The Digital Continuum: Four days with Dungeons & Dragons Online
Filed under: Fantasy, Dungeons and Dragons Online, Opinion, The Digital Continuum
7:41pm Tuesday, April 7th
I just spent my first night with Dungeons and Dragons Online since it first launched in 2006, and came away from the experience pleasantly surprised. The trial client download was snappy, at around 45 minutes. The graphics have definitely seen an upgrade and overall my initial experience has been one of enjoyment. I was expecting to be left a little wanting and instead ended tonight's session quite begrudgingly. Why?
I needed to write this first entry. And oh yeah, I also required some food, too.
The new player experience has completely done away with what I remember back during launch. Now the game is both very solo friendly while also still being equally group friendly. I'm assuming greater rewards are given for players who do instances on the greater difficulty settings, but my solo encounters allowed for plenty of looting. In D&D, proper treasure pay-out is important and Turbine is giving plenty of options, but not so much loot that it all becomes inconsequential.
One thing I made sure to do was to actually read and comprehend the quest dialogue. There's reading, and then there's reading and if you want to understand why it is you're doing what you're doing and why it's so important you perform the latter. I'm glad that I did so, because the story of Korthos Island and the peril its inhabitants face have up to this point been classic D&D storytelling employed at its best by Turbine.
As it stands now my Human Monk is level 1, rank 3 and only two more dings away from level 2 -- but this style of leveling still bothers me a bit. Every rank gives the player an action point, which can be spent at a trainer to gain a minor overall boost of some kind. It doesn't really feel all that different from going level 1 to 4 in Lord of the Rings Online, as I did gain new moves with some of those ranks, but the illusion of seeing your level grow by one numerical degree each ding is still very strange.
I'm curious to see what a ding to level 2 is like. Will it be like a super ding? I'll find out tomorrow, but you'll find out in just a second.
9:19pm Wednesday, April 8th
Yup, super ding indeed. More hit points, new feats, skils and boosted saving throws. This happened after finishing the main storyline of Korthos but not before the completion of every quest. I really dig the way Turbine uses instances as a proxy for a developing an ongoing story. Lizardmen, Zombies, Skeletons, Mindflayers and Dragons were represented in full during the course of my newbie experience. Sure, there were a few giant rats and spiders here and there, but this largely felt like a good introduction to the D&D way of baddies. You can't rescue a powerful wizard without cracking a few giant rodent skulls.
I know that even at launch Turbine captured the feel of playing the tabletop game by implementing an ominous disembodied voice to describe aspects of the dungeons -- or in other words a virtual Dungeon Master.
What's really smart here however, is that all these voiced segments veer away from visual description for the most part and focus on smell, touch and hints at puzzle objectives. When a deep, commanding voice says something like, "You feel an unnatural breeze touching your face. There's something ominous about these halls." it increases my level of involvement with the task at hand. Somehow, I don't think this would work for just any game.
Puzzles, traps and hazards are just as much a part of D&D as combat and nothing has done them as well as Dungeons & Dragons Online. Actually, I don't think many games actually even have done them, at all. Shame, that. The ones I encountered weren't particularly tough, but still offered a nice break of "wander, wander, combat" pacing that most MMOs fall into constantly. I'm curious as to whether no not less traps are employed with the solo dungeons, or if Turbine has a way to tell if you're able to disable them before loading you into the dungeon. Seems a bit much for a three year-old game, but one can wonder!
I ended tonight's play session just before heading into Stormreach, which I'll save for tomorrow. Maybe I'll find a group to play with or maybe I'll keep chugging along with my party of one.
I just spent my first night with Dungeons and Dragons Online since it first launched in 2006, and came away from the experience pleasantly surprised. The trial client download was snappy, at around 45 minutes. The graphics have definitely seen an upgrade and overall my initial experience has been one of enjoyment. I was expecting to be left a little wanting and instead ended tonight's session quite begrudgingly. Why?
I needed to write this first entry. And oh yeah, I also required some food, too.
The new player experience has completely done away with what I remember back during launch. Now the game is both very solo friendly while also still being equally group friendly. I'm assuming greater rewards are given for players who do instances on the greater difficulty settings, but my solo encounters allowed for plenty of looting. In D&D, proper treasure pay-out is important and Turbine is giving plenty of options, but not so much loot that it all becomes inconsequential.
"-classic D&D storytelling employed at its best by Turbine." |
As it stands now my Human Monk is level 1, rank 3 and only two more dings away from level 2 -- but this style of leveling still bothers me a bit. Every rank gives the player an action point, which can be spent at a trainer to gain a minor overall boost of some kind. It doesn't really feel all that different from going level 1 to 4 in Lord of the Rings Online, as I did gain new moves with some of those ranks, but the illusion of seeing your level grow by one numerical degree each ding is still very strange.
I'm curious to see what a ding to level 2 is like. Will it be like a super ding? I'll find out tomorrow, but you'll find out in just a second.
9:19pm Wednesday, April 8th
Yup, super ding indeed. More hit points, new feats, skils and boosted saving throws. This happened after finishing the main storyline of Korthos but not before the completion of every quest. I really dig the way Turbine uses instances as a proxy for a developing an ongoing story. Lizardmen, Zombies, Skeletons, Mindflayers and Dragons were represented in full during the course of my newbie experience. Sure, there were a few giant rats and spiders here and there, but this largely felt like a good introduction to the D&D way of baddies. You can't rescue a powerful wizard without cracking a few giant rodent skulls.
"Somehow, I don't think this would work for just any game." |
What's really smart here however, is that all these voiced segments veer away from visual description for the most part and focus on smell, touch and hints at puzzle objectives. When a deep, commanding voice says something like, "You feel an unnatural breeze touching your face. There's something ominous about these halls." it increases my level of involvement with the task at hand. Somehow, I don't think this would work for just any game.
Puzzles, traps and hazards are just as much a part of D&D as combat and nothing has done them as well as Dungeons & Dragons Online. Actually, I don't think many games actually even have done them, at all. Shame, that. The ones I encountered weren't particularly tough, but still offered a nice break of "wander, wander, combat" pacing that most MMOs fall into constantly. I'm curious as to whether no not less traps are employed with the solo dungeons, or if Turbine has a way to tell if you're able to disable them before loading you into the dungeon. Seems a bit much for a three year-old game, but one can wonder!
I ended tonight's play session just before heading into Stormreach, which I'll save for tomorrow. Maybe I'll find a group to play with or maybe I'll keep chugging along with my party of one.




















Reader Comments (Page 1 of 1)
badgermole said on 5:57PM 4-11-2009
Now I feel like giving this game a second look! I wonder if my characters are still there.
Reply
mysecretid said on 9:07PM 4-11-2009
Coincidentally, I just re-upped on a whim for the first time since launch myself, and I'm really liking it too. A lot has changed, and the option to solo makes a big difference to me.
I notice that you can find a "level quest listing" on a tab on your character sheet, which tells you which quests in your level range have a solo-option, and which don't. So far, there seems to be a lot for the solo player and the team-friendly. If this keeps up, I may just stay!
Reply
sarr said on 9:34AM 4-12-2009
Oh, then just wait for Module 9 which is now on test servers : ). Dungeons will be scalable for smaller parties, as well as solo play - toughest monsters will have less hp. And this will be an active change, so if you'd get another party member or lose one, monsters will be balanced on the fly : ). Just note it may still need some fine tuning, as it's a new feature coming soon.
If you like it now, after Mod 9 I think you'll be completely amazed about how this game got better. Great number of UI changes, Loot All, quests navigation, shrines and chests on maps, first person view as an option, the list is long.
To Kyle Horner, author of the article:
Of course, rogues can disable traps : ). Or if you have good Intelligence and search skill, you may find traps at least. Spot also helps, as this skill, based on Wisdom, will let you know you sense "danger" (trap) somewhere near.
Big thanks for writing this up, you're great Massively!
Reply
ethereal.wolf said on 2:12PM 4-12-2009
traps are a joke in DDO, they are always in the same place. and since dungeons are static, replayability is severely limited. unless you like running static content over and over. i guess some people dig that.
Reply
Josh said on 12:26PM 4-13-2009
Just FYI, EverQuest has traps. I remember 40 person raids waiting on Rogues to go ahead and disarm some traps before we ventured in (I think it was ssra).
Reply
Razcar said on 8:22AM 4-14-2009
@ etheral.wolf
Random traps have been incorporated in quests since Module 4. We are now soon at Module 9.
About static content, how about this quest concept: "get me 10 of x, from the y that can be found in z. Then come back here for reward." Repeat ad nauseam. I take hand-crafted, well written, well-paced real _quests_ over that any day myself - especially combined with DDO's amazing active combat and real character building. Snoozers can keep their macro grinds.
Reply