Honestly I think there is some potential in the D&D Intellectual Properties to support an MMO, but DDO was an extremely bad example of how to go about it, and is effectively squatting on a property that could be doing so much more.
What would you have done different? D&D is about dungeon running, and DDO stays true to that. I'm not sure how else the game could have been done. I've always thought Turbine did a brilliant job translating rules that were designed for pen and paper play into a multiplayer video game format (not an easy task, as those rules were never meant to be applied in such a venue).[/quote]
Actually I tend to disagree about D&D being soley about "Dungeon Running" as it evolved beyond that a long time ago, and the DM's guides and stuff even go out of their way to make a point about that. Even when getting into modules and stuff there has grown to be a great variation in what you can do. Now granted, like any fantasy RPG there are still going to be "dungeons" to explore but there is a lot more than just "you are in front of a dungeon, do you want to enter?".
My problem with Stormreach started with the lack of a persistant world. Basically the entire thing was that you had a SINGLE hub from which there were a number of single-dungeon instances which you would run over and over again. Then once you got to a certain point
you'd move from one town square to another and do the same exact thing. Basically it was non stop dungeon grinding. It annoyed me substantially and I'm a guy who doesn't paticularly mind grinding.
Other MMORPGs have their dungeons and instances, but also have a world you can wander around in, explore, and do quests and such. Now granted, a lot of quests basically amount to "go there and kill 10 of these, and come back" though there are a lot of variations on that, and World Of Warcraft for example has gotten great at keeping things interesting within that formula (which is why it continues to succeed). In Stormreach you don't even have that.
Part of the fun of an MMORPG is like how in World Of Warcraft you can ride the tram between Stormwind and Ironforge so you don't have to walk. The first few times you do that it's awesome, and it's also a big deal when your on a new server or when the game was just starting out.
In Stormreach, I failed to see what really made that world Eberron. I couldn't walk around Eberron and see the stuff that should be in the regions of Eberron. I couldn't ride an elemental powered locomotive like I could the Tram in World Of Warcraft (or if I could, I never found it, and I played for a while). Things that made Eberron unique like Dragonmarks simply weren't present.
What's more part of the fun of an MMO is to both play solo and with groups, and in Stormreach I felt pigeonholed into grouping to do anything. Before you comment about me being anti-social and missing the point of an MMO, I've been an endgame raider in multiple games. I LIKE playing with other people, just not non-stop.
When I played DDO the basic feel I got was that it was like City Of Heroes, but without the city to actually explore, and a more twitchy aiming mechanic (at least for me). The dungeons I did had some interesting gimmicks, but didn't excite me. What's more there really wasn't much in the way of inspiring lewt to keep me wanting to grind them. Half the fun of raiding in WoW or other games is that each boss is a puzzle to be solved, but once you do it there is also the element of the interesting things it can drop, and seeing/gathering the loot set from the boss at least gives you some motivation to do it. I just didn't feel motivated in DDO.
What's more is that Eberron is supposed to have a sort of "Fantasy Pulp" feel, what I saw was pretty much generic fantasy except for the inclusion of the Warforged pseudo-golem guys. I didn't see anyone sporting variations on 1920s fashion and the like (going with the elemental train system, and magic-industrial elements). In Eberron as *I* understood it from the books I had my starting mage or sorceror for example would be more likely to say wear a pinstriped suit under an overcoat (Fedora optiona) than walk around in a bloody robe with scrolls hanging off of it.
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To put things into perspective, I do not understand why for a game like that they did not use Forgotten Realms or another pure fantasy setting if they wanted the game to be like that.
Now granted, DDO has doubtlessly evolved since I played, but when I did the game I played for about two months (my freebie, and one besides) and it didn't strike me as even having enough potential to justify it. I ran enough dungeons to have a nice little pile of loot for the time, and since I knew I was never coming back I dumped it onto some new player who was just starting the same type of character that I was, and said farewell.
I guess part of the problem is that the game did not meet my expectations.
One thing I *WILL* say though is that some of the graphics were pretty good. In the beginning tavern where you did the tutorial thing for example there was this mirror right after where you walked in, and it should show a reflection of your character. Best emulation of something like that I had seen in an MMO at that point. Very, very cool. Some designers at least were trying. But in the end I just didn't like the entire product.
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To itemize what I wouild have done differantly at the end of this:
#1: I would have given the game a persistant world and quests more than just a hub surrounded by dungeons. Oh sure, I'd expect dungeons to be there, but I'd also expect to be able to go wandering the countryside.
#2: I would have paid more attention to actually developing the things that make the Eberron world unique, including the art style and social conventions. As well as doing whatever it took to put a focus on things like Dragonmarks.
#3: While not a specific thing to Eberron, I see no reason why a game today cannot have randomly generated missions along with the pre-developed dungeons, and the abillity to operate in a persistant world all at once.
Anarchy Online and City Of Heroes (the former was ironiclly better at it IMO) had a system where you could pretty much just spawn your own instance full of baddies and treasure to go run off and kill alone or with friends for some quick action, as opposed to having to head off to a more complicated pre-made dungeon, or go travelling around the countryside doing random quests. Basically I feel a proper game should have all of these things.