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Dungeons & Dragons Online: Stormreach Interview

PC MMO Interview by Ellie Gibson

27 January, 2006

Turbine had a tough task ahead of them with Dungeons & Dragons Online: Stormreach. After all, D&D may be the daddy of all role-playing games, and an MMO may be the obvious next step for the franchise, but we've already got the likes of World of Warcraft to be getting on with - and judging by the size of its subscriber base, we're quite happy with that, thank you.

But according to senior game designer David Eckelberry, who's in London to show off the results of more than three years of work on the game, D&D Online is no WOW rip-off and no plain old MMO.

Yes, you can play as a dwarf, elf, halfling and so on; yes, a lot of your time is spent exploring dungeons, killing monsters and levelling up; and yes, you'll have to go down the pub for a bit of a rest every now and then. However, Eckelberry says D&D Online will introduce "a whole new style of gameplay" to the genre - something they're calling "action combat." The basic concept is that instead of just standing in front of an enemy and pressing the auto-attack key, you can dodge, roll, block and generally fight more tactically than you would in other MMOs. This, combined with the D&D rules system, "is really the key principle of this game," Eckelberry says.

But it's not the only thing that differentiates it from WOW and chums. For starters, you don't get experience points for killing monsters, so you can't just find some easy pickings, deck them all and wait around for them to respawn so you can level up quickly. Instead, XP can only be earned by completing quests - which brings us to what Eckelberry calls "private instancing."

This doesn't mean you're playing through the whole game on your own; quite the opposite, in fact, since almost all of the dungeons can only be entered if you're in a group. But the difference is that when you and your party enter a dungeon, you'll never encounter any other players as you explore. It's just you and your chums choosing your own adventure, essentially.

Eckelberry seems jolly excited about this; in fact, he seems jolly excited about absolutely everything in the game, which is surprising since he's spent no less than three years working on it. So what's taken so long?

David Eckelberry: These are big projects! I mean, MMOs are still a pretty new art. And games are really improved by iteration - by making something, examining it, polishing it, making it again, cutting away the parts that don't work, adding parts that do... It takes a lot of time.

Eurogamer: During that time, we've seen plenty of other fantasy MMORPGs arrive on the scene, and arguably they've nicked a lot of ideas out of the D&D universe... Is there any resentment about that?

'Dungeons & Dragons Online: Stormreach' Screenshot 1

A tiny sword is no match for this beast. Try a pint glass and a postcard, mate.

David Eckelberry: Well, I can't judge whether they were infringing on intellectual property rights. Speaking privately: Were they? Maybe, even probably... But, you know, there's a long history of fantasy role-playing games. D&D has been the mainstay of those for 30 years now, and there have been legends and stories and hobbits and elves for a very long time, no one's going to stop those kinds of games from getting created.

But there are specific elements in D&D Online, such as the Beholder, for example, which is a trademarked D&D monster. We're the first and only MMO to have a creature like that, and there are plenty of other examples.

Obviously, the biggest difference is that we use the D&D rules and the D&D system. Any fantasy game could let you play as a fighter or a wizard, but there are tens of millions of D&D fans out there, and when they load up this game, they don't need to learn the rules - they know them already. That's a big advantage for us.

Eurogamer: Would you say the rule system is the key difference between this game and other fantasy MMOs?

David Eckelberry: It's one of three. The first difference is the D&D IP - we're making the D&D game, not something like it.

The second one is the action-based combat, the blocking and dodging and rolling. Obviously your character's ability matters in terms of how strong they are, what level they are and so on, but another big part of it is your own player skill - how good you are at seeing what monsters are doing, using the right spell, blocking against nasty attacks et cetera.

We're really the first kind of game to introduce some elements of tactical control. In a lot of MMOs, you just push the auto-attack button and you don't need to worry about anything else. Maybe you have a special kick or a taunt to push every once in a while, but that's pretty much the limit of the sophistication for the fighting class. We wanted that to be much more interesting, that was our big design goal.

The last point is our quest and story-based system. We don't give XP per kill, and we don't give treasure on random monsters - which encourages players to find alternative solutions to problems, to sneak around, to solve puzzles, to just explore their world and take different paths to success.

Eurogamer: You mentioned in your presentation that there are elements of console gaming in D&D Online; the combat system, for example, and the way there are jumping puzzles and so on. Aren't you worried that some MMO fans are going to say, "Well, I don't want the gameplay to have console elements, that's why I play PC games..."

David Eckelberry: I'll be perfectly honest: some people will say that. But not all games are made for all people. The great thing about the MMO business is that it's been growing so much... There's a lot of crossover now. Just about all of my friends who play MMOs also have an Xbox, and also have a PS2, and half of them have Xbox 360s now, and that crossover is pretty strong.

Yes, some people are going to want a very slow-paced combat system, but that's not what D&D's for. We have an auto-attack button so that if you're fighting a monster that's easy or you just need a second to type in something, you can use it, but the real precepts of our design are based on a more action-style game. We wanted combat to be more fun and thrilling, and that's how we accomplished it.

'Dungeons & Dragons Online: Stormreach' Screenshot 3

Is it just us, or does anyone long for the old days when Knightmare was as good as it got?

Eurogamer: How did you go about translating the pen and paper game into a videogame in a way that wouldn't disappoint fans of the original D&D?

David Eckelberry: Part of it is just being loyal to the themes and to the spirit of the D&D system. Of course, we weren't going to be turn-based, since turn-based online games have proved remarkably unsuccessful; Civilization's first attempts at online play were more or less disastrous. Turn-based play doesn't essentially work, certainly not in groups larger than two, since waiting on someone else to make a turn is fundamentally un-fun unless you have something to do in the meanwhile.

So the next question becomes, how do we represent D&D's tactical combat? You know, we're not going to lay out a grid and make miniatures move around. We're already fast-paced by definition, and pushing that envelope and introducing new styles of gameplay is something people will support, I think.

Eurogamer: There's an argument that what you've created here, with the "private instancing" and so on, isn't really a persistent world...

David Eckelberry: No, the world is persistent, your character is persistent, everybody else's characters are persistent... There's definitely a sense that there's a world out there. But you're right in that it's not about going out and finding out what's behind that tree. I mean, you can do that, and it could be any number of things - a monster, a treasure chest - but the real goal for us was creating fun team-based gameplay, and that's what the game's about.

Eurogamer: We understand that players are going to be charged a monthly subscription fee - but can you really justify this when the likes of Guild Wars lets you play for free?

'Dungeons & Dragons Online: Stormreach' Screenshot 4

This is what teenage mutant ninja turtles with eating disorders look like.

David Eckelberry: What players are really promised with a subscription based game, and certainly what they're promised with D&D Online, is frequent and agressive expansion plans. It's not just that the servers cost us money to run and customer service costs. Our first content push will happen only about 30 days after launch, and then we'll continue to add more stuff every couple of months afterwards. We want to support a very large design team continuing to aggressively add content to the game, so you never run out of stuff to do.

Eurogamer: So will the expansion packs be free, then?

David Eckelberry: Some yes, some no. I think the first one will be a free patch, but eventually, on an annual or maybe semi-annual basis, we'd be talking about retail expansion packs, which will be bigger expansions.

Eurogamer: How do you feel about the feedback you've received from beta playtesters? It seems like there's been a lot of negativity...

David Eckelberry: There's so many hardcore players, people who say, "I've played D&D for 15 years and I would design it like this!" And with D&D, you can change the basic rules freely - in fact, the rules encourage you to do so. So unless this game is played as exactly as your game is being played at home, there's going to be a good percentage of people going, "I don't want to do this!"

The great thing is that fortunately for us, so many players have come in and gone, "This isn't the game I was expecting," "This is not a copy of World of Warcraft," or "This is not the exact D&D rules implementation that I wanted."

Fortunately, after a couple of weeks, most of them go: "But it's really fun." At first, many of our initial beta playtesters were like, "Whoa!" and then it's like, "Cool!", and that's the exact reaction we wanted.

And that's encouraging news for us. We can't grant everyone's wishes all the time. Of course we're going to have new expansions, more content, more classes and all those kinds of things. But players just have to bear with us, because there's 30 years of D&D to cover - we'll never get to it all!

In general, the responses to the game have been very positive. We're ecstatic about the pre-sales we're getting, everything is going really well.

Eurogamer: Just how much attention do you pay to fan feedback?

David Eckelberry: A lot. We have to, because that's what the beta's for. So, for example, we gave the players who really, really wanted it an auto-attack key. It won't be as efficient as using those tactical movement buttons, but you can do it.

Similarly, we did some major revamps on melée speed, and we slowed it down a fair bit - that was necessary to let players have a bit more time to think as they fight, and to bring the spellcasting balance better in line. We made big adjustments to archery, so you can move while you're shooting... A lot of things like that. The beta audience has been really important to us.

Eurogamer: Just to finish up then... Sell it to us. What does D&D Online have that other MMORPGs don't?

David Eckelberry: Really high quality content. The quest objectives, the puzzles, the traps, different approaches to doing a quest, invisibility and stealth and all those kind of things... Single player games are full of that high level of quality content, but MMOs? Never before.

It's been a real honour to work on this project. I've been working on it for three years, and I'm both very sad to see it ship because there's always new things I want to add, and also very happy, because I want new people to be able to play it other than just me and my team of designers.

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Comments: 1-24 of 24 in total

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BradlayLaw
27/01/06 @ 13:13
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Aren't WoW's instances kind of the same thing as the private instances he is talking about? And there is very much no 'just standing in front of an enemy and pressing the auto-attack key' if you want to actually survive either.
Seto
27/01/06 @ 13:23
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I'll be interested to find out what the combat is like in this, if its good it would have me hooked.

I get the feeling that Guild Wars has spoilt me a bit too much, it makes me feel this game should be sub free for what it offers.

If they want to make money then all they have to do is sell virtual gold for cool hard cash themselves.
kangarootoo
27/01/06 @ 13:28
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"it makes me feel this game should be sub free for what it offers"

Sub free? As in below free? As in they pay you to play it? Hey, its a promsing idea.

;)
Seto
27/01/06 @ 13:31
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/smacks kangarootoo

You know what I mean (Subscription free)

But it would be a good idea :)
mentat [mod]
27/01/06 @ 13:43
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It does sound rather Guild Wars ish.

I'm really interested in this, I'm a big D&D fan, but with CoH/V and Guild Wars, i'm not sure that i can justify another mmo :(
I guess it depends on the monthly cost. The temptation is there, just to fight a beholder... :D
Orange
27/01/06 @ 13:44
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Sounds like it will be nothing special to be honest.

Although what I really want to know about is the grind. The XP for quests only thing sounds really good, much better than grind killing 50 Kobolds. Just as long as those quests aren't designed to be repetitive time wasters, the jumping puzzle bit makes me think they will be.
Wobble
27/01/06 @ 13:48
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the problem with a skill based MMORPG is that instead of relying on a group of strangers not being afk leachers in a pickup group, you're now going to have to hope that they're not shit at the game as well.

add to that the apparent forced grouping to do anything, even level grinding and I think there will be quite a lot of issues with this. Never underestimate the number of usless bastard newbies just waiting to ruin your evening gaming. I think this will be good if you're in a good guild and not worth bothering if you're not. (mind you that could be said about most mmorpg's but atleast you can pootle about solo even if it is less efficient.)

oh also with the only xp for completing missions mechanic the game will turn into people blitzing dungeons as fast as possible. People will always take the route that offers the best reward/time factor, if that means learning a dungeon layout and running through it as fast as possible over and over and over then that's what will happen. The most fun I've had from MMORPG's has been when trying to manage combat around a difficult spawn point out in the open.. constantly changing group dynamics, proper crowd control, constantly evolving risk... it's so much more fun than a chain of set pieces.. and this game by design removes that...

Edited 1 times, most recently on 27/01/06 @ 13:56
Bertie [staff]
27/01/06 @ 13:57
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I'm not convinced, I guess I'll wait until we get some beta responses on it. The big attraction of Dungeons and Dragons has always been the freedom and depth that comes with it. I'm hugely sceptical that this'll be anything more than a copycat mmo.
Seto
27/01/06 @ 14:01
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Thats a good point - Can you solo this at all??

If not, then thats my interest killed.

Groups are ok, but I love to head off on my own.

/forgets this is D&D, which is not much fun sitting in a corner with a Wizards hat on, playing with yourself.
Twinkle
27/01/06 @ 14:02
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"Is it just us, or does anyone long for the old days when Knightmare was as good as it got?"

\o/
a_random_gnome
27/01/06 @ 14:03
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I think that the really positive thing about this MMORPG will be Wizards' of the Coast (and former TSR's) employees general RPG and storytelling experience... I mean they've been doing it for decades... they have even created other computer games too... I guess they will suceed in this new medium too..

But isn't the MMORPG going to hurt their book (d20) sales?
Murbal
27/01/06 @ 14:06
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Pen and paper? You should never play D&D with a pen ;-)
Edited 1 times, most recently on 27/01/06 @ 14:29
Darkedge
27/01/06 @ 14:30
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"But the difference is that when you and your party enter a dungeon, you'll never encounter any other players as you explore. It's just you and your chums choosing your own adventure, essentially."
Like Guild Wars.

"But there are specific elements in D&D Online, such as the Beholder, for example, which is a trademarked D&D monster. We're the first and only MMO to have a creature like that"
Like Guild Wars's Wind riders?

Free expansions?
Sorrows Furnace in Guild Wars

Nothing new ffs?
This sounds bad really - they think it is new but isn't and they have a subscription too. I'll be avoiding
Edited 1 times, most recently on 27/01/06 @ 14:35
MaxiSleep
27/01/06 @ 14:41
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The reactions I have seen on beta comment boards have not been positive.

The issues seam to be the inability to solo and that most xp comes from dungeon completion.

I played D&D for years, and was looking forward to this but at present I am not confident it will be the sort of thing I will want to play. Guilds and groups are important, but casual solo play is also fun in its own right. And in the D&D I played it was killing creatures and treasure that got xp, not completing Dungeons.

Finally the twich gaming sound like an very very VERY bad idea, given server lag, etc. It is also very at odds with the idea of D&D itself

I would say they need 19 on a 1d20 roll to save vs crash and burn...
TheJuriel
27/01/06 @ 14:47
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Having played this, I choose to rather just wait for NWN2...
Bertie [staff]
27/01/06 @ 15:01
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I also seem to remember Beholders being in Ultima Online, though I can't remember exactly what they were called there :)
jadeia
27/01/06 @ 16:05
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Beholders were in expansions of NWN... Im waiting for NWN2 personally, because these MMO's are always overun with l44t d00ds and whining kiddies. They will never have the close knit community ala NWN Persistant Worlds.. Those who have played on NWN PW's will know exactly what I mean.

DDO will be good for the first month, Ill buy it and play it, then shelve it when NWN2 comes out.
Fozzie_bear
27/01/06 @ 18:21
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not much fun sitting in a corner with a Wizards hat on, playing with yourself.

I dunno, i find it helps the long lonely nights pass more quickly :)
EggyDeth
27/01/06 @ 21:02
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"there have been legends and stories and hobbits and elves for a very long time"

well, 69 years is a very long time.
newt
28/01/06 @ 12:24
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Well, Tolkien hasn't invented the elves.

Anyway, my friend - an Ultima / DAoC veteran - has been betatesting DDO & he's seriously in love with this thing. The instancing works great & there's so much variety down in the dungeons, with strong emphasis on party play & teamwork. Thieves scouting the path, warriors blocking the enemy while rogue figures out a trap.. he's feeding me with stories that make me seriously reconsider trying another fantasy mmorpg (right now, I'm hooked on EVE).

Truth be told, we both hate World Of Warcraft.
valli
30/01/06 @ 09:10
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At first, many of our initial beta playtesters were like, "Whoa!" and then it's like, "Cool!"
Hmm, that sounds really stupid in written form.

The second one is the action-based combat, the blocking and dodging and rolling.
I just hope it won't turn into a button mashing game...
riz23
30/01/06 @ 11:44
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" I also seem to remember Beholders being in Ultima Online, though I can't remember exactly what they were called there :)"
Gazers is what they were Bertie
Bertie [staff]
30/01/06 @ 13:10
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ahh hah, those were the fellas! Newt, that's interesting, I've come from both those games too, and well - that sounds like a good recommendation for this.

It's perked my hopes up, anyway.
Lowrin
16/02/06 @ 15:16
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Pfffft.

As a beta tester, I can honestly say there's next to no 'innovation' in this game.

It's precisely the same run of the mill lazy thinking we've seen in every other MMO.

Oooh, instanced quests... oooh, no PvP... ooooh, no trading or crafting... ooooh, no player owned property.....ooooh, bland character models with only token customisation and near zero variety... oooh, a tiny game world with no exploration outside of a stunted city.... etc etc etc

Not so much an 'innovative' title, as it is 'the same, recylcled crap we've seen in every other MMO for the last ten years, but presented ever so slightly differently'. Infact it's not even that, because some of the better ideas implemented in other MMO's were completely ignored.

The scope for creativety and genuine innovation was huge with this liscense, with a ravenous fan base standing by with money in hand. But the opportunity has been completely and utterly wasted.

D&D Online? Same MMO sh*t, different day...

Comments: 1-24 of 24 in total

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