Long post, with many facts about DDO and a liberal sprinkling of IMO. :)
I'm a DDO beta tester, and have been since the stress test. I'll list several things about the game, now that the NDA has been lifted, but the bottom line IMO (and the opinion of MANY beta testers in the forums) is that DDO is pretty much a total bomb, thanks to some really horrific design ideas. Let's list some basics about the game so far...
1. As of this time, there is no first person view. Some folks prefer the over-the-shoulder view, but I'd at least like the option to go first person, like EQ. Let me choose which I want. The devs have been utterly silent as to whether FPV will be added.
2. Eberron campaign world: It sucks. Someone at WOTC was obviously trying to justify their employment by creating YET ANOTHER DnD world...which is something like hiring a seventh press agent for Paris Hilton. Pretty much a waste. What's more, the world is poorly developed, written by hacks, is a poor example of classic high fantasy, and introduces ANDROIDS as a playable race. That's right. The warforged. Sentient golems. OOoookay. Eberron has been hugely unpopular with nearly everyone that doesn't want to play a superpowered robot as a character, but WOTC continues to shove it down our throats, thinking we'll eventually warm up to it. Not likely, but WoTC has never been known for intelligence, creativity, or anything approaching an understanding of what RPG'ers enjoy.
3. Combat. In an effort to revolutionize the MMORPG, they have introduced 'action oriented' combat as a supposedly superior alternative to the "/autoattack and wait" fight. This was a blatant play for the adolescent, ADHD twitch gamer crowd. It didn't impress them, and it's been nothing but grief for us MMO players. The PnP Dungeons and Dragons players find it absolutely abhorrent. Combat is a twitchy, chaotic mess that goes far too quickly to use anything like strategy, skills/feats, or communication. They've revamped it three times trying to make it palatable, but it is still amost universally despised. Why they thought combat that has worked fine for MILLIONS of MMO players should be completely overhauled is beyond me. Hell, to be true to the PnP game, combat would have to be turn-based. Many thought it would be. Oh, and there is STILL an /autoattack function in DDO. You have to either press that and chase mobs around, or constantly mash your left mouse button. Obviously this is much better than /autoattack from EQ, WoW, guild wars, FFO, etc. *snort*
4. Dungeons. The entire makeup of DDO is missions. You don't get exp or loot to speak of unless you finish a dungeon, which can take anywhere from 15 minutes to 2 hours, depending upon level, group, and luck. Basically imagine being forced to go on LDoNs forever in order to level. This is supposed to be better than the standard EQ-type "grind". Unfortunately, because there is actually so little real content in the game you wind up having to repeat dungeons about five times each to gain levels. There are an average of 12 dungeons for each level, and there will not be more added before release, according to the devs. This basically means that you'll have to go through repeats at least three to six times to gain a level...and that's IF you get groups to go through all the dungeons you haven't visited yet, or if you can even find them. But wait. Here's the REALLY fun part! YOU GET LESS EXP THE MORE YOU GO THROUGH A DUNGEON! So not only are you doing the same thing over and over, you're getting less exp each time! This is Turbine's alternative to grinding. Wow. How revolutionary.
5. The interface is clunky and unintuitive, but it may change before release. God I hope so. The inventory screen is miniscule, and hotkeys are a pain to use. Chat is a nightmare, and all the interface windows are bulky and must remain rather large to be readable, no matter the resolution.
6. The overall look of the game is unimpressive, although the graphics technology is good. The costumes/armor are odd at best, and downright ridiculous at worst. Barbarian human chain looks identical to brigandine or scale, with only color being different. Some armors look nothing at all like what they supposedly are. Character body styles (fat, thin, muscular) are absent, and faces tend to look very much alike. The overall styling in the game is alien and often almost comical, instead of being realistic and fantasy/medieval. This is reflected in the city design as well. On the plus side, monsters look excellent. Wish I could play a monster.
7. Claustrophobia: The entire game takes place in the single city of Stormreach, although it does have seven zones. All dungeons are reached by wandering around various areas of the city depending upon levels, and I can tell you that until at least level 5, all you'll be seeing will be sewers, basements that look like sewers, a couple warehouses, and outdoor areas that look like old EQ graphics with walls dressed up to look like trees. You'll get VERY sick and tired of Stormreach in a very short time. There are no wide open areas to explore, no blighted deserts, no arctic tundras, no deep dwarven delves, no elven tree cities, no world. Just one city.
8. No solo content, no PvP, no tradeskilling, no 'bazaar' or /auction, no zonewide chat, no druid class, no monk class, no gnome race or drow race. These are simply facts and will not change before release. Interpret them as you will. Tradeskills 'may' be added later, as might the missing classes and races with paid expansions.
9. The max level for the game is indeed 10 at present, and takes a LOOOOT of exp to reach, though you get 4 'mini dings' each level. The 'mini dings' are essentially worthless, and give you only some minor improvements. What's more, you can only have a limited number of these improvements on your character. Ever. So if a nice attribute opens up for you at level 7, you get to pick which one you have to give up.
10. Casters have mana pools. I'm not sure how this could have been done otherwise with the way they designed the game as an 'action' title. The second edition rules of PnP DnD had such a system as an optional rule, so it's not totally off the wall anyway.
11. Almost every dungeon has a 'rest area' with stone plinths marking it. You get to refresh health and mana here, and even get a dead character rezzed. It's not very logical for kobolds or trolls to have these little areas in their homes for invading adventurers to use, but there you have it. It's a bandaid for poor game design. You can only use the rest stops once per adventure.
12. The 'dungeon rush'. The phrase coined for EQ tedium was 'the grind'. Now DDO has introduced 'the rush'. Because of the way the game is designed, you are rewarded for punching through dungeons as fast as possible to get the exp/loot and get back out to do it again. The group literally bull rushes through the thing, especially if you've been there before. There is no strategy, communication, or cameraderie. It's every man or woman for him or herself. You can bash barrels for minor loot, so folks are usually racing up ahead to find them and start bashing. This rush approach can trigger lots of ugly traps, encounters, or leave folks behind if they don't happen to know the dungeon like the back of their hand. The tedious repetition is all still there, but unlike 'the grind' you don't have time to chat or afk to relieve it. You just run through the same dungeons doing the same things over and over and over and over. There are no camps in the game. You never stop, unless you manage to stop the group long enough for a rest by spamming "NEED TO AFK" until they all actually look in the chat window to see it.
Of course many of these shortcomings are not evident during a quick playtest, and the gaming sites are all utterly smitten with the very idea of a DnD-based MMO (like I was). They'll sing DDO's praises non-stop, because they won't have much of a clue. Try visiting the DDO forums and you'll get a far clearer picture of what's going on. DDO tries to be far too much to too many, and tried to do things in an exciting, new way that is neither exciting, nor even terribly new. It's a mess, and the devs have made clear that they're not planning on changing it. They'll stand behind their 'vision' to the bitter end because they'd have to admit a huge blunder and waste of time otherwise. Folks get fired for that, so they'll continue ignoring the pleas and complaints from the beta testers and press forward, all the while assuring their bosses that the players will just love the game to death. DDO will probably even sell very well initially, just because of the huge initial market. We'll see how it does after about three months after release.
Oh well. There's always Vanguard or Conan: Age of Hyboria coming out soon. :)
Edited, Mon Jan 23 19:18:49 2006 by Maderik
Edited, Mon Jan 23 19:15:27 2006 by Maderik