From the first time I stepped into Turbine's
Dungeons and Dragons Online: Stormreach, I was amazed by how well it managed to capture the dungeon crawling feel of the franchise that I knew, loved, and grew up with. With its fast-paced, pulse-pounding, and thoroughly satisfying combat, clever use of hidden doors and traps, and resource management mini-game of health, spells, and abilities,
D&D Online provides a unique gameplay experience that no other MMOG can provide right now. One only has to listen to the vehement and impassioned discussion of the hardcore fans, found in any pick-up dungeon group, to realize that Turbine has something special here---something that
World of Warcraft and
Warhammer Online,
EverQuest and
Age of Conan, or even
EVE Online simply can't offer.
However, is being unique and interesting enough to justify the price? On
a recent Massively podcast, I mentioned that I've always felt like
DDO wasn't worth the monthly fee, despite how much I love the game. The standard $15 per month pricing model is a one-size-fits-all label that looks a little too bulky on the city of Stormreach, for a number of reasons. Today I'm going to examine some of the reasons why a game which I find so interesting, exciting, and fun can't manage to crack my wallet open, and what I think
Turbine could do to push the game a little further into the competitive territory of its gaming peers.
Continue reading Player vs. Everything: The quirks of D&D Online