Tabula Rasa

No longer a blank slate.

Over the course of writing the first draft of this feature, we discovered something fairly pertinent - there's a fine line between a re-review and an autopsy. Eurogamer's recent re-appraisal of World of Warcraft (conclusion: still stealing our lives) was a re-review: the subject is most certainly still alive and well.

Today's piece, sadly, feels more like an autopsy. Tabula Rasa isn't cold on the slab, but it's certainly heading that way. Much as it pains us - this is a young game, full of potential, and seemingly struck down before it had a chance to blossom - this article is going to end up being about piecing together the final hours, establishing the suspects and motives, and making those cruel incisions to examine the damage to the internal organs. CSI: Internet.

Ringing in the Changes

Of course, there will be those who decry the suggestion that TR is a dying game - and we wish we could count ourselves among them, we really do. We began our last article on TR by saying that there's a lot to love about the game, and we still firmly believe that in spite of a mis-managed launch and some shockingly poor design decisions, TR still essentially has the best combat, and some of the most interesting missions and zones, of any MMO we've played.

There are many, many moments on the trek up through the levels which remind you that Richard Garriott and his team are uniquely experienced and superbly talented at making online videogames. The combined arms weapon class system makes you think carefully about things like range, stance, cover and enemy type on the fly, turning each encounter into a fast-paced and rapidly changing scenario. The clones, which carry over your XP and talent points to freshly created alternative characters, not to the mention XP multipliers which reward you for pushing your character close to the edge in combat, almost entirely eliminate dull grinding from the game - an ethos which carries over to transport, with teleports available from the outset to eliminate long runs.

'Tabula Rasa' Screenshot 1

We're on a road to nowhere.

That's even before you consider the vast impact of the decision to make each zone into a true battleground, rather than simply a static area full of infinitely respawning local wildlife that needs killing. Tabula Rasa creates genuine hot zones - areas where you dodge and run through battles for supremacy, roads and pathways that suddenly become battlegrounds when enemy troops beam down en masse from dropships.

This finds its ultimate expression in the constant, ongoing sieges of bases and control points - waves and waves of enemies which genuinely threaten to overrun the base, rendering it unusable by players until a concerted effort wins it back. These aspects of Tabula Rasa are excellent. They create a game which is faster, more exciting and more dynamic than anything else in the MMORPG genre.

Yet it's also, by many accounts, a commercial disaster. Server populations are low, there was talk of guilds defecting from the game within months of launch, and despite a strong denial from publishers NCsoft, a Korean newspaper piece slamming the game as an expensive failure for the firm elicited a nod-and-wink "no smoke without fire" response from many quarters.

In public, NCsoft remains completely supportive of Tabula Rasa - dedicated to a programme of ongoing improvement and upgrades, and even to an expansion pack down the line. Privately, however, the company must be asking itself where it all went wrong.

The Disappointing End

Many players would point their fingers instantly at one glaring oversight - the crippling lack of endgame content. In simple terms, at its launch (and ever since, in fact) there has been essentially nothing to do in Tabula Rasa once you hit level 50. You could, of course, create a clone and play with the other class options available to you. Since a recent patch, you could also create an alien-human hybrid clone - which is less interesting than it sounds, sadly, as it doesn't change your relationship with the alien races, open up new quest lines, or really do much to alter the game experience.

This lack of a real endgame seems like a vast oversight. All there is to do at the end of the ladder in Tabula Rasa is fairly limited player-versus-player combat, the uninspired nature of which is all the more disappointing given how well the active combat system should scale to PVP play. To their credit, the developers do appear to be working on this - in the near future we'll see new arenas appearing in the game for mano-a-mano combat, along with the ability for guilds to take over control points.

For many players, however, this is too little, too late. Where are the raids, the endgame encounters, the open-world PVP options? Although this complaint started out being relevant only to a small, hugely vocal but largely unrepresentative minority of gamers - the power-gamers who rush through the content in the race to hit the level cap as quickly as possible - their dissatisfaction with the game has spilled over into forums, comment threads, blogs and simple word of mouth. Even if you're not a power-gamer, and are more like the average MMO player who takes a few months (at least) to reach the endgame, chances are you've still heard that TR shipped with nothing to do for level 50 players - and wonder why you'd bother playing it, then.

'Tabula Rasa' Screenshot 2

Mechs, you think?

So there's the first cause for TR's failure. This is a game which was aimed squarely at less hardcore players - at people who like action games and FPS titles, who would appreciate the run-and-gun mechanics of the combat and the science fiction aesthetic of the world.

Yet it failed to reach those players. It was sold as a massively multiplayer game (by the guy who made Ultima! Roll up, roll up, hardcore RPG fans!) to an audience of massively multiplayer gamers, and seems to have made remarkably little impact with the sci fi shooter audience who could have loved it. Instead, it's filled with refugees from other MMORPGs, recovering World of Warcraft addicts, and disgruntled WOW refuseniks. Unsurprisingly, that includes an audience of power-gamers and high-level raiding fanatics to whom the game simply doesn't cater. To them, it's a huge disappointment - and the developers should have seen that coming.

The Final Cut

'Tabula Rasa' Screenshot 3

Blue moon, you saw me standing alone.

The end-game content isn't the only thing that's broken or absent in Tabula Rasa. The player economy, too, is something that feels like an ill-considered afterthought - indeed, while the crafting aspects have been present (and rubbish) since day one, the auction house only appeared in a patch.

These don't feel like integral parts of the game in any way. Crafting, bizarrely, requires that you allocate skill points from the same pool that provides your combat abilities - essentially meaning that if your character can craft well, it can't fight well, and vice versa. The presence of crafting and player economy elements in Tabula Rasa feels somewhat forced - as though this wasn't part of the original design, but was added because of a sense of obligation to the genre defaults.

In a sense, this is another example of the disconnect between Tabula Rasa's ideal audience and its actual audience. Action gamers probably wouldn't care about having no crafting system at all - but the MMO gamers who have actually formed the bulk of players for TR do care, and once again they have been disappointed.

One thing we can praise TR for in the weeks and months since launch is the pace of improvement. The speed at which the team at Destination Games works was already well-established by launch, when the polish and quality of the game compared to its messy, ill-considered beta took many players (and writers) by surprise.

The pace at which updates have rolled out since then is equally impressive. While end-game content has been slow in arriving, in the months since launch we've seen a vast overhaul of the technical performance of the game, the introduction of the hybrid races and the auction house, tons of new content - and, indeed, what amounts to almost a complete rebuilding of the whole Specialist class tree (50 per cent of the game's classes) from top to bottom.

This has not been an entirely smooth process, however. Perhaps due to the low player population of the game, Destination seems to have had trouble with fully testing patches before they are rolled out - resulting in numerous bugs, crashes and in-game problems with several of the major patches.

Time of Death

But then, that's Tabula Rasa in a nutshell - full of good stuff, but always with enough caveats to seriously annoy an appreciable number of players. Everything seems to come with a "but". There is PVP, but... There is crafting, but... The biggest "but" of all is that this is a game clearly designed with the dream of luring action gamers to a persistent world - but instead it was marketed and sold to MMO gamers, and has ended up disappointing them severely.

'Tabula Rasa' Screenshot 4

Where did everybody go?

Power-gamers who have hit level 50 and found nothing to do are leaving the game, and making their discontent known. While we're not exactly enamoured of the "rush to the level cap" style of play, we can't blame those players for their decision - these people exist, they're influential, and Destination Games should have realised and allowed for that. Crafters, raiders and PVP players - TR falls short of all their expectations. It provides new experiences that no MMO has even attempted before, but in the absence of the familiar depth of other games, that just isn't enough for the established MMO audience.

So there you have it; cooling on the slab, one of the most innovative games in the MMO space in years, and also one of the most mis-handled. Cause of death? We'd argue that it lay in the misplaced belief that TR could attract action, sci fi gamers, and that its failure to satisfy traditional MMO gamers wouldn't matter.

This being a re-review, we're called upon to provide a score - a tricky proposition, since we really like Tabula Rasa as a game, but now find it extremely hard to recommend that anyone actually pick it up and play it. The improvements since launch certainly bump up the game somewhat, but the drop in player population is a massive negative. In the end, we're scoring this as we now perceive its quality. But we can't honestly suggest that you play Tabula Rasa at this point, except as a curiosity.

7 / 10

Comments (34) Latest comment 4 years ago

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  • Bertie Verified Senior Staff Writer, Eurogamer.net #1 4 years ago

    Poor old Table Raiser.
  • Dizzy #2 4 years ago

    You can pick it up cheapo... so that one free month should do you no harm and it can be fun (I played only in beta and 7 days free trial FYI). I thought it had some potential... but I found other things to do.

    I also decided to never give money to NCSoft again for various reasons.
    Edited by 1 at 21/04/08 @ 15:15
  • Kami #3 4 years ago

    I think we should remember that at this stage of WoW's life, the game was dogged by bugs, errors and servers that worked when they wanted to work. But these days we are spoiled by the stability and quality of WoW so much we've forgotten it's ancient problems.

    But couldn't agree with the sentiments more - Tabula Rasa's potential is being wasted by the lorryload, and for that NCSoft and Garriot himself should be ashamed.
  • InternetRed #4 4 years ago

    I've been wanting to try this for ages, although my machine isn't powerful enough to play it. It's a shame that the different MMOs are dying off... I tried the 'City of...' games, and it feels so empty in there, Guild Wars is great, but lacks the MMO feeling, and now this game, which I was hoping to be my WoW replacement, is dying off too.

    What's going to be left, other than the Big W? WoW is great and all, but I HATE the fact that every time I play, there's hardly anyone of my level in the lower areas (barring twinkers trying to power-level their way through), and I'm not paying per month for a solo game.
  • Kami #5 4 years ago

    NCSoft's usual idea is the grind though from my limited experience, great concepts and fantastic direction but they just get lost somewhere and the fun disappears.

    There's still Age of Conan and Warhammer Online to come though, as well as a lot of other MMO's. What will break WoW's stranglehold on the market will not be a big MMO though, but LOTS of different MMO's, tempting players away little by little to games which interest them a little more. If enough termites eat away at the base of a tree, it's going to fall eventually, and the MMO market is slowly coming to that point.

    Arguably, you can argue this will mean the saturation of the market, but if a flood is what it takes...
  • newt #6 4 years ago

    If this game dies, it's a real shame. The concept of logos and the way it's incorporated into the skill system is brilliant. I've spent January in TR and loved most of it.
  • RamblinSydRumpo #7 4 years ago

    I didn't find this innovative at all. It's still full of bring me 12 tree frog gizzards type quests, everybody pretty much looks identical and it's just very, very dull. It deserves to die. Roll on Conan, which does at least sound as if it might be trying something a bit different.
  • Darkjinxter #8 4 years ago

    I enjoyed my couple of months in TR until the dreaded 30s hit. The game is indeed a blast, but not the blast it was lauded to be before launch. The cover system in particular was praised from on high, but when the actual game came out it didn't take long to realise there was no cover system at all, sure there were walls, sandbags etc dotted around the landscape which looked like you could take coved, but in reality they were useless, you could only shoot over them if you were stood up, and when you're stood up you have no cover. Bonkers!
    Instead of cover then, you were forced to crouch in full view of the enemy to improve your accuracy and damage dealt. Not a game-breaker, more of a disappointment.
    Crafting was rubbish. The need to group at all was non-existant in all but a very few cases, usually just 2 or 3 punters could clear any instances around their level with little trouble at all. No need then for certain classes such as 'healer's or 'tanks', just pile in ftw.

    Role-playing is non-existant, indeed since everyone looks the same, what roles can players take? Grunt with a laser or grunt with a machine-gun. And this from the revered Richard Garriott, tut tut.

    Clones, intially this sounds like a good idea, but in practice if you clone a lvl 30 machine-gun skilled grunt and then start playing the clone as a blademaster f'r instance you find the clone doing the exact same missions you did just a short time ago as your gunner. This is necessary to a) level up and b) get cash and rewards to kit out the clone. You bore quickly with this, but if you don't then good, off you go and level up the blademaster to 40. Hooray. Now you have a choice, clone again and redo the same old, or revert to playing the level 30 gunner you left adrift. Either way you'll be doing those missions all over again.

    The re-review mentions the xp bonuses for getting stuck in gung-ho style, this removes the grind, duh. No it doesn't it actaully encourages more grinding, just at a faster rate.

    The game needs a few changes for sure, sorry to say those changes would involve adding the very things TR has initially avoided, class based group instances, badass bosses, unique gear to wear and weapons to use, hoverbikes and a robust crafting system....Oops that's another game is it not.

  • Gurgeh #9 4 years ago

    "There's still Age of Conan and Warhammer Online to come though"

    Prepare to be disappointed (once you get past the starting levels)

    Prepare for reviews praising both games (as the reviewer fails to get past the starting levels)

    There's no point blaming power gamers for pointing out that TR was and is unfinished. What was the plan for the end game? Was there supposed to be some kind of raid? Were people supposed to PvP? Or were they simply expected to roll another character and do the same grind over again? If it's the last, then the game deserved to fail.

    There's no point blaming WoW either for raising the bar on expectations. If you want to compete with WoW you're going to have to deal with it. LotRO seems to have done OK. EVE has gone it's own way.
  • Darkjinxter #10 4 years ago

    As Newt said earlier the concept of logos added a bit to the game, nothing more than EQii's collections of course, but even that was flawed in execution, because of the MMO's 'progression' mechanics which blight the genre these days.
    You will have noticed all MMOs nowadays have areas or zones, populated by enemies in a given range 1-10, 21-29, 31-39 and so on.
    The logos collections went the same way, but messed it up by demanding that level 21-29 logo you want is behind a locked door which requires you to have already found a certain level 1-10 logo to open the door.
    Thus you were left to ponder....Go back to the lower level zone and hunt around for that logo you missed, or sod-it move on to 31-39 and shoot bigger mobs. Then sure enough it happens again, you're facing a locked door in 31-39 which needs a logo from the previous area....Bah!!!
    Edited by 2 at 21/04/08 @ 17:06
  • anomagnus #11 4 years ago

    @Gurgeh

    why should be prepared to be disappointed?

    Are you in the beta for both?

    If you are, WAR is 6 months from completion. Its more than a slight jump to write the game off already

    as for conan, again, are you in the beta? Have you engaged the full life cycle of the game, from nub to power raider? I find it hard ot believe you've done that in the beta.

    What i hate, and i mean HATE, is the way WoW is praised for its polish. I can polish a brass piss pot until i can see my face in it. I still piss in it though.

    Far from championing the industry, WoW is strangling it, but forcing people to do things its way. Yes its successful, and fair play to it, but lets be frank, reach a certain point and it couldn't be more hollow.

    Rather than EQ or AO, it takes the grind, breaks it down into small nice packages. It serves you these packages over and over, until you have two choices, break or quit.
  • Nithron #12 4 years ago

    Tell you what was probably a massive disadvantage for this game, sales wise.... No free trial. Honestly, what the hell? Do they expect people to go out and buy it, then pay monthly, with no way to try it out beforehand? As far as i can recall, the other top MMOs all have some kind of free, time or level limited trial you can use before buying it.
  • AOFanboi #13 4 years ago

    <em>Far from championing the industry, WoW is strangling it, but forcing people to do things its way.</em>

    *sigh* No of course not. There are niches to be found like EVE, LEGO Universe and ToonTown which are not at all like WoW. When the WoW detractors come up with claims like yours they miss the obvious conclusion that the games that "lose" to WoW - like Vanguard, EQ2, ArchLord etc. - lose PRECISELY because they are too much like WoW to represent an alternative. Games that diverge from the formula - like EVE - have a far greater success for it. (Of course, you also need to make a game that is 100% playable - instead of 50% like Auto Assault and Matrix Online.)

    (And even WoW adapts features from other games, e.g. the "shiny quest target" element from LotRO.)

    The biggest problem is that MMO companies foolishly expect to reach WoW-level numbers, and consider it a failure when they don't. But why can't they be happy for the slice of the market that they can obtain? As for TR, you really cannot blame the success of WoW for the company's mis-marketing and mess of a product - that had been in development for YEARS no less.
  • Gurgeh #14 4 years ago

    @anomagnus

    For Warhammer I won't waste time discussing it. It's frankly dull and needs a *lot* of work.

    For AoC check out:

    [link url=h ttp://youtube.com/watch?v=GW8GrgaCY58&feature=user
    ]http://yo utube.com/watch?v=GW8GrgaCY58&f...[/link]

    and the related videos for PvP.

    For PvE, once you get past 20 you will need to group to progress unless you like repeating the same solo instances over and over over. Unfortunately group chat is broken, as are group health bars, group instancing (different group members ending up in different instances), group members popping in and out of view graphically, and so on. But they still have a month to fix it, right? Maybe they will also fix the game crashes, or the frequent hitches in game performance, or the memory leaks, or any one of the dozens of problems that are still outstanding.

    But it looks pretty and plays well enough for 20 levels for shallow reviews to give it at least a "promising" tag. Personally I'd wait for the console version when the bugs will be ironed out and the simplistic UI makes more sense.

    *edit* in AoC you could reach the level 80 cap in 5 days of playing time if you're really determined.
    Edited by 1 at 21/04/08 @ 18:20
  • Petrarch #15 4 years ago

    I was playing this but threw the towel in back in Feb - the devs seem hellbent on making the game as frustrating as possible as mobs all got a health boost a few patches back while damage nerfs to the player classes followed. Blue and purple based items available as quest rewards got removed almost across the board and these were the weapons that give the edge against the mobs, and I hear now they're virtually non-existant amongst the players. Latest changes are the snipers unique rifles getting about 60% of their damage wiped out and engineers appear to be next in line for getting kicked in the teeth.

    The combat was fun, and there was huge potential for this - but they slowed the pace of the game too much and with the recent announcement that much of the items promised even before release such as the PAU's are now delayed, a lot of said potential has been poured down the drain. Sadly I think the devs have pandered to the PvP crowd when it's the PvE side of things that needs swift major attention. It doesn't matter how many people say they want PvP, you can't ignore PvE as there's always at least the same amount of people that don't want to engage in being ganked by someone 30 levels higher than they are.

    To be honest, I have to wonder how much say Richard Garriott still has over this game, because I have trouble believing he'd allow what's going on to continue.
  • 4thVariety #16 4 years ago

    As an action fan the biggest turn down is the combat. I am not aiming myself, but some "lock on" button" is doing that. I can't dodge, but some dice roll is determining if I get hit. To make matters worse, some dice roll determines if I hit. Sorry, but people loving action games will hate just that. If the combat part was like any other fps, I'd be happy to shoot forever. But "select enemy", then "hold left mousebutton" is just not game enough. People who like that and are into grinding already play WoW, so there is little respect for that playertype to gain by playing TR.

    The second issue are the costs. There is nothing wrong with having a short game, there is no shame in having little endgame; just sell me some expansion some day and I am happy to come back. But don't expect players to idle around and pay the base price of the game over and over while getting minute content updates. The same sickness has befallen Hellgate. Patches deliver overdue features and areas that nobody would buy as DLC for the one time price of 10€, let alone 10-13€ each month. TR is not competitive enough. It asks a premium price without being outstanding. Again, as an action fan I rather wait for GTA4. As member of a guild who want to have fun and experience exciting things, I rather move on to new shores. Complete another RPG. Maybe that costs more money than continuing to play TR, but it offers more bang for the buck. So in a way, it's cheaper.
  • Trikk #17 4 years ago

    This game failed due to lack of PvP. Ultima Online still beats the shit out of TR, and I've probably spent more time in TR.
  • tonynibbles #18 4 years ago

    LEGO Universe sounds interesting. But then, that's being developed by Net 'Auto Assault' Devil, right? I guess time will tell...
    AION is looking very promising though.
    That SOE Spy game seems like it could work out.

    Though I'm still waiting for a new Planetside.

    Persistent battlefields are the way forward. Maybe the COD MMO will be that...
  • Eraysor #19 4 years ago

    I think the only MMO that could prise my dead, lifeless hands from WoW is Planetside 2. Or failing that, some sort of enormous Call of Duty MMO.
  • Kami #20 4 years ago

    WoW has had years to develop, so it's definitely a step backwards to try something like Tabula Rasa which is still very much work-in-progress (though WoW isn't much better, since there's a bug in it that causes the game to crash if you tab out a few too many times that Blizzard can't fix. Happens.) - players expect to go into a fully developed persistant world, truth is that isn't going to happen often in the world of MMOs today.

    Tabula Rasa is not a victim of that though - because then you'd just say "It'll get better with time". And well it might. The problem is direction. There's perhaps too MUCH focus on PvP and conquest points and not enough to keep people interested enough to strike out alone. It's set on alien worlds, there's got to be more than the handful of (very buggy) quests out there for people to do! More focus on the interaction between aliens and humans? Forging more alliances and connections? More focus on dungeons and identifiable gear to give players a reason to go for it? And end-game there's nothing, so what drive or motivation is there for people to continue sinking their time and efforts into it in the long-term?

    It's a wasted oppertunity so far. Tons of potential but the people running with it seem hopelessly confounded by it and don;t know where to go next with it all... that's the meat of the problem and until they figure it out, Tabula Rasa will continue to squander what potental is there wasting time trying to add things in that are either unnecessary, or just pandering to a small portion of their userbase...
  • Gaol #21 4 years ago

    Loads of stuff wrong with TR not mentioned:

    -The article says it is being updated fast. I think for a game with no endgame, updates are amazingly slow. I think the article writer was brought up on WoW - also slow on the update front but when it adds stuff it always satiates the hardcore with new raid dungeons. An unfinished game like TR needs bigger updates faster. The development plan looks barren.

    -The gameplay lacks variety - the skill system especially. You need to wait 30 levels till you get the majority of skills - even then you need to buy em. Its like getting blood out a stone. Contrast to WoW/EQ2 - lots and lots of skills early on, with talent systems to maintain interest. After 20 levels as a Warlock in WoW, the game is basically saying 'LOL Button Frenzy, get a mod newb!!!' Contrast to hours upon hours of left clicking in TR. In fact the skill system in TR is like WoWs talent system with no skills.

    -Lack of social networking incentives and locations - community? what community?

    -Guild Wars is a better button masher; and is FREE. TR isn't worth £8.99 a month.

    -Basic world design errors - like certain zones where it's impossible to lose aggro without running in to 2000 more mobs.

    -PVP. With an action game like this and takeable control points it should have had an endgame that revolved around pvp. They shoulda had half the player base playing Bane. Now its just some tacked on clan warfare that bears no relation to the story or world around it.

    There are great things tucked away in TR, the atmosphere, art design, instance stories but the actual gameplay is a write off, and has a lot in common with Auto Assualt.
    Edited by 1 at 23/04/08 @ 19:16
  • NegativeZero #22 4 years ago

    The main reason that I never gave it a go is that I couldn't get a decent trial. I absolutely refuse to pay full retail price for a PC game that I haven't tried out before, and then have to continue to pay to actually play it. I really think that Blizzard have it right by having 14-day trials and making them available everywhere. It's excellent marketing.
  • Svecke #23 4 years ago

    I played this while it was in beta. Had to do some bizarre hex-edit of one of the game files to make it run on windows 2000 (it called a function that didn't exist in win2k, but which wasn't used for anything... yeah, weird). It was rather fun in short bursts, but nothing I could ever pay money for. And it had bugs coming out the wazoo.

    Here is hoping that it gets a dignified burial, instead of repeated corpse-rape as they try to keep it alive.
  • cock #24 4 years ago

    "I really think that Blizzard have it right by having 14-day trials and making them available everywhere. It's excellent marketing."

    Yes, it is. However, they didn't start doing it for something like a year after launch, maybe longer. I remember wanting a trial before I signed up, way back when, and the only thing you could get was 10-day trial codes that came with the collector's edition and were therefore pretty rare. I don't think they had the capacity or stability back then to have a massive influx of people just trying it out.
  • MaxiSleep #25 4 years ago

    A real shame this game, is great for the first ten levels, but the "illusion" breaks very quickly and the combat looses its attraction. As another poster said the way you have to kneel down to get damage boosts is just plain sily.

    If you want a mmo lite shooter do Hellgate, you get a fair bit off content on the free plan and the combat is more fun. But for longterm addiction you still cant beat WoW. How I wish that were not so.

    And to those who think theat WoW is strangeling the marketplace...... erm no its not. Poorly planned/ rushed / badly managed products are expiring at birth due to their own defects not the big elephant in the corner.

    If there are any developers reading I would be interested in views, but I for the life of me cant understand why the gameplay is given more weight in the initial planning then world design. Surely it is easier to design a small zone, play the character classes to death, and with those lessons build the world with the fully designed/animated characters in mind? Instead we get the vanguards et al trying for a huge world, without knowing if the have a game to put in em. Ah well.
  • Gurgeh #26 4 years ago

    Sort of off-topic but Age Of Conan has gone gold and the open beta will start on May 1st through IGN / Gamespy. Funcom have the servers set to handle 500,000+ subscribers at launch. The recommended price is 50 Euros with a 13 Euro subscription per month. The game comes on 2 DVDs and currently consumes 1.3 Gb of memory (which with the memory leaks just keeps going up).
  • groovychainsaw #27 4 years ago

    The trials thing is key, I think. Admittedly WoW didn't have them initially, but then it had no major competition at the time. Nowadays, you are competing with wow, whether you want to or not. This is where a trial can show what your product has to offer over warcraft. Companies need to be a bit cleverer with there, to show off the best aspects of their games in a trial, even having (for example) lvl 20 area just for triallists to mess with greater skills etc. I enjoyed TR, but there was never enough in the world for me, it wasn't compelling enough.
  • groovychainsaw #28 4 years ago

    The trials thing is key, I think. Admittedly WoW didn't have them initially, but then it had no major competition at the time. Nowadays, you are competing with wow, whether you want to or not. This is where a trial can show what your product has to offer over warcraft. Companies need to be a bit cleverer with there, to show off the best aspects of their games in a trial, even having (for example) lvl 20 area just for triallists to mess with greater skills etc. I enjoyed TR, but there was never enough in the world for me, it wasn't compelling enough.
  • UncleLou #29 4 years ago

    Great article, really enjoyed reading that.
  • dryden555 #30 4 years ago

    WOW is such a HUGE cash-cow that other companies want in on that action but none of the other MMO's have succeeded. City of Heroes was fun for a few months at least.
  • Nallen #31 4 years ago

    "This is a good game, we mean that. And it's been hugely improved too. It's just really let down by the low player numbers. So...nobody go play it."
  • AOFanboi #32 4 years ago

    <em>The trials thing is key, I think. Admittedly WoW didn't have them initially, but then it had no major competition at the time.</em>

    What, ignoring EverQuest much? At the time, EverQuest subscriber numbers was the holy grail for others to beat, and the sequel EQII came out around the same time as WoW with purtier (but more lifeless) graphics and around the same number of bugs.

    EA did manage to drive Ultima Online into the ground with pointless expansions and interfaces noone asked for though. But it was getting dated in a major may.
  • Darkjinxter #33 4 years ago

    Our chums at NCsoft are offering us naysayers a week of free comeback from 5th - 12th May, I suggest we all log on and check out the 'improvements' we missed out on over the last few months. Perhaps we'll be surprised. Prolly not.
  • oneshotgame #34 4 years ago

    this is dumb. i am looking for a good MMORPG and I can't find one that suits me. TR sounded cool...