longer than a few months.

Posted: Feb 2nd 2011 12:15PM Vorender said

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I'll admit, I had a hard time getting through the newbie experiences on both sides. They were quite lame overall. That being said, when I finally decided to power through the newbie zone and get to the actual game, I found a very familiar, yet fresh experience. The world really opens up and gives you many other things to do and see. I'm curious as to who designed the newbie experience, because it is a far cry from the quality of the rest of the game.

Posted: Feb 2nd 2011 12:15PM (Unverified) said

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This is probably the first beta of a new game I've actually enjoyed participating in. As you said, it does feel familiar and while some may claim that to be a bad thing, I believe that too many new things at once is not a good thing. When my friends ask me what this game is like, I'm resorting to telling them that it's like WoW with WAR's public quest system, except that the public quests occur randomly in zones in the form of rifts and invasions.

That said, will I plonk down money for this on release? I doubt it; my days of launch day logins and then hoping that my time investment is not wasted a few months down the line is over. I'm going to play the wait and watch game with this one, although I'm almost certain that I will buy this at some point.

Posted: Feb 2nd 2011 12:16PM Muddleglum said

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It's like people think MMORPG's should become somthing completely different, but then they wouldn't be MMORPG's anymore.

I think part of the issue is some people don't understand genre. Some talk about clone this, and clone that, but when they finally say somthing about how they would like things to change it's apparent they want the MMO but not the RPG.

Thats fine people are looking for different MMO types and the good news is other genre's are comming to the MMO landscape (heck some have been around for years). But calling for a genre to change itself is silly and I don't know why people even waste time doing it.

Posted: Feb 2nd 2011 1:42PM Stuxatte said

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@Muddleglum

Good points, and I think you also answered your own question!

People call for the genre to change itself *because* they don't understand the concept of genre.
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Posted: Feb 2nd 2011 12:21PM Drunken Irish Sniper said

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So what exactly are the new ideas Rift is bringing to MMOs?

I've played the beta and everything I've seen in the game has been done in other MMOs but much better.
People keep saying the Rifts and Invasions are new but Player Quests (Rifts) are done much better in Warhammer, and the invasions are done much much better in Final Fantasy XI as Besieged.

Posted: Feb 2nd 2011 12:35PM nomoredroids said

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@Drunken Irish Sniper

PQs are done better in WAR? Really? I suppose if you enjoy waiting around forever for them, fine. Or the fact that doing them or not doing them has no impact at all on the game, fine.

The fact is that RIFT involves the player in world-wide events constantly, and they actually impact the world. But you're entitled to your opinion, even if its spite-filled and angry.
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Posted: Feb 2nd 2011 12:39PM djodars said

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@Drunken Irish Sniper And that is why comparing MMOs is a really bad thing to do. Did I enjoyed Warhammer Online? No, from the bottom of my heart, I think it sucked. Did I enjoyed FFXI ? HELL NO! Do I enjoy RIFT? Yes, even unsubscribed from WoW (And I'm currently progressing through hard-modes so I'm not one of those casual gamers). So yeah... even if it recycles a lot of ideas from other MMOs, that doesn't make it less refreshing or less fun to play.
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Posted: Feb 2nd 2011 12:46PM IceStorm203 said

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@Drunken Irish Sniper

While I can see where you're coming from, I'd have to agree with the responders above. The Rifts offer a random dynamic public questing experience compared to WAR's static public quests that have no impact on the area surrounding them.

As for the Besieged game dynamic available in FFXI, I'm afraid to say I can't comment on that for lack of exp. with that game mechanic. but I can comment on the dynamic impact Rift Invasions have on the quest hubs and overall flow of the zone when an invasion appears.

While Rift sure hasn't reinvented the wheel, it has provided a very different twist on mechanics present in current MMO's that I find very appealing, as do many others who have played the beta phases thus far.
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Posted: Feb 2nd 2011 1:19PM Randomessa said

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@Drunken Irish Sniper

As far as mechanics "done better" in other games, I would suspect this is a matter of opinion, since I played Warhammer, too, and I am getting the same level of thrill and fun in RIFT as I did day 1 (day -3 actually, since I pre-ordered ;)) in WAR. I wouldn't know about FFXI's besieged mechanic because I didn't like the rest of the gameplay and so never made it past a couple of hours /played.

Therefore, to someone like me, RIFT has done us a favor by (perhaps) taking something that worked in FFXI and putting it in a game style that other people might enjoy.

My enjoyment of the invasions or zone-wide events is not dependent on the "never-done-before"-ness of the mechanic. This might be what people are mistakenly assuming is RIFT's appeal.
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Posted: Feb 2nd 2011 1:33PM Nephilim said

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@Drunken Irish Sniper

I don't want to play WAR and FFXI to get the same experience (or something like it). That's too much of a time investment. With Rift, I can get both in one package.
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Posted: Feb 2nd 2011 2:54PM Drunken Irish Sniper said

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@djodars. It's not a bad thing to copy good ideas, the ideas just needs to be improved from the source.
Warhammer had a small story to each PQ, but Rift just has you killing a few of the same mobs over and over to close a Rift, rinse and repeat for each rift type.

And with Final Fantasy XI you have a beastmen army marching through the areas until it reaches the the main city then these awesome ally and enemy NPCs show up in very flashy ways and say some very cool general type of speech, then you start fighting side by side with these generals against the beastman army (the army consists of a lot of different types of mobs and even bosses, not just 3 types of mobs like in Rift).

Blizz takes good ideas from new MMOs then improves and integrates them into the WoW.

Also, the one thing the Rift creators tried to come up with on their own was the races and they are the worst races I've ever seen in a game.
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Posted: Feb 2nd 2011 3:55PM aurickle said

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@Drunken Irish Sniper
Your statement there just made it incredibly ironic that anyone would ever say a game is copying from WoW. Your implication is that WoW copies from everyone else. The result is that no game is ever just like WoW and people should instead be complaining that WoW is just like everything else.

Anyway, I heartily disagree with your "the one thing" statement. The soul system in Rift is totally unlike WoW, WAR, or any other game I've seen. It's similar ONLY in that you're investing points into a tree. When you really get down to the nuts and bolts of things, Rift offers 32 different classes that are broadly categorized into the callings (or archetypes). But you don't choose just one class. Instead, you choose 3 and focus on each one according to your particular playstyle and goals. That's pretty different if you ask me, and has been a lot of fun.

Another thing that Rift does differently is that the invasions can wipe out quest hubs. Does that happen with WAR's PQ's? Not at all. So PQ's are totally optional (and for that reason, mostly skipped) in WAR but in Rift they have made the invasions integral to the game. They've also made fighting Rifts a viable way to earn XP. You may not feel that these are enhancements on WAR's system, but I certainly do. And as for story, those people who do want story have it in spades with Rift. For those people who don't care, the lack of story elements in the invasions doesn't matter one iota.

Another key way in which Rift differentiates itself is with wardstones. Located in the quest hubs, it is their destruction that causes an invasion to wipe out that hub. However, those same wardstones also serve as an important PvP objective. It's important because it's meaningful. It's meaningful because it gives players a real means by which they can affect the other faction without resorting to just being annoying. Right now, most people don't really know about the wardstones but as we go you'll see more and more people realizing the potential here. It's yet another way that players can legitimately affect the game world -- something that you never, ever get to accomplish in WoW.
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Posted: Feb 2nd 2011 3:58PM Irem said

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@Drunken Irish Sniper

A friend and I were actually comparing the planar invasions to Besieged while we were playing the beta, and while both of us were big fans of Besieged while we were playing FFXI, we felt that RIFT does it better. It doesn't take twenty minutes for the invasion to start, it isn't limited to a single zone with limited occupancy, there's a lot more to do, and the rewards are better.
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Posted: Feb 2nd 2011 6:31PM Daelen said

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@Drunken Irish Sniper

You are clearly not in beta if you think rifts just cycle some rounds and close. Early ones ie lower than 10 yes, above that they invade en masse and bumb rush a spot. Its insane to see and the game and the ui do an awesome job at showing the progress and war strat in place. Also launches a quest to stop them with the boss fight to end it. Life one with 50ft treant with trunks for hands that lays waste to players is just too cool.
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Posted: Feb 2nd 2011 12:27PM Muchomojo said

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@Drunken IRish Sniper

Have to disagree on the public quests in Rift being poorer than Warhammer's. As fun as WAR's public quests are, the fixed nature of them means they become another part of the treadmill. I think the more random nature of the public quests in RIft make them far more enjoyable and a little more 'emergent' in terms of gameplay. What is evident is that they are a fair alternative for leveling to a degree; at least in the areas available in the beta so far.

Posted: Feb 2nd 2011 12:43PM gildhur said

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While I agree with the conclusion, I disagree with the car analogy. Automobiles are an insanely regulated industry that directly interacts with the public and impacts safety, and thus has to operate within certain basic parameters. MMOs literally have no mechanical limits. Developers can do whatever they want and make whatever kind of game they want. But as I said, I agree that the familiarity here is not a negative. I have long said that Rift takes the best out of many games, adds some innovation on top, and makes a tasty, cohesive cake out of the whole thing.

Posted: Feb 2nd 2011 1:06PM donweel said

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@gildhur
You are wrong, games do have mechanical limits, that is the human link, usually keyboard and mouse. Some day when we can control games with our minds then your statement will become true.
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