Ten Level Test: EverQuest II vs Vanguard
Round one - Western fantasy epics.
Ten Level Test is the new Eurogamer feature series in which MMOs compete for our love in a knockout competition. We pair them off, play each for ten levels, and then uninstall the one we had least fun with. For a full explanation of the rules and quite why we'd attempt this madness, and for an introduction to all eight contenders in the first Ten Level Test - EverQuest II, Vanguard: Saga of Heroes, Lineage II, Final Fantasy XI, Star Wars Galaxies, City of Heroes, Guild Wars and Dungeons & Dragons Online - visit the Editor's blog. Here, we'll waste no time in getting stuck into the first two gladiators in our test, Sony Online Entertainment's EverQuest II and Vanguard: Saga of Heroes.
Character creation
One of the most important moments in the entire MMO experience occurs before you even hit level 1. Creating a character is a critical choice on both a gameplay and a personal level; you're looking for interesting and appealing class designs, an avatar you like the look of, a sense of variety, a delicate balance between customisation and charisma.
Vanguard offers 19 races, but don't get excited: six of them are various shades of human, and there are four varieties of elf. You also get orcs, goblins, halflings, and a rather unsettling and badly-proportioned selection of wolf, fox and cat-themed furries. Only the big-boned Lesser Giants stand out from the crowd. The male models are almost exclusively horrible, barrel-chested pin-heads with constipated expressions; females, thankfully, are a little more attractive.
EverQuest II also offers 19 races, but this time it's an enticing smorgasbord of pick-and-mix fantasy: not just dwarves, elves and gnomes, but anthropomorphised rats, frogs, cats, lizard-men, trolls, ogres, fairies, and a kind of bald alien thing. They're organised into good, evil and neutral factions. Their slight charmlessness is more than made up for by the insanity of this racial melting-pot: in EverQuest II, you can be an evil fairy, or a sentient frog. Surely this is progress.

I don't even know what that is. The females are bigger, though.
Vanguard offers 15 classes, limited on a per-race basis. These cover all the conventional archetypes, but it's still a good spread with plenty of specialisation and a few interesting concepts, especially the Bard - a troubadour melee-fighter who can compose his own spell-songs - and the Monk martial artist. EQII offers no less than 24, although these largely split into different sides of the same coin, according to good/evil alignment - which is also the only restriction on choice. With such appealing and unusual titles as Swashbuckler, Inquisitor and Dirge, there's something for everyone.
Character creation is an easy win for EverQuest II. The flexibility and choice is mind-boggling. Thus it was that Tenlevels the Ratonga Wizard was born - wearing a monocle and eye-patch at the same time, because he's just that evil - ready to take his revenge on the opening quest of every RPG ever. The rat punches back!
In Vanguard, I was briefly tempted by the thought of a Dread Knight giantess (is that so wrong?) but ultimately plumped for a lady half-elf Monk called Tenn Levels. (Ten was taken.) I opt for the new Isle of Dawn starting area and log in to the one and only European server.
Vanguard: levels 1 to 4

Tenlevels the Ratonga wizard. Bad to the bone.
The moment I log into Vanguard for the first time, a tree falls over. An NPC seems to be doing some logging of his own. In itself it's nothing remarkable, but in the normally inflexible landscapes of MMOs, it's still an unusual sight.
An NPC called Tan Fen Greatcloud - who, like most inhabitants of the Isle of Dawn, wears a Fu Man Chu moustache and speaks in an accent of questionable political correctness - spins an exciting-sounding setup about all the village's warriors being missing, and defending a farmstead from a hobgoblin menace. But when I report to the next quest-giver in the chain, he orders me into a swamp to kill Gataro Podlings instead. These turn out to be giant walking tadpoles.
Players with serious-sounding role-playing names are running around, but they aren't chatting. That's okay for now; time to let the elegant, soft-focus vistas and surprisingly attractive starting armour sets sink in. This is a pretty game, and despite being younger than EQII, it's better-optimised and runs more smoothly. The combat's slow but rhythmically rewarding: the Monk builds up and releases "Jin" in a rogue-style combo system with a kung fu twist.
Despite its unpromising start, the quest chain leads into a satisfying mini-adventure in the atmospheric, foggy marsh. Vanguard's world has a distinct feel, pitched somewhere between "realistic" low-fantasy and the all-out high-fantasy madness of WOW and EverQuest. I'm intrigued.
EverQuest II: levels 1 to 5
Here I am, Tenlevels the evil rat wizard with his evil eye-patch and evil monocle, in Evil Town. Bad fairies and lizard-men run about, doing evil. I have Sonic Vision, which turns the display an inverse monochrome, but otherwise seems to do nothing useful. It's still awesome.
EverQuest II is busy. The chat channel is permanently buzzing with talk here, on one of two UK servers. Everyone's got a lot to say for themselves, including the NPCs, who often chat through pages and pages of exposition before they hand you a quest - and it's all fully (if woodenly) voiced. So that's where those ten gigabytes went.

Vanguard's Ulvari have spooky masks.
Off I wander on my quest to kill some little ankle-biter elementals. Or rather, I don't, since I walk five steps out of the town gate, where there are hordes of the things, spam a few lightning spells, I'm done and I've already levelled up. I chop some wood as well, just to feel active. Rats have high cholesterol.
EverQuest II explains itself really well. There are slick tutorial NPCs in town to talk you through the basics and there's a guide to the economy in your backpack. In fact, the game is falling over itself to please. It awards experience like it's going out of fashion, tops up your health and mana every 10 per cent of a level (which, at this stage, is pretty much every kill), and helpfully puts your new spells in your action bar as soon as you level up. You don't even need to visit the trainer.
I'm chewing through quests, enemies and levels. An hour, a few wolves and a few more elementals later, and I'm already level 5. I've barely stepped out of town and have no sense of the dim, hemmed-in landscape. I'm standing in a cave wondering how these latest ridiculously overpowered spells fit into my rapidly swelling suite, and what the Heroic Opportunity spell combo system is all about, when EverQuest II deals its ace.
A very polite person whispers me and asks if I'm new to the game. Why yes, I am. Then would I like to join their guild? They can offer me advice and help.

Tenn Levels takes a ride to the stars...
I agree. Suddenly my chat channel is awash with green welcome messages. "What happens at lvl 10 then tenlevels?" "I decide if I'm doing another ten levels." "lol good answer." "Welcome again dear - if you have any questions or need help please do not hesitate to ask."
This isn't a twelve-year-old boy looking for signatories to get "Might of the Screaming Abyss" off the ground. This is a large, established, friendly, eager and welcoming community that wants to help people love its favourite game. An hour into EverQuest II, I already have a home. It feels like the Test is over.
Vanguard: levels 4 to 7
"You leave the farmstead and focus on what lay ahead." The tenses may be mixed and the sentiments cheesy, but the little messages that pop up in your log as you move around Vanguard's world are endearing all the same. This is a role-playing game through and through, and it believes in its fiction.
I enter a burning village to save some villagers from the rampaging Hobgoblins. Target selection is proving a bit of a chore and I'm noticing a few animation and texture bugs - a bow appearing in Tenn's hands when I'm throwing shuriken, some floating around, some see-through NPCs. The combat is still paying dividends, though. At level 6, I start learning finishing attacks, critical hit chains and defensive counters. This is clearly a game of consequences rather than mindless clicking.
I take a break in town to find out what Diplomacy is all about. I've been seeing NPCs offering "interviews" that require a certain amount of "presence" to start. This is a whole alternative levelling track, complete with its own quests, clothing and equipment, where you play conversations like card games, employing conversational gambits with musical motifs. It's fascinating, and Tenn looks quite fetching in her Diplomacy civvies - but I have combat levels to gain. Some other time.
Into the Hobgoblin cave, and Vanguard shows its true colours. It's tough, even at this level, before death penalties kick in. Taking on two enemies at once is a challenge, respawns are rapid and unforgiving, and some quests are solo-friendly in theory rather than practice. I bump into a Dread Knight who doesn't want to group, but we warily agree to pick off one half of each pair of enemies for an easier life.
After several deaths, quest completion and a hairy run out, I repair to town and check out crafting before logging out. It's even more complicated than Diplomacy. Vanguard and its community still aren't welcoming me with open arms, but it's working some kind of spell - I've been absorbed in its world for hours now.
EverQuest II: levels 5 to 10

...while Tenlevels is stuck dealing with Stout Cadavers
It's Erollisi Day, EQII's ridiculous parallel-dimension Valentine's. I get mail from a "secret admirer" with a "roses are red" poem in it. I'm an evil rat wizard. Why is everyone being so nice?
I gather rubble, kill a wolf for a spoiled girl, find an exciting mystery loot item shimmering on the ground that turns out to be a Shattered Froglok Bone Fragment. Later on, I loot a moth. The visual effects are great, but the animation is terrible, and I still have no idea what's beyond these looming, dark hillsides.
Round about level 7, EverQuest II's Stepford dream starts to turn sour. My wonderfully friendly and welcoming guild doesn't seem to do or say anything but congratulate each other on levelling up, or gaining Achievement points (EverQuest II's second character advancement track, where points awarded separately of levels can be used to specialise your character). Something good seems happen to someone in the guild every five minutes, and the chat channel is a ceaseless stream of "Gratz".
Congratulations? Or just mindless gratification? You can have too much of a good thing, you know. I have tons of spells but they're all either burst damage or damage over time, and it doesn't seem to matter what order I use them in. I barely need to walk any distance from quest-givers to start killing, and the spawns come to me before obligingly keeling over under my lightning bolts.

Some things never change, no matter which fantasy realm you inhabit.
The in-game help manual is excellent, an example to other games of this kind, but it can't tell me where the sense of adventure is. A few dozen skeletons, a handful of bats, too many pages of actorly droning, a couple of hours and five rounds of "gratz" later, and Tenlevels lives up to his name - but I don't feel like I've been anywhere or done anything yet. I've got a guild, but I've never met any of them, and I haven't fought with anyone by my side.
Vanguard: levels 7-10
Within an hour of logging back into Vanguard, I've got something better than a guild: someone in my friends list. An enemy we both needed to kill for a quest was refusing to be soloed, so we partied up and spent a happy half-hour slaughtering (and still dying) in the wheat fields. Afterwards, I pick up a couple of bags from a guy giving them away for free in the village - free if you win a quick-draw typed round of rock, paper, scissors, that is.
The combat is a world away from EQII's. In fact, I can think of few MMOs where the skills and systems are so clearly defined, and thrown into such sharp relief so early in the game. Moving on from Hobgoblins to the Isle of Dawn's real menace - the Ulvari, sinister, Samurai-themed magicians from another dimension - the game is already awarding some really nice armour and weapons as quest rewards and drops.
But it's not giving them away for free. Soloing requires actual concentration. Some of the difficulty is down to the terrible respawn management - a pause before you're attacked by the enemy that's suddenly appeared next to you would be fair - but most of it is good, honest massively-multiplayer game design. Just because you can solo, doesn't mean you should want to.
Soon I'm off on the final quest chain of the Isle of Dawn, taking me - via Vanguard's one gratification, an early ride on a winged mount - to a temple high in the hills. It's so exasperatingly difficult, and the trek back after a death gets so tiresome so quickly, that for a while Vanguard's fate hangs in the balance. But, realising that the game is just encouraging me to group rather than forcing me, I give it the benefit of the doubt.

You could never run a nursery like this these days, health and safety'd be all over you.
Responding to a plea for help in chat, I find myself in a group with one, then two, then three, then four others, and suddenly we're rampaging through the temple, slaying Ulvari and pleading with elemental gods and riding weird elevators and dousing our armour in blood and killing an actual boss. It's enormous fun, close to a proper instanced dungeon experience, and a well-judged climax to the Isle of Dawn. It's also intriguing to note how differently - but equally well - my class plays in a group. I go back for my rewards: a cloak, a title, a trinket and the last piece of a handsome armour set. I am Apostle Tenn Levels, Hero of Dawn. A hero already - and it feels like it.
To top it off, a screenshot of the moment I hit level 10 has magically appeared in my profile on the Vanguard website. Now that's witchcraft.
The verdict
At level 5, it seemed a foregone conclusion. At level 10, it was no contest - but the result was the opposite of what I'd expected.
I'm more immersed in Vanguard's world, I'm more invested in my character, I've had more fun with other players, I've had more challenge and reward from its combat system, I've been more surprised by its setting, more involved in its storytelling, more impressed by its beauty. EverQuest II is a very well-made game, with a clearly healthy community, that transparently wants to be all things to all MMO players. It's easy to get along with, but in these first ten levels it's so concerned with not doing anything wrong that it forgets to do anything right.

The future's bright - the future's Vanguard.
Of course, I've just played the newest and best Vanguard has to offer. I have no idea what's around the next corner, and to be quite honest, I'm scared the whole edifice might fall apart. Conversely, I would trust EQII to keep on delivering a steady, playable stream of polished content all the way to level 80.
But that's not what Ten Level Test is about. A game is judged on what's happened in the last ten levels, not what might happen in the next. And on those grounds, there can be no doubt: Vangaurd is a clear winner.
EverQuest II, you are uninstalled.
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Comments (46) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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And everything was brown or green.
I'll be interested to see how Guild Wars does, as - to be honest - the first five levels are actually pretty average and don't show off much in the way of the game's strengths...
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Realistically even stopping at level 20 isn't enough as by then you won't have access to even half the job classes, which is absolutely critical as the main/sub job-combo you choose drastically effects the whole experience. Especially as advanced jobs like Ninja completely change the gameplay when combined with other melee classes.
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I love EQ2.
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Surprised to see VG survive after my early experiences with the game. I'll be interested to see how some of the forthcoming attractions fare, especially WAR and DDO.
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Would be nice if you could do a high level test as well, since the endgame in all of these games is really the most important thing.
Doing a high level test would be easier said than done however, since some of these games require months of time invested in order to participate in the end game content. Unless you had staff or community members capable of donating characters since having high level players write their own opinions would end up in some very biased opinions (most high level people in MMO's always sing the praises of the MMO for various reasons).
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Very true but I'd guess the point of the Ten Level Test is to see how much the game draws you in from the off.
As I say, I played EQ2 and hated every second of it. Some people love it and maybe if I'd been able to get beyond that initial shittiness, I may have been one of them. However, I couldn't and am not.
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Cheers!
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No but if a game is shit at the start, no amount of carrot-dangling about "oh but the endgame IS GREAT" is going to keep you playing because (A) why bother trudging through it all in the faint hopes it gets better and (B) if the endgame IS that great, then how is it the dev can't make the game engaging at the start?
I'd say ten levels of play is a pretty reasonable amount of time to form an early impression of a game. The point is it's not to review the whole thing but rather to give people who might be interested in trying something different some idea as to how the game plays for NEW players.
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"When it's ready."
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Pretty much!
I'd love to promise a date, but as you can imagine these articles take some organising, and a very unpredictable amount of playtime. I'll also be doing them all myself to keep it consistent.
I'll try my very best to keep the pace up - no more than a month in between each round, and hopefully more like a fortnight.
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Looking forward to seeing how FFXI gets on - I played that for ages, and with the massive emphasis on grouping in later levels it will be interesting to see how it turns out.
Aspic - I disagree with everything you wrote.
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I've tried a lot of MMOs and always find when I ask myself "Is this like work?" it's time to do something else. Screw grinding to the endgame, show me an interesting solo/party-based RPG with good atmosphere and interesting combat.
Unfortunately the whole mobs-popping-out-of-thin-air thing is still regarded as acceptable...
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Vanguard had some really nice ideas like the disciple healer class (before they nerfed it into oblivion) and the song "crafting" system the bard class used. But it was such a buggy mess on release I gave up on it.
I did play Vanguard again when they did their "please come back and play" month last summer, but the newbie areas were completely deserted so playing wasn't too fun.
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Nothing like waving a large bit of razor-sharp metal in your face to get you in the mood...
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Nonetheless each have a dedicated userbase which can be helpful.
Indeed the article's premise of a level 1-10 report does neither (or the industry) any good, and won't do future reports any good, far better to look at level 11-20 in which case EQii would come out top by a mile. Gaining levels to 10 is usually a breeze in MMOs.
Here are some MMOs where getting to 10 is achieved in a couple of hours, and as result are not indicative of the MMO at later stages, even levels 11-20 which is usually when your chosen class starts to come into their own.
World of Warcraft - Done and dusted in less than 2 hours, but masses of content to keep you on the move. 9/10
Lord of the Rings Online - Verging on 2 hours or more, also packed with interesting varied content. 9/10
D&D - To level 2.1 equivalent, new 'noob' area makes it so easy you struggle to differentiate classes, they're all nukers. 6/10
WAR - To tier 2 equivalent, tons of contents, some with a sense of humour, a tad more than the 2 hours 9/10
Age of Conan - Halfway through the noob levels and there's so much to see and do yer eye's will bleed. 10/10
Chronicles of Spellborn - Aw, us UK mobs are not allowed to play this - 0/10
FFXI - Getting to level 10 will take a good few hours mainly because you'll not have a clue what to do 4/10
EVE - 2/10. I spose upgrading your ship 2 times would be close to level 10
EQii - Despite different staring area for good and evil and both there's nothing other than the grind on offer 6/10
Vanguard - I'm not commenting on this as I haven't the courage to re-install this rubbish just to see the new starter area, but back when I did play it I recall it was awful, take Oli's advice on this one if you will.
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Look at EVE Online: everybody raves about how great it is, how there are these life-changing events and massive political incidents that change the entire game world. I played it and found myself staring at lots of very dull screens before being given a badly plotted, poorly implemented fetch quest. That doesn't mean the former stuff doesn't exist. All it means is that in your earliest days it won't impact you.
And fact is as most MMOs offer limited free trials, most people need to be hooked in that first week/month/fortnight to continue wanting to play. As I mentioned before, I played EQ2 for about a week and didn't even bother beyond that, as I just found it a frustrating experience. The point of the Ten Level Test is to, in effect, present a report on the "trial period" as a way to help readers an insight into other titles and maybe provoke a "yeah, I might try that" response.
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Even though I haven't played an MMO for ages - i do enjoy reading about people's experiences in them.
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Endgame is factiongrind and raiding. Boring.
It would be interesting to know which area was used for the ten levels in EverQuest II, as there's a huge difference between say Freeport and Gorowyn. Either way, I'd have to agree with the findings in the article. EverQuest II and Vanguard are my two favourite games, one having all the polish and the other all the content.
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Sounds like Neriak to me Daysy.
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Really feals like a different game now. A lot of the petty anoyances seam to have been sorted. Subscrived now for a 3 month sub!
Thanks anyway Eurogamer. While I loved the first play through lich king (death knight) I have to say that the second run on my warrior lacks the replayability of the areas that classic wow had. This gives me a nice alternative.
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Oh you say at least a fortnight before the next one? Well that's simply not good enough! If you made it more boring then we wouldn't be in this quandry would we?
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Putting Guild Wars in there with D&D is nonsense. They are wildy different games.
The nearest there is to D&D is/was Tabula Rasa or even Phantasy Star Universe.
....and I'll not be listening to anyone who replies that both have 'mercenary' NPCs you can hire. This is a high-level only feature in D&D
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Strange how perceptions differ. I find Vanguard very friendly, although admittedly people don't usually talk unless they have something to say. Diplomacy is one of my favourite parts of the game and it's certainly in a whole different class to that byzantine card game in EQ2.
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Sony Online Entertainment has partnered with Live Gamer to provide Vanguard: Saga of Heroes customers with the same exchange system that our EverQuest II customers on The Bazaar and Vox servers enjoy. Live Gamer exchange provides the security and transparency needed to trade virtual items with confidence, and with the Live Gamer system, participants will be able to both auction and purchase virtual assets (characters, coin, and items) securely and safely and without the risk of the fraudulent activities that plague 3rd party websites that are not authorized by SOE to provide these services.
Participation in Live Gamer exchange is not mandatory or required, but those wishing to participate in this new service must first register an account with [link url=http://www.livegamer.com.]http://www.livegamer.com.[/lin k] Once registered, you can then utilize the in-game system to upload virtual assets to your Live Gamer account and auction them to others. You can also use your Live Gamer account to bid on and purchase virtual assets and to send them to your in-game characters / accounts.
Live Gamer is offering an in-game incentive for trying the system out. Customers that register with Live Gamer within the first two weeks will receive a jewelry box which when opened will offer a choice between one of three items, each targeted towards one of the three key professions. For more information about this offer, please visit http://www.livegamer.com after the service has launched.
We will append this post with availability dates for the new service as soon as possible.
For more information on how to set up your Live Gamer account, please visit this link in our Knowledge Base.
The following thread is available for discussion of the new Vanguard Live Gamer Exchange service. [EDIT: Check Official SoE threads if interested]
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