A few weeks ago I got an email invitation to join the DC Universe Online beta. This gave me the (free) opportunity to take the game for a spin before it became publicly available. For all my game playing I’ve never spent a lot of time with a massively multiplayer game. Here are my impressions, playtest notes, and wish-list.
At first I was quite disappointed by the MMOness of it all. It feels very much like World-of-Warcraft-with-tights. There are lots of fetch quests and beat up X guys missions. There are loot drops and raids. Weak character development and very weak story all around - even by deeply diminished video game standards. The well-populated persistent world mean nothing really changes. I’m supposed to beat up Scarecrow’s thugs and rescue my fellow citizens from his fear gas. But an infinite stream of bad guys and infected bystanders keep showing up as fast as I deal with them. I knock out baddies and free bystanders to make my quota and leave the rest for the next guy. It doesn’t feel very heroic.
Character generation is flexible and fun. You choose hero or villain and have a wide variety of costume and appearance options. Choose a power set, a weapon, and how you get around. Choose your awesome super-name. Realize that your awesome super name was already taken. And your first 6 somewhat less awesome backups are also taken. Settle for some kind of vaguely appropriate but available name. Now you’re ready for action!
The graphics and combat are only OKish relative to their single-player counterparts (like Prototype or Batman: Arkham Asylum). But they are solid and enjoyable for a game of this scope. Combat feels more more kinetic, twitchy, and action-oriented than what I would expect. Giant spring-loaded boxing gloves send characters flying. Attacks can be dodged with a quick acrobatic roll. Rhythmic button combinations lead to spectacular, leaping, flourishes of Demon Fist’s deadly power-quarterstaff. At its best it feels like you’re playing a fighting game or a brawler.
Many of the MMO conventions are present. To a superhero fan and MMO novice like me they can seem out of place or are simply baffling. Having loot drops seems odd for heroes. The appearance changes are kind of fun. But the stat changes you get from the super-pants you got from beating up Doctor Psycho are too subtle to really get excited about. Having decaying equipment seems pointless. And facing the Queen Bee with a bunch of busted gear can be especially frustrating. Collecting money seems inappropriate for the genre (if you’re a hero). And there’s not that much to buy. So I’m not really sure what the point is.
Characters can have different roles (Damage, Control, Tank, and Healer) that seem like nods to knowing WoW fans. But I wish they were more intrinsic to the characters rather than different roles my character is supposed to take on from mission to mission. Character generation provides a wide variety of power and weapon selections. Fire and ice. Flying and super speed. Magic and brawlers. But then, they all get kind of homogenized in the name of balance. Everyone seems to wind up with similar offense and defense options to work out to the same amount of damage points per second.
The biggest advantage a MMO has over a single player game is the availability of all these other players as heroes and villains. This remains my greatest disappointment with the game. I hate chat windows and can’t imagine spending my precious gaming time typing in one. All my players interactions so far have been incidental, brief, shallow and random. I wish the game did much more to encourage player interaction and helped form enduring partnerships and rivalries between the players.
If I’m dong a mission and another hero is doing the same mission right next to me, the game should ask us if we want to work together. If we do, scale the mission, open a audio chat channel, and make us a team. If we complete the mission, ask us we want to be friends. If we say yes, let us find each other and team up in future sessions.
If a villain comes along and beats me up, offer me a revenge mission that let’s me track him down. If I succeed at the revenge mission, ask us we want to be enemies. If we do, let us track each other down and do battle in future sessions.
Instead of a “Tank” mode, I want a “Social” role. When in social mode characters should not be able to attack or be attacked. Their controls should allow them to strike a variety of poses and make a number of canned, context relevant, statements. Before a battle (or even in the middle of one) heroes and villains should be able to target each, go “Social” other to swap some banter and strike poses for a few seconds before the action resumes.
What I really want is more, deeper, more personal mission-based PvP. Give a villain a mission to go rob a bank. Tell my hero that I need to go stop the bank robbery. We both have to get to the bank and get sent to the same instance. I fight my way through henchmen. The villain fights through the guards. We meed in the middle and only one of us can be the victor.
Unfortunately, DC Universe Online doesn’t offer much of that kind of social-engineering. It does offer a lot of flash, fireworks, power progression, and different ways to be super. I think it’s probably a good MMO. It's just too conventional for my taste. I might buy it when it comes out. But I’ll continue to look to the skies and search the rooftops. Someday a real hero will come. Someone will serve up some real stories and save us from MMO grinding and drudgery. But who? And will they be too late?
At first I was quite disappointed by the MMOness of it all. It feels very much like World-of-Warcraft-with-tights. There are lots of fetch quests and beat up X guys missions. There are loot drops and raids. Weak character development and very weak story all around - even by deeply diminished video game standards. The well-populated persistent world mean nothing really changes. I’m supposed to beat up Scarecrow’s thugs and rescue my fellow citizens from his fear gas. But an infinite stream of bad guys and infected bystanders keep showing up as fast as I deal with them. I knock out baddies and free bystanders to make my quota and leave the rest for the next guy. It doesn’t feel very heroic.
Character generation is flexible and fun. You choose hero or villain and have a wide variety of costume and appearance options. Choose a power set, a weapon, and how you get around. Choose your awesome super-name. Realize that your awesome super name was already taken. And your first 6 somewhat less awesome backups are also taken. Settle for some kind of vaguely appropriate but available name. Now you’re ready for action!
The graphics and combat are only OKish relative to their single-player counterparts (like Prototype or Batman: Arkham Asylum). But they are solid and enjoyable for a game of this scope. Combat feels more more kinetic, twitchy, and action-oriented than what I would expect. Giant spring-loaded boxing gloves send characters flying. Attacks can be dodged with a quick acrobatic roll. Rhythmic button combinations lead to spectacular, leaping, flourishes of Demon Fist’s deadly power-quarterstaff. At its best it feels like you’re playing a fighting game or a brawler.
Many of the MMO conventions are present. To a superhero fan and MMO novice like me they can seem out of place or are simply baffling. Having loot drops seems odd for heroes. The appearance changes are kind of fun. But the stat changes you get from the super-pants you got from beating up Doctor Psycho are too subtle to really get excited about. Having decaying equipment seems pointless. And facing the Queen Bee with a bunch of busted gear can be especially frustrating. Collecting money seems inappropriate for the genre (if you’re a hero). And there’s not that much to buy. So I’m not really sure what the point is.
Characters can have different roles (Damage, Control, Tank, and Healer) that seem like nods to knowing WoW fans. But I wish they were more intrinsic to the characters rather than different roles my character is supposed to take on from mission to mission. Character generation provides a wide variety of power and weapon selections. Fire and ice. Flying and super speed. Magic and brawlers. But then, they all get kind of homogenized in the name of balance. Everyone seems to wind up with similar offense and defense options to work out to the same amount of damage points per second.
The biggest advantage a MMO has over a single player game is the availability of all these other players as heroes and villains. This remains my greatest disappointment with the game. I hate chat windows and can’t imagine spending my precious gaming time typing in one. All my players interactions so far have been incidental, brief, shallow and random. I wish the game did much more to encourage player interaction and helped form enduring partnerships and rivalries between the players.
If I’m dong a mission and another hero is doing the same mission right next to me, the game should ask us if we want to work together. If we do, scale the mission, open a audio chat channel, and make us a team. If we complete the mission, ask us we want to be friends. If we say yes, let us find each other and team up in future sessions.
If a villain comes along and beats me up, offer me a revenge mission that let’s me track him down. If I succeed at the revenge mission, ask us we want to be enemies. If we do, let us track each other down and do battle in future sessions.
Instead of a “Tank” mode, I want a “Social” role. When in social mode characters should not be able to attack or be attacked. Their controls should allow them to strike a variety of poses and make a number of canned, context relevant, statements. Before a battle (or even in the middle of one) heroes and villains should be able to target each, go “Social” other to swap some banter and strike poses for a few seconds before the action resumes.
What I really want is more, deeper, more personal mission-based PvP. Give a villain a mission to go rob a bank. Tell my hero that I need to go stop the bank robbery. We both have to get to the bank and get sent to the same instance. I fight my way through henchmen. The villain fights through the guards. We meed in the middle and only one of us can be the victor.
Unfortunately, DC Universe Online doesn’t offer much of that kind of social-engineering. It does offer a lot of flash, fireworks, power progression, and different ways to be super. I think it’s probably a good MMO. It's just too conventional for my taste. I might buy it when it comes out. But I’ll continue to look to the skies and search the rooftops. Someday a real hero will come. Someone will serve up some real stories and save us from MMO grinding and drudgery. But who? And will they be too late?